texstate.c revision ac997013
1/*
2 * Mesa 3-D graphics library
3 * Version:  7.5
4 *
5 * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25/**
26 * \file texstate.c
27 *
28 * Texture state handling.
29 */
30
31#include "glheader.h"
32#include "mfeatures.h"
33#include "bufferobj.h"
34#include "colormac.h"
35#include "colortab.h"
36#include "context.h"
37#include "enums.h"
38#include "macros.h"
39#include "texobj.h"
40#include "teximage.h"
41#include "texstate.h"
42#include "mtypes.h"
43
44
45
46/**
47 * Default texture combine environment state.  This is used to initialize
48 * a context's texture units and as the basis for converting "classic"
49 * texture environmnets to ARB_texture_env_combine style values.
50 */
51static const struct gl_tex_env_combine_state default_combine_state = {
52   GL_MODULATE, GL_MODULATE,
53   { GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT, GL_CONSTANT },
54   { GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT, GL_CONSTANT },
55   { GL_SRC_COLOR, GL_SRC_COLOR, GL_SRC_ALPHA, GL_SRC_ALPHA },
56   { GL_SRC_ALPHA, GL_SRC_ALPHA, GL_SRC_ALPHA, GL_SRC_ALPHA },
57   0, 0,
58   2, 2
59};
60
61
62
63/**
64 * Used by glXCopyContext to copy texture state from one context to another.
65 */
66void
67_mesa_copy_texture_state( const struct gl_context *src, struct gl_context *dst )
68{
69   GLuint u, tex;
70
71   ASSERT(src);
72   ASSERT(dst);
73
74   dst->Texture.CurrentUnit = src->Texture.CurrentUnit;
75   dst->Texture._GenFlags = src->Texture._GenFlags;
76   dst->Texture._TexGenEnabled = src->Texture._TexGenEnabled;
77   dst->Texture._TexMatEnabled = src->Texture._TexMatEnabled;
78   dst->Texture.SharedPalette = src->Texture.SharedPalette;
79
80   /* per-unit state */
81   for (u = 0; u < src->Const.MaxCombinedTextureImageUnits; u++) {
82      dst->Texture.Unit[u].Enabled = src->Texture.Unit[u].Enabled;
83      dst->Texture.Unit[u].EnvMode = src->Texture.Unit[u].EnvMode;
84      COPY_4V(dst->Texture.Unit[u].EnvColor, src->Texture.Unit[u].EnvColor);
85      dst->Texture.Unit[u].TexGenEnabled = src->Texture.Unit[u].TexGenEnabled;
86      dst->Texture.Unit[u].GenS = src->Texture.Unit[u].GenS;
87      dst->Texture.Unit[u].GenT = src->Texture.Unit[u].GenT;
88      dst->Texture.Unit[u].GenR = src->Texture.Unit[u].GenR;
89      dst->Texture.Unit[u].GenQ = src->Texture.Unit[u].GenQ;
90      dst->Texture.Unit[u].LodBias = src->Texture.Unit[u].LodBias;
91
92      /* GL_EXT_texture_env_combine */
93      dst->Texture.Unit[u].Combine = src->Texture.Unit[u].Combine;
94
95      /* GL_ATI_envmap_bumpmap - need this? */
96      dst->Texture.Unit[u].BumpTarget = src->Texture.Unit[u].BumpTarget;
97      COPY_4V(dst->Texture.Unit[u].RotMatrix, src->Texture.Unit[u].RotMatrix);
98
99      /*
100       * XXX strictly speaking, we should compare texture names/ids and
101       * bind textures in the dest context according to id.  For now, only
102       * copy bindings if the contexts share the same pool of textures to
103       * avoid refcounting bugs.
104       */
105      if (dst->Shared == src->Shared) {
106         /* copy texture object bindings, not contents of texture objects */
107         _mesa_lock_context_textures(dst);
108
109         for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
110            _mesa_reference_texobj(&dst->Texture.Unit[u].CurrentTex[tex],
111                                   src->Texture.Unit[u].CurrentTex[tex]);
112         }
113         _mesa_unlock_context_textures(dst);
114      }
115   }
116}
117
118
119/*
120 * For debugging
121 */
122void
123_mesa_print_texunit_state( struct gl_context *ctx, GLuint unit )
124{
125   const struct gl_texture_unit *texUnit = ctx->Texture.Unit + unit;
126   printf("Texture Unit %d\n", unit);
127   printf("  GL_TEXTURE_ENV_MODE = %s\n", _mesa_lookup_enum_by_nr(texUnit->EnvMode));
128   printf("  GL_COMBINE_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.ModeRGB));
129   printf("  GL_COMBINE_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.ModeA));
130   printf("  GL_SOURCE0_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[0]));
131   printf("  GL_SOURCE1_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[1]));
132   printf("  GL_SOURCE2_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[2]));
133   printf("  GL_SOURCE0_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[0]));
134   printf("  GL_SOURCE1_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[1]));
135   printf("  GL_SOURCE2_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[2]));
136   printf("  GL_OPERAND0_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[0]));
137   printf("  GL_OPERAND1_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[1]));
138   printf("  GL_OPERAND2_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[2]));
139   printf("  GL_OPERAND0_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[0]));
140   printf("  GL_OPERAND1_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[1]));
141   printf("  GL_OPERAND2_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[2]));
142   printf("  GL_RGB_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftRGB);
143   printf("  GL_ALPHA_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftA);
144   printf("  GL_TEXTURE_ENV_COLOR = (%f, %f, %f, %f)\n", texUnit->EnvColor[0], texUnit->EnvColor[1], texUnit->EnvColor[2], texUnit->EnvColor[3]);
145}
146
147
148
149/**********************************************************************/
150/*                       Texture Environment                          */
151/**********************************************************************/
152
153/**
154 * Convert "classic" texture environment to ARB_texture_env_combine style
155 * environments.
156 *
157 * \param state  texture_env_combine state vector to be filled-in.
158 * \param mode   Classic texture environment mode (i.e., \c GL_REPLACE,
159 *               \c GL_BLEND, \c GL_DECAL, etc.).
160 * \param texBaseFormat  Base format of the texture associated with the
161 *               texture unit.
162 */
163static void
164calculate_derived_texenv( struct gl_tex_env_combine_state *state,
165			  GLenum mode, GLenum texBaseFormat )
166{
167   GLenum mode_rgb;
168   GLenum mode_a;
169
170   *state = default_combine_state;
171
172   switch (texBaseFormat) {
173   case GL_ALPHA:
174      state->SourceRGB[0] = GL_PREVIOUS;
175      break;
176
177   case GL_LUMINANCE_ALPHA:
178   case GL_INTENSITY:
179   case GL_RGBA:
180      break;
181
182   case GL_LUMINANCE:
183   case GL_RED:
184   case GL_RG:
185   case GL_RGB:
186   case GL_YCBCR_MESA:
187   case GL_DUDV_ATI:
188      state->SourceA[0] = GL_PREVIOUS;
189      break;
190
191   default:
192      _mesa_problem(NULL,
193                    "Invalid texBaseFormat 0x%x in calculate_derived_texenv",
194                    texBaseFormat);
195      return;
196   }
197
198   if (mode == GL_REPLACE_EXT)
199      mode = GL_REPLACE;
200
201   switch (mode) {
202   case GL_REPLACE:
203   case GL_MODULATE:
204      mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : mode;
205      mode_a   = mode;
206      break;
207
208   case GL_DECAL:
209      mode_rgb = GL_INTERPOLATE;
210      mode_a   = GL_REPLACE;
211
212      state->SourceA[0] = GL_PREVIOUS;
213
214      /* Having alpha / luminance / intensity textures replace using the
215       * incoming fragment color matches the definition in NV_texture_shader.
216       * The 1.5 spec simply marks these as "undefined".
217       */
218      switch (texBaseFormat) {
219      case GL_ALPHA:
220      case GL_LUMINANCE:
221      case GL_LUMINANCE_ALPHA:
222      case GL_INTENSITY:
223	 state->SourceRGB[0] = GL_PREVIOUS;
224	 break;
225      case GL_RED:
226      case GL_RG:
227      case GL_RGB:
228      case GL_YCBCR_MESA:
229      case GL_DUDV_ATI:
230	 mode_rgb = GL_REPLACE;
231	 break;
232      case GL_RGBA:
233	 state->SourceRGB[2] = GL_TEXTURE;
234	 break;
235      }
236      break;
237
238   case GL_BLEND:
239      mode_rgb = GL_INTERPOLATE;
240      mode_a   = GL_MODULATE;
241
242      switch (texBaseFormat) {
243      case GL_ALPHA:
244	 mode_rgb = GL_REPLACE;
245	 break;
246      case GL_INTENSITY:
247	 mode_a = GL_INTERPOLATE;
248	 state->SourceA[0] = GL_CONSTANT;
249	 state->OperandA[2] = GL_SRC_ALPHA;
250	 /* FALLTHROUGH */
251      case GL_LUMINANCE:
252      case GL_RED:
253      case GL_RG:
254      case GL_RGB:
255      case GL_LUMINANCE_ALPHA:
256      case GL_RGBA:
257      case GL_YCBCR_MESA:
258      case GL_DUDV_ATI:
259	 state->SourceRGB[2] = GL_TEXTURE;
260	 state->SourceA[2]   = GL_TEXTURE;
261	 state->SourceRGB[0] = GL_CONSTANT;
262	 state->OperandRGB[2] = GL_SRC_COLOR;
263	 break;
264      }
265      break;
266
267   case GL_ADD:
268      mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : GL_ADD;
269      mode_a   = (texBaseFormat == GL_INTENSITY) ? GL_ADD : GL_MODULATE;
270      break;
271
272   default:
273      _mesa_problem(NULL,
274                    "Invalid texture env mode 0x%x in calculate_derived_texenv",
275                    mode);
276      return;
277   }
278
279   state->ModeRGB = (state->SourceRGB[0] != GL_PREVIOUS)
280       ? mode_rgb : GL_REPLACE;
281   state->ModeA   = (state->SourceA[0]   != GL_PREVIOUS)
282       ? mode_a   : GL_REPLACE;
283}
284
285
286
287
288/* GL_ARB_multitexture */
289void GLAPIENTRY
290_mesa_ActiveTextureARB(GLenum texture)
291{
292   const GLuint texUnit = texture - GL_TEXTURE0;
293   GLuint k;
294   GET_CURRENT_CONTEXT(ctx);
295
296   /* See OpenGL spec for glActiveTexture: */
297   k = MAX2(ctx->Const.MaxCombinedTextureImageUnits,
298            ctx->Const.MaxTextureCoordUnits);
299
300   ASSERT(k <= Elements(ctx->Texture.Unit));
301
302   ASSERT_OUTSIDE_BEGIN_END(ctx);
303
304   if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
305      _mesa_debug(ctx, "glActiveTexture %s\n",
306                  _mesa_lookup_enum_by_nr(texture));
307
308   if (texUnit >= k) {
309      _mesa_error(ctx, GL_INVALID_ENUM, "glActiveTexture(texture=%s)",
310                  _mesa_lookup_enum_by_nr(texture));
311      return;
312   }
313
314   if (ctx->Texture.CurrentUnit == texUnit)
315      return;
316
317   FLUSH_VERTICES(ctx, _NEW_TEXTURE);
318
319   ctx->Texture.CurrentUnit = texUnit;
320   if (ctx->Transform.MatrixMode == GL_TEXTURE) {
321      /* update current stack pointer */
322      ctx->CurrentStack = &ctx->TextureMatrixStack[texUnit];
323   }
324}
325
326
327/* GL_ARB_multitexture */
328void GLAPIENTRY
329_mesa_ClientActiveTextureARB(GLenum texture)
330{
331   GET_CURRENT_CONTEXT(ctx);
332   GLuint texUnit = texture - GL_TEXTURE0;
333   ASSERT_OUTSIDE_BEGIN_END(ctx);
334
335   if (MESA_VERBOSE & (VERBOSE_API | VERBOSE_TEXTURE))
336      _mesa_debug(ctx, "glClientActiveTexture %s\n",
337                  _mesa_lookup_enum_by_nr(texture));
338
339   if (texUnit >= ctx->Const.MaxTextureCoordUnits) {
340      _mesa_error(ctx, GL_INVALID_ENUM, "glClientActiveTexture(texture)");
341      return;
342   }
343
344   if (ctx->Array.ActiveTexture == texUnit)
345      return;
346
347   FLUSH_VERTICES(ctx, _NEW_ARRAY);
348   ctx->Array.ActiveTexture = texUnit;
349}
350
351
352
353/**********************************************************************/
354/*****                    State management                        *****/
355/**********************************************************************/
356
357
358/**
359 * \note This routine refers to derived texture attribute values to
360 * compute the ENABLE_TEXMAT flags, but is only called on
361 * _NEW_TEXTURE_MATRIX.  On changes to _NEW_TEXTURE, the ENABLE_TEXMAT
362 * flags are updated by _mesa_update_textures(), below.
363 *
364 * \param ctx GL context.
365 */
366static void
367update_texture_matrices( struct gl_context *ctx )
368{
369   GLuint u;
370
371   ctx->Texture._TexMatEnabled = 0x0;
372
373   for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
374      ASSERT(u < Elements(ctx->TextureMatrixStack));
375      if (_math_matrix_is_dirty(ctx->TextureMatrixStack[u].Top)) {
376	 _math_matrix_analyse( ctx->TextureMatrixStack[u].Top );
377
378	 if (ctx->Texture.Unit[u]._ReallyEnabled &&
379	     ctx->TextureMatrixStack[u].Top->type != MATRIX_IDENTITY)
380	    ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(u);
381      }
382   }
383}
384
385
386/**
387 * Examine texture unit's combine/env state to update derived state.
388 */
389static void
390update_tex_combine(struct gl_context *ctx, struct gl_texture_unit *texUnit)
391{
392   struct gl_tex_env_combine_state *combine;
393
394   /* Set the texUnit->_CurrentCombine field to point to the user's combiner
395    * state, or the combiner state which is derived from traditional texenv
396    * mode.
397    */
398   if (texUnit->EnvMode == GL_COMBINE ||
399       texUnit->EnvMode == GL_COMBINE4_NV) {
400      texUnit->_CurrentCombine = & texUnit->Combine;
401   }
402   else {
403      const struct gl_texture_object *texObj = texUnit->_Current;
404      GLenum format = texObj->Image[0][texObj->BaseLevel]->_BaseFormat;
405      if (format == GL_COLOR_INDEX) {
406         format = GL_RGBA;  /* a bit of a hack */
407      }
408      else if (format == GL_DEPTH_COMPONENT ||
409               format == GL_DEPTH_STENCIL_EXT) {
410         format = texObj->Sampler.DepthMode;
411      }
412      calculate_derived_texenv(&texUnit->_EnvMode, texUnit->EnvMode, format);
413      texUnit->_CurrentCombine = & texUnit->_EnvMode;
414   }
415
416   combine = texUnit->_CurrentCombine;
417
418   /* Determine number of source RGB terms in the combiner function */
419   switch (combine->ModeRGB) {
420   case GL_REPLACE:
421      combine->_NumArgsRGB = 1;
422      break;
423   case GL_ADD:
424   case GL_ADD_SIGNED:
425      if (texUnit->EnvMode == GL_COMBINE4_NV)
426         combine->_NumArgsRGB = 4;
427      else
428         combine->_NumArgsRGB = 2;
429      break;
430   case GL_MODULATE:
431   case GL_SUBTRACT:
432   case GL_DOT3_RGB:
433   case GL_DOT3_RGBA:
434   case GL_DOT3_RGB_EXT:
435   case GL_DOT3_RGBA_EXT:
436      combine->_NumArgsRGB = 2;
437      break;
438   case GL_INTERPOLATE:
439   case GL_MODULATE_ADD_ATI:
440   case GL_MODULATE_SIGNED_ADD_ATI:
441   case GL_MODULATE_SUBTRACT_ATI:
442      combine->_NumArgsRGB = 3;
443      break;
444   case GL_BUMP_ENVMAP_ATI:
445      /* no real arguments for this case */
446      combine->_NumArgsRGB = 0;
447      break;
448   default:
449      combine->_NumArgsRGB = 0;
450      _mesa_problem(ctx, "invalid RGB combine mode in update_texture_state");
451      return;
452   }
453
454   /* Determine number of source Alpha terms in the combiner function */
455   switch (combine->ModeA) {
456   case GL_REPLACE:
457      combine->_NumArgsA = 1;
458      break;
459   case GL_ADD:
460   case GL_ADD_SIGNED:
461      if (texUnit->EnvMode == GL_COMBINE4_NV)
462         combine->_NumArgsA = 4;
463      else
464         combine->_NumArgsA = 2;
465      break;
466   case GL_MODULATE:
467   case GL_SUBTRACT:
468      combine->_NumArgsA = 2;
469      break;
470   case GL_INTERPOLATE:
471   case GL_MODULATE_ADD_ATI:
472   case GL_MODULATE_SIGNED_ADD_ATI:
473   case GL_MODULATE_SUBTRACT_ATI:
474      combine->_NumArgsA = 3;
475      break;
476   default:
477      combine->_NumArgsA = 0;
478      _mesa_problem(ctx, "invalid Alpha combine mode in update_texture_state");
479      break;
480   }
481}
482
483
484/**
485 * \note This routine refers to derived texture matrix values to
486 * compute the ENABLE_TEXMAT flags, but is only called on
487 * _NEW_TEXTURE.  On changes to _NEW_TEXTURE_MATRIX, the ENABLE_TEXMAT
488 * flags are updated by _mesa_update_texture_matrices, above.
489 *
490 * \param ctx GL context.
491 */
492static void
493update_texture_state( struct gl_context *ctx )
494{
495   GLuint unit;
496   struct gl_fragment_program *fprog = NULL;
497   struct gl_vertex_program *vprog = NULL;
498   GLbitfield enabledFragUnits = 0x0;
499
500   if (ctx->Shader.CurrentVertexProgram &&
501       ctx->Shader.CurrentVertexProgram->LinkStatus) {
502      vprog = ctx->Shader.CurrentVertexProgram->VertexProgram;
503   } else if (ctx->VertexProgram._Enabled) {
504      /* XXX enable this if/when non-shader vertex programs get
505       * texture fetches:
506       vprog = ctx->VertexProgram.Current;
507       */
508   }
509
510   if (ctx->Shader.CurrentFragmentProgram &&
511       ctx->Shader.CurrentFragmentProgram->LinkStatus) {
512      fprog = ctx->Shader.CurrentFragmentProgram->FragmentProgram;
513   }
514   else if (ctx->FragmentProgram._Enabled) {
515      fprog = ctx->FragmentProgram.Current;
516   }
517
518   /* FINISHME: Geometry shader texture accesses should also be considered
519    * FINISHME: here.
520    */
521
522   /* TODO: only set this if there are actual changes */
523   ctx->NewState |= _NEW_TEXTURE;
524
525   ctx->Texture._EnabledUnits = 0x0;
526   ctx->Texture._GenFlags = 0x0;
527   ctx->Texture._TexMatEnabled = 0x0;
528   ctx->Texture._TexGenEnabled = 0x0;
529
530   /*
531    * Update texture unit state.
532    */
533   for (unit = 0; unit < ctx->Const.MaxCombinedTextureImageUnits; unit++) {
534      struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
535      GLbitfield enabledVertTargets = 0x0;
536      GLbitfield enabledFragTargets = 0x0;
537      GLbitfield enabledTargets = 0x0;
538      GLuint texIndex;
539
540      /* Get the bitmask of texture target enables.
541       * enableBits will be a mask of the TEXTURE_*_BIT flags indicating
542       * which texture targets are enabled (fixed function) or referenced
543       * by a fragment program/program.  When multiple flags are set, we'll
544       * settle on the one with highest priority (see below).
545       */
546      if (vprog) {
547         enabledVertTargets |= vprog->Base.TexturesUsed[unit];
548      }
549
550      if (fprog) {
551         enabledFragTargets |= fprog->Base.TexturesUsed[unit];
552      }
553      else {
554         /* fixed-function fragment program */
555         enabledFragTargets |= texUnit->Enabled;
556      }
557
558      enabledTargets = enabledVertTargets | enabledFragTargets;
559
560      texUnit->_ReallyEnabled = 0x0;
561
562      if (enabledTargets == 0x0) {
563         /* neither vertex nor fragment processing uses this unit */
564         continue;
565      }
566
567      /* Look for the highest priority texture target that's enabled (or used
568       * by the vert/frag shaders) and "complete".  That's the one we'll use
569       * for texturing.  If we're using vert/frag program we're guaranteed
570       * that bitcount(enabledBits) <= 1.
571       * Note that the TEXTURE_x_INDEX values are in high to low priority.
572       */
573      for (texIndex = 0; texIndex < NUM_TEXTURE_TARGETS; texIndex++) {
574         if (enabledTargets & (1 << texIndex)) {
575            struct gl_texture_object *texObj = texUnit->CurrentTex[texIndex];
576            if (!texObj->_Complete) {
577               _mesa_test_texobj_completeness(ctx, texObj);
578            }
579            if (texObj->_Complete) {
580               texUnit->_ReallyEnabled = 1 << texIndex;
581               _mesa_reference_texobj(&texUnit->_Current, texObj);
582               break;
583            }
584         }
585      }
586
587      if (!texUnit->_ReallyEnabled) {
588         if (fprog) {
589            /* If we get here it means the shader is expecting a texture
590             * object, but there isn't one (or it's incomplete).  Use the
591             * fallback texture.
592             */
593            struct gl_texture_object *texObj = _mesa_get_fallback_texture(ctx);
594            texUnit->_ReallyEnabled = 1 << TEXTURE_2D_INDEX;
595            _mesa_reference_texobj(&texUnit->_Current, texObj);
596         }
597         else {
598            /* fixed-function: texture unit is really disabled */
599            continue;
600         }
601      }
602
603      /* if we get here, we know this texture unit is enabled */
604
605      ctx->Texture._EnabledUnits |= (1 << unit);
606
607      if (enabledFragTargets)
608         enabledFragUnits |= (1 << unit);
609
610      update_tex_combine(ctx, texUnit);
611   }
612
613
614   /* Determine which texture coordinate sets are actually needed */
615   if (fprog) {
616      const GLuint coordMask = (1 << MAX_TEXTURE_COORD_UNITS) - 1;
617      ctx->Texture._EnabledCoordUnits
618         = (fprog->Base.InputsRead >> FRAG_ATTRIB_TEX0) & coordMask;
619   }
620   else {
621      ctx->Texture._EnabledCoordUnits = enabledFragUnits;
622   }
623
624   /* Setup texgen for those texture coordinate sets that are in use */
625   for (unit = 0; unit < ctx->Const.MaxTextureCoordUnits; unit++) {
626      struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
627
628      texUnit->_GenFlags = 0x0;
629
630      if (!(ctx->Texture._EnabledCoordUnits & (1 << unit)))
631	 continue;
632
633      if (texUnit->TexGenEnabled) {
634	 if (texUnit->TexGenEnabled & S_BIT) {
635	    texUnit->_GenFlags |= texUnit->GenS._ModeBit;
636	 }
637	 if (texUnit->TexGenEnabled & T_BIT) {
638	    texUnit->_GenFlags |= texUnit->GenT._ModeBit;
639	 }
640	 if (texUnit->TexGenEnabled & R_BIT) {
641	    texUnit->_GenFlags |= texUnit->GenR._ModeBit;
642	 }
643	 if (texUnit->TexGenEnabled & Q_BIT) {
644	    texUnit->_GenFlags |= texUnit->GenQ._ModeBit;
645	 }
646
647	 ctx->Texture._TexGenEnabled |= ENABLE_TEXGEN(unit);
648	 ctx->Texture._GenFlags |= texUnit->_GenFlags;
649      }
650
651      ASSERT(unit < Elements(ctx->TextureMatrixStack));
652      if (ctx->TextureMatrixStack[unit].Top->type != MATRIX_IDENTITY)
653	 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(unit);
654   }
655}
656
657
658/**
659 * Update texture-related derived state.
660 */
661void
662_mesa_update_texture( struct gl_context *ctx, GLuint new_state )
663{
664   if (new_state & _NEW_TEXTURE_MATRIX)
665      update_texture_matrices( ctx );
666
667   if (new_state & (_NEW_TEXTURE | _NEW_PROGRAM))
668      update_texture_state( ctx );
669}
670
671
672/**********************************************************************/
673/*****                      Initialization                        *****/
674/**********************************************************************/
675
676/**
677 * Allocate the proxy textures for the given context.
678 *
679 * \param ctx the context to allocate proxies for.
680 *
681 * \return GL_TRUE on success, or GL_FALSE on failure
682 *
683 * If run out of memory part way through the allocations, clean up and return
684 * GL_FALSE.
685 */
686static GLboolean
687alloc_proxy_textures( struct gl_context *ctx )
688{
689   static const GLenum targets[] = {
690      GL_TEXTURE_1D,
691      GL_TEXTURE_2D,
692      GL_TEXTURE_3D,
693      GL_TEXTURE_CUBE_MAP_ARB,
694      GL_TEXTURE_RECTANGLE_NV,
695      GL_TEXTURE_1D_ARRAY_EXT,
696      GL_TEXTURE_2D_ARRAY_EXT,
697      GL_TEXTURE_BUFFER
698   };
699   GLint tgt;
700
701   ASSERT(Elements(targets) == NUM_TEXTURE_TARGETS);
702
703   for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
704      if (!(ctx->Texture.ProxyTex[tgt]
705            = ctx->Driver.NewTextureObject(ctx, 0, targets[tgt]))) {
706         /* out of memory, free what we did allocate */
707         while (--tgt >= 0) {
708            ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
709         }
710         return GL_FALSE;
711      }
712   }
713
714   assert(ctx->Texture.ProxyTex[0]->RefCount == 1); /* sanity check */
715   return GL_TRUE;
716}
717
718
719/**
720 * Initialize a texture unit.
721 *
722 * \param ctx GL context.
723 * \param unit texture unit number to be initialized.
724 */
725static void
726init_texture_unit( struct gl_context *ctx, GLuint unit )
727{
728   struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
729   GLuint tex;
730
731   texUnit->EnvMode = GL_MODULATE;
732   ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
733
734   texUnit->Combine = default_combine_state;
735   texUnit->_EnvMode = default_combine_state;
736   texUnit->_CurrentCombine = & texUnit->_EnvMode;
737   texUnit->BumpTarget = GL_TEXTURE0;
738
739   texUnit->TexGenEnabled = 0x0;
740   texUnit->GenS.Mode = GL_EYE_LINEAR;
741   texUnit->GenT.Mode = GL_EYE_LINEAR;
742   texUnit->GenR.Mode = GL_EYE_LINEAR;
743   texUnit->GenQ.Mode = GL_EYE_LINEAR;
744   texUnit->GenS._ModeBit = TEXGEN_EYE_LINEAR;
745   texUnit->GenT._ModeBit = TEXGEN_EYE_LINEAR;
746   texUnit->GenR._ModeBit = TEXGEN_EYE_LINEAR;
747   texUnit->GenQ._ModeBit = TEXGEN_EYE_LINEAR;
748
749   /* Yes, these plane coefficients are correct! */
750   ASSIGN_4V( texUnit->GenS.ObjectPlane, 1.0, 0.0, 0.0, 0.0 );
751   ASSIGN_4V( texUnit->GenT.ObjectPlane, 0.0, 1.0, 0.0, 0.0 );
752   ASSIGN_4V( texUnit->GenR.ObjectPlane, 0.0, 0.0, 0.0, 0.0 );
753   ASSIGN_4V( texUnit->GenQ.ObjectPlane, 0.0, 0.0, 0.0, 0.0 );
754   ASSIGN_4V( texUnit->GenS.EyePlane, 1.0, 0.0, 0.0, 0.0 );
755   ASSIGN_4V( texUnit->GenT.EyePlane, 0.0, 1.0, 0.0, 0.0 );
756   ASSIGN_4V( texUnit->GenR.EyePlane, 0.0, 0.0, 0.0, 0.0 );
757   ASSIGN_4V( texUnit->GenQ.EyePlane, 0.0, 0.0, 0.0, 0.0 );
758
759   /* no mention of this in spec, but maybe id matrix expected? */
760   ASSIGN_4V( texUnit->RotMatrix, 1.0, 0.0, 0.0, 1.0 );
761
762   /* initialize current texture object ptrs to the shared default objects */
763   for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
764      _mesa_reference_texobj(&texUnit->CurrentTex[tex],
765                             ctx->Shared->DefaultTex[tex]);
766   }
767}
768
769
770/**
771 * Initialize texture state for the given context.
772 */
773GLboolean
774_mesa_init_texture(struct gl_context *ctx)
775{
776   GLuint u;
777
778   /* Texture group */
779   ctx->Texture.CurrentUnit = 0;      /* multitexture */
780   ctx->Texture._EnabledUnits = 0x0;
781   ctx->Texture.SharedPalette = GL_FALSE;
782   _mesa_init_colortable(&ctx->Texture.Palette);
783
784   for (u = 0; u < Elements(ctx->Texture.Unit); u++)
785      init_texture_unit(ctx, u);
786
787   /* After we're done initializing the context's texture state the default
788    * texture objects' refcounts should be at least
789    * MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1.
790    */
791   assert(ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]->RefCount
792          >= MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1);
793
794   /* Allocate proxy textures */
795   if (!alloc_proxy_textures( ctx ))
796      return GL_FALSE;
797
798   /* GL_ARB_texture_buffer_object */
799   _mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject,
800                                 ctx->Shared->NullBufferObj);
801
802   return GL_TRUE;
803}
804
805
806/**
807 * Free dynamically-allocted texture data attached to the given context.
808 */
809void
810_mesa_free_texture_data(struct gl_context *ctx)
811{
812   GLuint u, tgt;
813
814   /* unreference current textures */
815   for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
816      /* The _Current texture could account for another reference */
817      _mesa_reference_texobj(&ctx->Texture.Unit[u]._Current, NULL);
818
819      for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
820         _mesa_reference_texobj(&ctx->Texture.Unit[u].CurrentTex[tgt], NULL);
821      }
822   }
823
824   /* Free proxy texture objects */
825   for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++)
826      ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
827
828   /* GL_ARB_texture_buffer_object */
829   _mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject, NULL);
830
831#if FEATURE_sampler_objects
832   for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
833      _mesa_reference_sampler_object(ctx, &ctx->Texture.Unit[u].Sampler, NULL);
834   }
835#endif
836}
837
838
839/**
840 * Update the default texture objects in the given context to reference those
841 * specified in the shared state and release those referencing the old
842 * shared state.
843 */
844void
845_mesa_update_default_objects_texture(struct gl_context *ctx)
846{
847   GLuint u, tex;
848
849   for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
850      struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u];
851      for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
852         _mesa_reference_texobj(&texUnit->CurrentTex[tex],
853                                ctx->Shared->DefaultTex[tex]);
854      }
855   }
856}
857