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