texstate.c revision b167d5e7
1/* 2 * Mesa 3-D graphics library 3 * 4 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. 5 * 6 * Permission is hereby granted, free of charge, to any person obtaining a 7 * copy of this software and associated documentation files (the "Software"), 8 * to deal in the Software without restriction, including without limitation 9 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 10 * and/or sell copies of the Software, and to permit persons to whom the 11 * Software is furnished to do so, subject to the following conditions: 12 * 13 * The above copyright notice and this permission notice shall be included 14 * in all copies or substantial portions of the Software. 15 * 16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR 20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR 22 * 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 "bufferobj.h" 33#include "colormac.h" 34#include "colortab.h" 35#include "context.h" 36#include "enums.h" 37#include "macros.h" 38#include "shaderimage.h" 39#include "texobj.h" 40#include "teximage.h" 41#include "texstate.h" 42#include "mtypes.h" 43#include "bitset.h" 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 79 /* per-unit state */ 80 for (u = 0; u < src->Const.MaxCombinedTextureImageUnits; u++) { 81 dst->Texture.Unit[u].Enabled = src->Texture.Unit[u].Enabled; 82 dst->Texture.Unit[u].EnvMode = src->Texture.Unit[u].EnvMode; 83 COPY_4V(dst->Texture.Unit[u].EnvColor, src->Texture.Unit[u].EnvColor); 84 dst->Texture.Unit[u].TexGenEnabled = src->Texture.Unit[u].TexGenEnabled; 85 dst->Texture.Unit[u].GenS = src->Texture.Unit[u].GenS; 86 dst->Texture.Unit[u].GenT = src->Texture.Unit[u].GenT; 87 dst->Texture.Unit[u].GenR = src->Texture.Unit[u].GenR; 88 dst->Texture.Unit[u].GenQ = src->Texture.Unit[u].GenQ; 89 dst->Texture.Unit[u].LodBias = src->Texture.Unit[u].LodBias; 90 91 /* GL_EXT_texture_env_combine */ 92 dst->Texture.Unit[u].Combine = src->Texture.Unit[u].Combine; 93 94 /* 95 * XXX strictly speaking, we should compare texture names/ids and 96 * bind textures in the dest context according to id. For now, only 97 * copy bindings if the contexts share the same pool of textures to 98 * avoid refcounting bugs. 99 */ 100 if (dst->Shared == src->Shared) { 101 /* copy texture object bindings, not contents of texture objects */ 102 _mesa_lock_context_textures(dst); 103 104 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { 105 _mesa_reference_texobj(&dst->Texture.Unit[u].CurrentTex[tex], 106 src->Texture.Unit[u].CurrentTex[tex]); 107 if (src->Texture.Unit[u].CurrentTex[tex]) { 108 dst->Texture.NumCurrentTexUsed = 109 MAX2(dst->Texture.NumCurrentTexUsed, u + 1); 110 } 111 } 112 dst->Texture.Unit[u]._BoundTextures = src->Texture.Unit[u]._BoundTextures; 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 state->SourceA[0] = GL_PREVIOUS; 188 break; 189 190 default: 191 _mesa_problem(NULL, 192 "Invalid texBaseFormat 0x%x in calculate_derived_texenv", 193 texBaseFormat); 194 return; 195 } 196 197 if (mode == GL_REPLACE_EXT) 198 mode = GL_REPLACE; 199 200 switch (mode) { 201 case GL_REPLACE: 202 case GL_MODULATE: 203 mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : mode; 204 mode_a = mode; 205 break; 206 207 case GL_DECAL: 208 mode_rgb = GL_INTERPOLATE; 209 mode_a = GL_REPLACE; 210 211 state->SourceA[0] = GL_PREVIOUS; 212 213 /* Having alpha / luminance / intensity textures replace using the 214 * incoming fragment color matches the definition in NV_texture_shader. 215 * The 1.5 spec simply marks these as "undefined". 216 */ 217 switch (texBaseFormat) { 218 case GL_ALPHA: 219 case GL_LUMINANCE: 220 case GL_LUMINANCE_ALPHA: 221 case GL_INTENSITY: 222 state->SourceRGB[0] = GL_PREVIOUS; 223 break; 224 case GL_RED: 225 case GL_RG: 226 case GL_RGB: 227 case GL_YCBCR_MESA: 228 mode_rgb = GL_REPLACE; 229 break; 230 case GL_RGBA: 231 state->SourceRGB[2] = GL_TEXTURE; 232 break; 233 } 234 break; 235 236 case GL_BLEND: 237 mode_rgb = GL_INTERPOLATE; 238 mode_a = GL_MODULATE; 239 240 switch (texBaseFormat) { 241 case GL_ALPHA: 242 mode_rgb = GL_REPLACE; 243 break; 244 case GL_INTENSITY: 245 mode_a = GL_INTERPOLATE; 246 state->SourceA[0] = GL_CONSTANT; 247 state->OperandA[2] = GL_SRC_ALPHA; 248 /* FALLTHROUGH */ 249 case GL_LUMINANCE: 250 case GL_RED: 251 case GL_RG: 252 case GL_RGB: 253 case GL_LUMINANCE_ALPHA: 254 case GL_RGBA: 255 case GL_YCBCR_MESA: 256 state->SourceRGB[2] = GL_TEXTURE; 257 state->SourceA[2] = GL_TEXTURE; 258 state->SourceRGB[0] = GL_CONSTANT; 259 state->OperandRGB[2] = GL_SRC_COLOR; 260 break; 261 } 262 break; 263 264 case GL_ADD: 265 mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : GL_ADD; 266 mode_a = (texBaseFormat == GL_INTENSITY) ? GL_ADD : GL_MODULATE; 267 break; 268 269 default: 270 _mesa_problem(NULL, 271 "Invalid texture env mode 0x%x in calculate_derived_texenv", 272 mode); 273 return; 274 } 275 276 state->ModeRGB = (state->SourceRGB[0] != GL_PREVIOUS) 277 ? mode_rgb : GL_REPLACE; 278 state->ModeA = (state->SourceA[0] != GL_PREVIOUS) 279 ? mode_a : GL_REPLACE; 280} 281 282 283 284 285/* GL_ARB_multitexture */ 286void GLAPIENTRY 287_mesa_ActiveTexture(GLenum texture) 288{ 289 const GLuint texUnit = texture - GL_TEXTURE0; 290 GLuint k; 291 GET_CURRENT_CONTEXT(ctx); 292 293 /* See OpenGL spec for glActiveTexture: */ 294 k = MAX2(ctx->Const.MaxCombinedTextureImageUnits, 295 ctx->Const.MaxTextureCoordUnits); 296 297 ASSERT(k <= Elements(ctx->Texture.Unit)); 298 299 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE)) 300 _mesa_debug(ctx, "glActiveTexture %s\n", 301 _mesa_lookup_enum_by_nr(texture)); 302 303 if (texUnit >= k) { 304 _mesa_error(ctx, GL_INVALID_ENUM, "glActiveTexture(texture=%s)", 305 _mesa_lookup_enum_by_nr(texture)); 306 return; 307 } 308 309 if (ctx->Texture.CurrentUnit == texUnit) 310 return; 311 312 FLUSH_VERTICES(ctx, _NEW_TEXTURE); 313 314 ctx->Texture.CurrentUnit = texUnit; 315 if (ctx->Transform.MatrixMode == GL_TEXTURE) { 316 /* update current stack pointer */ 317 ctx->CurrentStack = &ctx->TextureMatrixStack[texUnit]; 318 } 319} 320 321 322/* GL_ARB_multitexture */ 323void GLAPIENTRY 324_mesa_ClientActiveTexture(GLenum texture) 325{ 326 GET_CURRENT_CONTEXT(ctx); 327 GLuint texUnit = texture - GL_TEXTURE0; 328 329 if (MESA_VERBOSE & (VERBOSE_API | VERBOSE_TEXTURE)) 330 _mesa_debug(ctx, "glClientActiveTexture %s\n", 331 _mesa_lookup_enum_by_nr(texture)); 332 333 if (texUnit >= ctx->Const.MaxTextureCoordUnits) { 334 _mesa_error(ctx, GL_INVALID_ENUM, "glClientActiveTexture(texture)"); 335 return; 336 } 337 338 if (ctx->Array.ActiveTexture == texUnit) 339 return; 340 341 FLUSH_VERTICES(ctx, _NEW_ARRAY); 342 ctx->Array.ActiveTexture = texUnit; 343} 344 345 346 347/**********************************************************************/ 348/***** State management *****/ 349/**********************************************************************/ 350 351 352/** 353 * \note This routine refers to derived texture attribute values to 354 * compute the ENABLE_TEXMAT flags, but is only called on 355 * _NEW_TEXTURE_MATRIX. On changes to _NEW_TEXTURE, the ENABLE_TEXMAT 356 * flags are updated by _mesa_update_textures(), below. 357 * 358 * \param ctx GL context. 359 */ 360static void 361update_texture_matrices( struct gl_context *ctx ) 362{ 363 GLuint u; 364 365 ctx->Texture._TexMatEnabled = 0x0; 366 367 for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) { 368 ASSERT(u < Elements(ctx->TextureMatrixStack)); 369 if (_math_matrix_is_dirty(ctx->TextureMatrixStack[u].Top)) { 370 _math_matrix_analyse( ctx->TextureMatrixStack[u].Top ); 371 372 if (ctx->Texture.Unit[u]._Current && 373 ctx->TextureMatrixStack[u].Top->type != MATRIX_IDENTITY) 374 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(u); 375 } 376 } 377} 378 379 380/** 381 * Examine texture unit's combine/env state to update derived state. 382 */ 383static void 384update_tex_combine(struct gl_context *ctx, struct gl_texture_unit *texUnit) 385{ 386 struct gl_tex_env_combine_state *combine; 387 388 /* No combiners will apply to this. */ 389 if (texUnit->_Current->Target == GL_TEXTURE_BUFFER) 390 return; 391 392 /* Set the texUnit->_CurrentCombine field to point to the user's combiner 393 * state, or the combiner state which is derived from traditional texenv 394 * mode. 395 */ 396 if (texUnit->EnvMode == GL_COMBINE || 397 texUnit->EnvMode == GL_COMBINE4_NV) { 398 texUnit->_CurrentCombine = & texUnit->Combine; 399 } 400 else { 401 const struct gl_texture_object *texObj = texUnit->_Current; 402 GLenum format = texObj->Image[0][texObj->BaseLevel]->_BaseFormat; 403 404 if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) { 405 format = texObj->DepthMode; 406 } 407 calculate_derived_texenv(&texUnit->_EnvMode, texUnit->EnvMode, format); 408 texUnit->_CurrentCombine = & texUnit->_EnvMode; 409 } 410 411 combine = texUnit->_CurrentCombine; 412 413 /* Determine number of source RGB terms in the combiner function */ 414 switch (combine->ModeRGB) { 415 case GL_REPLACE: 416 combine->_NumArgsRGB = 1; 417 break; 418 case GL_ADD: 419 case GL_ADD_SIGNED: 420 if (texUnit->EnvMode == GL_COMBINE4_NV) 421 combine->_NumArgsRGB = 4; 422 else 423 combine->_NumArgsRGB = 2; 424 break; 425 case GL_MODULATE: 426 case GL_SUBTRACT: 427 case GL_DOT3_RGB: 428 case GL_DOT3_RGBA: 429 case GL_DOT3_RGB_EXT: 430 case GL_DOT3_RGBA_EXT: 431 combine->_NumArgsRGB = 2; 432 break; 433 case GL_INTERPOLATE: 434 case GL_MODULATE_ADD_ATI: 435 case GL_MODULATE_SIGNED_ADD_ATI: 436 case GL_MODULATE_SUBTRACT_ATI: 437 combine->_NumArgsRGB = 3; 438 break; 439 default: 440 combine->_NumArgsRGB = 0; 441 _mesa_problem(ctx, "invalid RGB combine mode in update_texture_state"); 442 return; 443 } 444 445 /* Determine number of source Alpha terms in the combiner function */ 446 switch (combine->ModeA) { 447 case GL_REPLACE: 448 combine->_NumArgsA = 1; 449 break; 450 case GL_ADD: 451 case GL_ADD_SIGNED: 452 if (texUnit->EnvMode == GL_COMBINE4_NV) 453 combine->_NumArgsA = 4; 454 else 455 combine->_NumArgsA = 2; 456 break; 457 case GL_MODULATE: 458 case GL_SUBTRACT: 459 combine->_NumArgsA = 2; 460 break; 461 case GL_INTERPOLATE: 462 case GL_MODULATE_ADD_ATI: 463 case GL_MODULATE_SIGNED_ADD_ATI: 464 case GL_MODULATE_SUBTRACT_ATI: 465 combine->_NumArgsA = 3; 466 break; 467 default: 468 combine->_NumArgsA = 0; 469 _mesa_problem(ctx, "invalid Alpha combine mode in update_texture_state"); 470 break; 471 } 472} 473 474static void 475update_texgen(struct gl_context *ctx) 476{ 477 GLuint unit; 478 479 /* Setup texgen for those texture coordinate sets that are in use */ 480 for (unit = 0; unit < ctx->Const.MaxTextureCoordUnits; unit++) { 481 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; 482 483 texUnit->_GenFlags = 0x0; 484 485 if (!(ctx->Texture._EnabledCoordUnits & (1 << unit))) 486 continue; 487 488 if (texUnit->TexGenEnabled) { 489 if (texUnit->TexGenEnabled & S_BIT) { 490 texUnit->_GenFlags |= texUnit->GenS._ModeBit; 491 } 492 if (texUnit->TexGenEnabled & T_BIT) { 493 texUnit->_GenFlags |= texUnit->GenT._ModeBit; 494 } 495 if (texUnit->TexGenEnabled & R_BIT) { 496 texUnit->_GenFlags |= texUnit->GenR._ModeBit; 497 } 498 if (texUnit->TexGenEnabled & Q_BIT) { 499 texUnit->_GenFlags |= texUnit->GenQ._ModeBit; 500 } 501 502 ctx->Texture._TexGenEnabled |= ENABLE_TEXGEN(unit); 503 ctx->Texture._GenFlags |= texUnit->_GenFlags; 504 } 505 506 ASSERT(unit < Elements(ctx->TextureMatrixStack)); 507 if (ctx->TextureMatrixStack[unit].Top->type != MATRIX_IDENTITY) 508 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(unit); 509 } 510} 511 512static struct gl_texture_object * 513update_single_program_texture(struct gl_context *ctx, struct gl_program *prog, 514 int s) 515{ 516 gl_texture_index target_index; 517 struct gl_texture_unit *texUnit; 518 struct gl_texture_object *texObj; 519 struct gl_sampler_object *sampler; 520 int unit; 521 522 if (!(prog->SamplersUsed & (1 << s))) 523 return NULL; 524 525 unit = prog->SamplerUnits[s]; 526 texUnit = &ctx->Texture.Unit[unit]; 527 528 /* Note: If more than one bit was set in TexturesUsed[unit], then we should 529 * have had the draw call rejected already. From the GL 4.4 specification, 530 * section 7.10 ("Samplers"): 531 * 532 * "It is not allowed to have variables of different sampler types 533 * pointing to the same texture image unit within a program 534 * object. This situation can only be detected at the next rendering 535 * command issued which triggers shader invocations, and an 536 * INVALID_OPERATION error will then be generated." 537 */ 538 target_index = ffs(prog->TexturesUsed[unit]) - 1; 539 texObj = texUnit->CurrentTex[target_index]; 540 541 sampler = texUnit->Sampler ? 542 texUnit->Sampler : &texObj->Sampler; 543 544 if (likely(texObj)) { 545 if (_mesa_is_texture_complete(texObj, sampler)) 546 return texObj; 547 548 _mesa_test_texobj_completeness(ctx, texObj); 549 if (_mesa_is_texture_complete(texObj, sampler)) 550 return texObj; 551 } 552 553 /* If we've reached this point, we didn't find a complete texture of the 554 * shader's target. From the GL 4.4 core specification, section 11.1.3.5 555 * ("Texture Access"): 556 * 557 * "If a sampler is used in a shader and the sampler’s associated 558 * texture is not complete, as defined in section 8.17, (0, 0, 0, 1) 559 * will be returned for a non-shadow sampler and 0 for a shadow 560 * sampler." 561 * 562 * Mesa implements this by creating a hidden texture object with a pixel of 563 * that value. 564 */ 565 texObj = _mesa_get_fallback_texture(ctx, target_index); 566 assert(texObj); 567 568 return texObj; 569} 570 571static void 572update_program_texture_state(struct gl_context *ctx, struct gl_program **prog, 573 BITSET_WORD *enabled_texture_units) 574{ 575 int i; 576 577 for (i = 0; i < MESA_SHADER_STAGES; i++) { 578 int s; 579 580 if (!prog[i]) 581 continue; 582 583 /* We can't only do the shifting trick as the loop condition because if 584 * sampler 31 is active, the next iteration tries to shift by 32, which is 585 * undefined. 586 */ 587 for (s = 0; s < MAX_SAMPLERS && (1 << s) <= prog[i]->SamplersUsed; s++) { 588 struct gl_texture_object *texObj; 589 590 texObj = update_single_program_texture(ctx, prog[i], s); 591 if (texObj) { 592 int unit = prog[i]->SamplerUnits[s]; 593 _mesa_reference_texobj(&ctx->Texture.Unit[unit]._Current, texObj); 594 BITSET_SET(enabled_texture_units, unit); 595 ctx->Texture._MaxEnabledTexImageUnit = 596 MAX2(ctx->Texture._MaxEnabledTexImageUnit, (int)unit); 597 } 598 } 599 } 600 601 if (prog[MESA_SHADER_FRAGMENT]) { 602 const GLuint coordMask = (1 << MAX_TEXTURE_COORD_UNITS) - 1; 603 ctx->Texture._EnabledCoordUnits |= 604 (prog[MESA_SHADER_FRAGMENT]->InputsRead >> VARYING_SLOT_TEX0) & 605 coordMask; 606 } 607} 608 609static void 610update_ff_texture_state(struct gl_context *ctx, 611 BITSET_WORD *enabled_texture_units) 612{ 613 int unit; 614 615 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { 616 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; 617 GLuint texIndex; 618 619 if (texUnit->Enabled == 0x0) 620 continue; 621 622 /* If a shader already dictated what texture target was used for this 623 * unit, just go along with it. 624 */ 625 if (BITSET_TEST(enabled_texture_units, unit)) 626 continue; 627 628 /* From the GL 4.4 compat specification, section 16.2 ("Texture Application"): 629 * 630 * "Texturing is enabled or disabled using the generic Enable and 631 * Disable commands, respectively, with the symbolic constants 632 * TEXTURE_1D, TEXTURE_2D, TEXTURE_RECTANGLE, TEXTURE_3D, or 633 * TEXTURE_CUBE_MAP to enable the one-, two-, rectangular, 634 * three-dimensional, or cube map texture, respectively. If more 635 * than one of these textures is enabled, the first one enabled 636 * from the following list is used: 637 * 638 * • cube map texture 639 * • three-dimensional texture 640 * • rectangular texture 641 * • two-dimensional texture 642 * • one-dimensional texture" 643 * 644 * Note that the TEXTURE_x_INDEX values are in high to low priority. 645 * Also: 646 * 647 * "If a texture unit is disabled or has an invalid or incomplete 648 * texture (as defined in section 8.17) bound to it, then blending 649 * is disabled for that texture unit. If the texture environment 650 * for a given enabled texture unit references a disabled texture 651 * unit, or an invalid or incomplete texture that is bound to 652 * another unit, then the results of texture blending are 653 * undefined." 654 */ 655 for (texIndex = 0; texIndex < NUM_TEXTURE_TARGETS; texIndex++) { 656 if (texUnit->Enabled & (1 << texIndex)) { 657 struct gl_texture_object *texObj = texUnit->CurrentTex[texIndex]; 658 struct gl_sampler_object *sampler = texUnit->Sampler ? 659 texUnit->Sampler : &texObj->Sampler; 660 661 if (!_mesa_is_texture_complete(texObj, sampler)) { 662 _mesa_test_texobj_completeness(ctx, texObj); 663 } 664 if (_mesa_is_texture_complete(texObj, sampler)) { 665 _mesa_reference_texobj(&texUnit->_Current, texObj); 666 break; 667 } 668 } 669 } 670 671 if (texIndex == NUM_TEXTURE_TARGETS) 672 continue; 673 674 /* if we get here, we know this texture unit is enabled */ 675 BITSET_SET(enabled_texture_units, unit); 676 ctx->Texture._MaxEnabledTexImageUnit = 677 MAX2(ctx->Texture._MaxEnabledTexImageUnit, (int)unit); 678 679 ctx->Texture._EnabledCoordUnits |= 1 << unit; 680 681 update_tex_combine(ctx, texUnit); 682 } 683} 684 685/** 686 * \note This routine refers to derived texture matrix values to 687 * compute the ENABLE_TEXMAT flags, but is only called on 688 * _NEW_TEXTURE. On changes to _NEW_TEXTURE_MATRIX, the ENABLE_TEXMAT 689 * flags are updated by _mesa_update_texture_matrices, above. 690 * 691 * \param ctx GL context. 692 */ 693static void 694update_texture_state( struct gl_context *ctx ) 695{ 696 struct gl_program *prog[MESA_SHADER_STAGES]; 697 int i; 698 int old_max_unit = ctx->Texture._MaxEnabledTexImageUnit; 699 BITSET_DECLARE(enabled_texture_units, MAX_COMBINED_TEXTURE_IMAGE_UNITS); 700 701 for (i = 0; i < MESA_SHADER_STAGES; i++) { 702 if (ctx->_Shader->CurrentProgram[i] && 703 ctx->_Shader->CurrentProgram[i]->LinkStatus) { 704 prog[i] = ctx->_Shader->CurrentProgram[i]->_LinkedShaders[i]->Program; 705 } else { 706 if (i == MESA_SHADER_FRAGMENT && ctx->FragmentProgram._Enabled) 707 prog[i] = &ctx->FragmentProgram.Current->Base; 708 else 709 prog[i] = NULL; 710 } 711 } 712 713 /* TODO: only set this if there are actual changes */ 714 ctx->NewState |= _NEW_TEXTURE; 715 716 ctx->Texture._GenFlags = 0x0; 717 ctx->Texture._TexMatEnabled = 0x0; 718 ctx->Texture._TexGenEnabled = 0x0; 719 ctx->Texture._MaxEnabledTexImageUnit = -1; 720 ctx->Texture._EnabledCoordUnits = 0x0; 721 722 memset(&enabled_texture_units, 0, sizeof(enabled_texture_units)); 723 724 /* First, walk over our programs pulling in all the textures for them. 725 * Programs dictate specific texture targets to be enabled, and for a draw 726 * call to be valid they can't conflict about which texture targets are 727 * used. 728 */ 729 update_program_texture_state(ctx, prog, enabled_texture_units); 730 731 /* Also pull in any textures necessary for fixed function fragment shading. 732 */ 733 if (!prog[MESA_SHADER_FRAGMENT]) 734 update_ff_texture_state(ctx, enabled_texture_units); 735 736 /* Now, clear out the _Current of any disabled texture units. */ 737 for (i = 0; i <= ctx->Texture._MaxEnabledTexImageUnit; i++) { 738 if (!BITSET_TEST(enabled_texture_units, i)) 739 _mesa_reference_texobj(&ctx->Texture.Unit[i]._Current, NULL); 740 } 741 for (i = ctx->Texture._MaxEnabledTexImageUnit + 1; i <= old_max_unit; i++) { 742 _mesa_reference_texobj(&ctx->Texture.Unit[i]._Current, NULL); 743 } 744 745 if (!prog[MESA_SHADER_FRAGMENT] || !prog[MESA_SHADER_VERTEX]) 746 update_texgen(ctx); 747 748 _mesa_validate_image_units(ctx); 749} 750 751 752/** 753 * Update texture-related derived state. 754 */ 755void 756_mesa_update_texture( struct gl_context *ctx, GLuint new_state ) 757{ 758 if (new_state & _NEW_TEXTURE_MATRIX) 759 update_texture_matrices( ctx ); 760 761 if (new_state & (_NEW_TEXTURE | _NEW_PROGRAM)) 762 update_texture_state( ctx ); 763} 764 765 766/**********************************************************************/ 767/***** Initialization *****/ 768/**********************************************************************/ 769 770/** 771 * Allocate the proxy textures for the given context. 772 * 773 * \param ctx the context to allocate proxies for. 774 * 775 * \return GL_TRUE on success, or GL_FALSE on failure 776 * 777 * If run out of memory part way through the allocations, clean up and return 778 * GL_FALSE. 779 */ 780static GLboolean 781alloc_proxy_textures( struct gl_context *ctx ) 782{ 783 /* NOTE: these values must be in the same order as the TEXTURE_x_INDEX 784 * values! 785 */ 786 static const GLenum targets[] = { 787 GL_TEXTURE_2D_MULTISAMPLE, 788 GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 789 GL_TEXTURE_CUBE_MAP_ARRAY, 790 GL_TEXTURE_BUFFER, 791 GL_TEXTURE_2D_ARRAY_EXT, 792 GL_TEXTURE_1D_ARRAY_EXT, 793 GL_TEXTURE_EXTERNAL_OES, 794 GL_TEXTURE_CUBE_MAP_ARB, 795 GL_TEXTURE_3D, 796 GL_TEXTURE_RECTANGLE_NV, 797 GL_TEXTURE_2D, 798 GL_TEXTURE_1D, 799 }; 800 GLint tgt; 801 802 STATIC_ASSERT(Elements(targets) == NUM_TEXTURE_TARGETS); 803 assert(targets[TEXTURE_2D_INDEX] == GL_TEXTURE_2D); 804 assert(targets[TEXTURE_CUBE_INDEX] == GL_TEXTURE_CUBE_MAP); 805 806 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { 807 if (!(ctx->Texture.ProxyTex[tgt] 808 = ctx->Driver.NewTextureObject(ctx, 0, targets[tgt]))) { 809 /* out of memory, free what we did allocate */ 810 while (--tgt >= 0) { 811 ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]); 812 } 813 return GL_FALSE; 814 } 815 } 816 817 assert(ctx->Texture.ProxyTex[0]->RefCount == 1); /* sanity check */ 818 return GL_TRUE; 819} 820 821 822/** 823 * Initialize a texture unit. 824 * 825 * \param ctx GL context. 826 * \param unit texture unit number to be initialized. 827 */ 828static void 829init_texture_unit( struct gl_context *ctx, GLuint unit ) 830{ 831 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; 832 GLuint tex; 833 834 texUnit->EnvMode = GL_MODULATE; 835 ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 ); 836 837 texUnit->Combine = default_combine_state; 838 texUnit->_EnvMode = default_combine_state; 839 texUnit->_CurrentCombine = & texUnit->_EnvMode; 840 841 texUnit->TexGenEnabled = 0x0; 842 texUnit->GenS.Mode = GL_EYE_LINEAR; 843 texUnit->GenT.Mode = GL_EYE_LINEAR; 844 texUnit->GenR.Mode = GL_EYE_LINEAR; 845 texUnit->GenQ.Mode = GL_EYE_LINEAR; 846 texUnit->GenS._ModeBit = TEXGEN_EYE_LINEAR; 847 texUnit->GenT._ModeBit = TEXGEN_EYE_LINEAR; 848 texUnit->GenR._ModeBit = TEXGEN_EYE_LINEAR; 849 texUnit->GenQ._ModeBit = TEXGEN_EYE_LINEAR; 850 851 /* Yes, these plane coefficients are correct! */ 852 ASSIGN_4V( texUnit->GenS.ObjectPlane, 1.0, 0.0, 0.0, 0.0 ); 853 ASSIGN_4V( texUnit->GenT.ObjectPlane, 0.0, 1.0, 0.0, 0.0 ); 854 ASSIGN_4V( texUnit->GenR.ObjectPlane, 0.0, 0.0, 0.0, 0.0 ); 855 ASSIGN_4V( texUnit->GenQ.ObjectPlane, 0.0, 0.0, 0.0, 0.0 ); 856 ASSIGN_4V( texUnit->GenS.EyePlane, 1.0, 0.0, 0.0, 0.0 ); 857 ASSIGN_4V( texUnit->GenT.EyePlane, 0.0, 1.0, 0.0, 0.0 ); 858 ASSIGN_4V( texUnit->GenR.EyePlane, 0.0, 0.0, 0.0, 0.0 ); 859 ASSIGN_4V( texUnit->GenQ.EyePlane, 0.0, 0.0, 0.0, 0.0 ); 860 861 /* initialize current texture object ptrs to the shared default objects */ 862 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { 863 _mesa_reference_texobj(&texUnit->CurrentTex[tex], 864 ctx->Shared->DefaultTex[tex]); 865 } 866 867 texUnit->_BoundTextures = 0; 868} 869 870 871/** 872 * Initialize texture state for the given context. 873 */ 874GLboolean 875_mesa_init_texture(struct gl_context *ctx) 876{ 877 GLuint u; 878 879 /* Texture group */ 880 ctx->Texture.CurrentUnit = 0; /* multitexture */ 881 882 /* Appendix F.2 of the OpenGL ES 3.0 spec says: 883 * 884 * "OpenGL ES 3.0 requires that all cube map filtering be 885 * seamless. OpenGL ES 2.0 specified that a single cube map face be 886 * selected and used for filtering." 887 */ 888 ctx->Texture.CubeMapSeamless = _mesa_is_gles3(ctx); 889 890 for (u = 0; u < Elements(ctx->Texture.Unit); u++) 891 init_texture_unit(ctx, u); 892 893 /* After we're done initializing the context's texture state the default 894 * texture objects' refcounts should be at least 895 * MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1. 896 */ 897 assert(ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]->RefCount 898 >= MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1); 899 900 /* Allocate proxy textures */ 901 if (!alloc_proxy_textures( ctx )) 902 return GL_FALSE; 903 904 /* GL_ARB_texture_buffer_object */ 905 _mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject, 906 ctx->Shared->NullBufferObj); 907 908 ctx->Texture.NumCurrentTexUsed = 0; 909 910 return GL_TRUE; 911} 912 913 914/** 915 * Free dynamically-allocted texture data attached to the given context. 916 */ 917void 918_mesa_free_texture_data(struct gl_context *ctx) 919{ 920 GLuint u, tgt; 921 922 /* unreference current textures */ 923 for (u = 0; u < Elements(ctx->Texture.Unit); u++) { 924 /* The _Current texture could account for another reference */ 925 _mesa_reference_texobj(&ctx->Texture.Unit[u]._Current, NULL); 926 927 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { 928 _mesa_reference_texobj(&ctx->Texture.Unit[u].CurrentTex[tgt], NULL); 929 } 930 } 931 932 /* Free proxy texture objects */ 933 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) 934 ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]); 935 936 /* GL_ARB_texture_buffer_object */ 937 _mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject, NULL); 938 939 for (u = 0; u < Elements(ctx->Texture.Unit); u++) { 940 _mesa_reference_sampler_object(ctx, &ctx->Texture.Unit[u].Sampler, NULL); 941 } 942} 943 944 945/** 946 * Update the default texture objects in the given context to reference those 947 * specified in the shared state and release those referencing the old 948 * shared state. 949 */ 950void 951_mesa_update_default_objects_texture(struct gl_context *ctx) 952{ 953 GLuint u, tex; 954 955 for (u = 0; u < Elements(ctx->Texture.Unit); u++) { 956 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u]; 957 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { 958 _mesa_reference_texobj(&texUnit->CurrentTex[tex], 959 ctx->Shared->DefaultTex[tex]); 960 } 961 } 962} 963