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|
/*
* Mesa 3-D graphics library
* Version: 7.5
*
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/**
* \file texstate.c
*
* Texture state handling.
*/
#include "glheader.h"
#include "mfeatures.h"
#include "colormac.h"
#include "colortab.h"
#include "context.h"
#include "enums.h"
#include "macros.h"
#include "texcompress.h"
#include "texobj.h"
#include "teximage.h"
#include "texstate.h"
#include "texenvprogram.h"
#include "mtypes.h"
/**
* Default texture combine environment state. This is used to initialize
* a context's texture units and as the basis for converting "classic"
* texture environmnets to ARB_texture_env_combine style values.
*/
static const struct gl_tex_env_combine_state default_combine_state = {
GL_MODULATE, GL_MODULATE,
{ GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT, GL_CONSTANT },
{ GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT, GL_CONSTANT },
{ GL_SRC_COLOR, GL_SRC_COLOR, GL_SRC_ALPHA, GL_SRC_ALPHA },
{ GL_SRC_ALPHA, GL_SRC_ALPHA, GL_SRC_ALPHA, GL_SRC_ALPHA },
0, 0,
2, 2
};
/**
* Used by glXCopyContext to copy texture state from one context to another.
*/
void
_mesa_copy_texture_state( const GLcontext *src, GLcontext *dst )
{
GLuint u, tex;
ASSERT(src);
ASSERT(dst);
dst->Texture.CurrentUnit = src->Texture.CurrentUnit;
dst->Texture._GenFlags = src->Texture._GenFlags;
dst->Texture._TexGenEnabled = src->Texture._TexGenEnabled;
dst->Texture._TexMatEnabled = src->Texture._TexMatEnabled;
dst->Texture.SharedPalette = src->Texture.SharedPalette;
/* per-unit state */
for (u = 0; u < src->Const.MaxTextureImageUnits; u++) {
dst->Texture.Unit[u].Enabled = src->Texture.Unit[u].Enabled;
dst->Texture.Unit[u].EnvMode = src->Texture.Unit[u].EnvMode;
COPY_4V(dst->Texture.Unit[u].EnvColor, src->Texture.Unit[u].EnvColor);
dst->Texture.Unit[u].TexGenEnabled = src->Texture.Unit[u].TexGenEnabled;
dst->Texture.Unit[u].GenS = src->Texture.Unit[u].GenS;
dst->Texture.Unit[u].GenT = src->Texture.Unit[u].GenT;
dst->Texture.Unit[u].GenR = src->Texture.Unit[u].GenR;
dst->Texture.Unit[u].GenQ = src->Texture.Unit[u].GenQ;
dst->Texture.Unit[u].LodBias = src->Texture.Unit[u].LodBias;
/* GL_EXT_texture_env_combine */
dst->Texture.Unit[u].Combine = src->Texture.Unit[u].Combine;
/* GL_ATI_envmap_bumpmap - need this? */
dst->Texture.Unit[u].BumpTarget = src->Texture.Unit[u].BumpTarget;
COPY_4V(dst->Texture.Unit[u].RotMatrix, src->Texture.Unit[u].RotMatrix);
/*
* XXX strictly speaking, we should compare texture names/ids and
* bind textures in the dest context according to id. For now, only
* copy bindings if the contexts share the same pool of textures to
* avoid refcounting bugs.
*/
if (dst->Shared == src->Shared) {
/* copy texture object bindings, not contents of texture objects */
_mesa_lock_context_textures(dst);
for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
_mesa_reference_texobj(&dst->Texture.Unit[u].CurrentTex[tex],
src->Texture.Unit[u].CurrentTex[tex]);
}
_mesa_unlock_context_textures(dst);
}
}
}
/*
* For debugging
*/
void
_mesa_print_texunit_state( GLcontext *ctx, GLuint unit )
{
const struct gl_texture_unit *texUnit = ctx->Texture.Unit + unit;
_mesa_printf("Texture Unit %d\n", unit);
_mesa_printf(" GL_TEXTURE_ENV_MODE = %s\n", _mesa_lookup_enum_by_nr(texUnit->EnvMode));
_mesa_printf(" GL_COMBINE_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.ModeRGB));
_mesa_printf(" GL_COMBINE_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.ModeA));
_mesa_printf(" GL_SOURCE0_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[0]));
_mesa_printf(" GL_SOURCE1_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[1]));
_mesa_printf(" GL_SOURCE2_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[2]));
_mesa_printf(" GL_SOURCE0_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[0]));
_mesa_printf(" GL_SOURCE1_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[1]));
_mesa_printf(" GL_SOURCE2_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[2]));
_mesa_printf(" GL_OPERAND0_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[0]));
_mesa_printf(" GL_OPERAND1_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[1]));
_mesa_printf(" GL_OPERAND2_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[2]));
_mesa_printf(" GL_OPERAND0_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[0]));
_mesa_printf(" GL_OPERAND1_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[1]));
_mesa_printf(" GL_OPERAND2_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[2]));
_mesa_printf(" GL_RGB_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftRGB);
_mesa_printf(" GL_ALPHA_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftA);
_mesa_printf(" GL_TEXTURE_ENV_COLOR = (%f, %f, %f, %f)\n", texUnit->EnvColor[0], texUnit->EnvColor[1], texUnit->EnvColor[2], texUnit->EnvColor[3]);
}
/**********************************************************************/
/* Texture Environment */
/**********************************************************************/
/**
* Convert "classic" texture environment to ARB_texture_env_combine style
* environments.
*
* \param state texture_env_combine state vector to be filled-in.
* \param mode Classic texture environment mode (i.e., \c GL_REPLACE,
* \c GL_BLEND, \c GL_DECAL, etc.).
* \param texBaseFormat Base format of the texture associated with the
* texture unit.
*/
static void
calculate_derived_texenv( struct gl_tex_env_combine_state *state,
GLenum mode, GLenum texBaseFormat )
{
GLenum mode_rgb;
GLenum mode_a;
*state = default_combine_state;
switch (texBaseFormat) {
case GL_ALPHA:
state->SourceRGB[0] = GL_PREVIOUS;
break;
case GL_LUMINANCE_ALPHA:
case GL_INTENSITY:
case GL_RGBA:
break;
case GL_LUMINANCE:
case GL_RGB:
case GL_YCBCR_MESA:
case GL_DUDV_ATI:
state->SourceA[0] = GL_PREVIOUS;
break;
default:
_mesa_problem(NULL,
"Invalid texBaseFormat 0x%x in calculate_derived_texenv",
texBaseFormat);
return;
}
if (mode == GL_REPLACE_EXT)
mode = GL_REPLACE;
switch (mode) {
case GL_REPLACE:
case GL_MODULATE:
mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : mode;
mode_a = mode;
break;
case GL_DECAL:
mode_rgb = GL_INTERPOLATE;
mode_a = GL_REPLACE;
state->SourceA[0] = GL_PREVIOUS;
/* Having alpha / luminance / intensity textures replace using the
* incoming fragment color matches the definition in NV_texture_shader.
* The 1.5 spec simply marks these as "undefined".
*/
switch (texBaseFormat) {
case GL_ALPHA:
case GL_LUMINANCE:
case GL_LUMINANCE_ALPHA:
case GL_INTENSITY:
state->SourceRGB[0] = GL_PREVIOUS;
break;
case GL_RGB:
case GL_YCBCR_MESA:
case GL_DUDV_ATI:
mode_rgb = GL_REPLACE;
break;
case GL_RGBA:
state->SourceRGB[2] = GL_TEXTURE;
break;
}
break;
case GL_BLEND:
mode_rgb = GL_INTERPOLATE;
mode_a = GL_MODULATE;
switch (texBaseFormat) {
case GL_ALPHA:
mode_rgb = GL_REPLACE;
break;
case GL_INTENSITY:
mode_a = GL_INTERPOLATE;
state->SourceA[0] = GL_CONSTANT;
state->OperandA[2] = GL_SRC_ALPHA;
/* FALLTHROUGH */
case GL_LUMINANCE:
case GL_RGB:
case GL_LUMINANCE_ALPHA:
case GL_RGBA:
case GL_YCBCR_MESA:
case GL_DUDV_ATI:
state->SourceRGB[2] = GL_TEXTURE;
state->SourceA[2] = GL_TEXTURE;
state->SourceRGB[0] = GL_CONSTANT;
state->OperandRGB[2] = GL_SRC_COLOR;
break;
}
break;
case GL_ADD:
mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : GL_ADD;
mode_a = (texBaseFormat == GL_INTENSITY) ? GL_ADD : GL_MODULATE;
break;
default:
_mesa_problem(NULL,
"Invalid texture env mode 0x%x in calculate_derived_texenv",
mode);
return;
}
state->ModeRGB = (state->SourceRGB[0] != GL_PREVIOUS)
? mode_rgb : GL_REPLACE;
state->ModeA = (state->SourceA[0] != GL_PREVIOUS)
? mode_a : GL_REPLACE;
}
/* GL_ARB_multitexture */
void GLAPIENTRY
_mesa_ActiveTextureARB(GLenum texture)
{
GET_CURRENT_CONTEXT(ctx);
const GLuint texUnit = texture - GL_TEXTURE0;
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
_mesa_debug(ctx, "glActiveTexture %s\n",
_mesa_lookup_enum_by_nr(texture));
if (texUnit >= ctx->Const.MaxTextureImageUnits) {
_mesa_error(ctx, GL_INVALID_ENUM, "glActiveTexture(texture)");
return;
}
if (ctx->Texture.CurrentUnit == texUnit)
return;
FLUSH_VERTICES(ctx, _NEW_TEXTURE);
ctx->Texture.CurrentUnit = texUnit;
if (ctx->Transform.MatrixMode == GL_TEXTURE) {
/* update current stack pointer */
ctx->CurrentStack = &ctx->TextureMatrixStack[texUnit];
}
if (ctx->Driver.ActiveTexture) {
(*ctx->Driver.ActiveTexture)( ctx, (GLuint) texUnit );
}
}
/* GL_ARB_multitexture */
void GLAPIENTRY
_mesa_ClientActiveTextureARB(GLenum texture)
{
GET_CURRENT_CONTEXT(ctx);
GLuint texUnit = texture - GL_TEXTURE0;
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (texUnit >= ctx->Const.MaxTextureCoordUnits) {
_mesa_error(ctx, GL_INVALID_ENUM, "glClientActiveTexture(texture)");
return;
}
FLUSH_VERTICES(ctx, _NEW_ARRAY);
ctx->Array.ActiveTexture = texUnit;
}
/**********************************************************************/
/***** State management *****/
/**********************************************************************/
/**
* \note This routine refers to derived texture attribute values to
* compute the ENABLE_TEXMAT flags, but is only called on
* _NEW_TEXTURE_MATRIX. On changes to _NEW_TEXTURE, the ENABLE_TEXMAT
* flags are updated by _mesa_update_textures(), below.
*
* \param ctx GL context.
*/
static void
update_texture_matrices( GLcontext *ctx )
{
GLuint u;
ctx->Texture._TexMatEnabled = 0x0;
for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
if (_math_matrix_is_dirty(ctx->TextureMatrixStack[u].Top)) {
_math_matrix_analyse( ctx->TextureMatrixStack[u].Top );
if (ctx->Texture.Unit[u]._ReallyEnabled &&
ctx->TextureMatrixStack[u].Top->type != MATRIX_IDENTITY)
ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(u);
if (ctx->Driver.TextureMatrix)
ctx->Driver.TextureMatrix( ctx, u, ctx->TextureMatrixStack[u].Top);
}
}
}
/**
* Examine texture unit's combine/env state to update derived state.
*/
static void
update_tex_combine(GLcontext *ctx, struct gl_texture_unit *texUnit)
{
struct gl_tex_env_combine_state *combine;
/* Set the texUnit->_CurrentCombine field to point to the user's combiner
* state, or the combiner state which is derived from traditional texenv
* mode.
*/
if (texUnit->EnvMode == GL_COMBINE ||
texUnit->EnvMode == GL_COMBINE4_NV) {
texUnit->_CurrentCombine = & texUnit->Combine;
}
else {
const struct gl_texture_object *texObj = texUnit->_Current;
GLenum format = texObj->Image[0][texObj->BaseLevel]->_BaseFormat;
if (format == GL_COLOR_INDEX) {
format = GL_RGBA; /* a bit of a hack */
}
else if (format == GL_DEPTH_COMPONENT ||
format == GL_DEPTH_STENCIL_EXT) {
format = texObj->DepthMode;
}
calculate_derived_texenv(&texUnit->_EnvMode, texUnit->EnvMode, format);
texUnit->_CurrentCombine = & texUnit->_EnvMode;
}
combine = texUnit->_CurrentCombine;
/* Determine number of source RGB terms in the combiner function */
switch (combine->ModeRGB) {
case GL_REPLACE:
combine->_NumArgsRGB = 1;
break;
case GL_ADD:
case GL_ADD_SIGNED:
if (texUnit->EnvMode == GL_COMBINE4_NV)
combine->_NumArgsRGB = 4;
else
combine->_NumArgsRGB = 2;
break;
case GL_MODULATE:
case GL_SUBTRACT:
case GL_DOT3_RGB:
case GL_DOT3_RGBA:
case GL_DOT3_RGB_EXT:
case GL_DOT3_RGBA_EXT:
combine->_NumArgsRGB = 2;
break;
case GL_INTERPOLATE:
case GL_MODULATE_ADD_ATI:
case GL_MODULATE_SIGNED_ADD_ATI:
case GL_MODULATE_SUBTRACT_ATI:
combine->_NumArgsRGB = 3;
break;
case GL_BUMP_ENVMAP_ATI:
/* no real arguments for this case */
combine->_NumArgsRGB = 0;
break;
default:
combine->_NumArgsRGB = 0;
_mesa_problem(ctx, "invalid RGB combine mode in update_texture_state");
return;
}
/* Determine number of source Alpha terms in the combiner function */
switch (combine->ModeA) {
case GL_REPLACE:
combine->_NumArgsA = 1;
break;
case GL_ADD:
case GL_ADD_SIGNED:
if (texUnit->EnvMode == GL_COMBINE4_NV)
combine->_NumArgsA = 4;
else
combine->_NumArgsA = 2;
break;
case GL_MODULATE:
case GL_SUBTRACT:
combine->_NumArgsA = 2;
break;
case GL_INTERPOLATE:
case GL_MODULATE_ADD_ATI:
case GL_MODULATE_SIGNED_ADD_ATI:
case GL_MODULATE_SUBTRACT_ATI:
combine->_NumArgsA = 3;
break;
default:
combine->_NumArgsA = 0;
_mesa_problem(ctx, "invalid Alpha combine mode in update_texture_state");
break;
}
}
/**
* \note This routine refers to derived texture matrix values to
* compute the ENABLE_TEXMAT flags, but is only called on
* _NEW_TEXTURE. On changes to _NEW_TEXTURE_MATRIX, the ENABLE_TEXMAT
* flags are updated by _mesa_update_texture_matrices, above.
*
* \param ctx GL context.
*/
static void
update_texture_state( GLcontext *ctx )
{
GLuint unit;
struct gl_fragment_program *fprog = NULL;
struct gl_vertex_program *vprog = NULL;
GLbitfield enabledFragUnits = 0x0;
if (ctx->Shader.CurrentProgram &&
ctx->Shader.CurrentProgram->LinkStatus) {
fprog = ctx->Shader.CurrentProgram->FragmentProgram;
vprog = ctx->Shader.CurrentProgram->VertexProgram;
}
else {
if (ctx->FragmentProgram._Enabled) {
fprog = ctx->FragmentProgram.Current;
}
if (ctx->VertexProgram._Enabled) {
/* XXX enable this if/when non-shader vertex programs get
* texture fetches:
vprog = ctx->VertexProgram.Current;
*/
}
}
/* TODO: only set this if there are actual changes */
ctx->NewState |= _NEW_TEXTURE;
ctx->Texture._EnabledUnits = 0x0;
ctx->Texture._GenFlags = 0x0;
ctx->Texture._TexMatEnabled = 0x0;
ctx->Texture._TexGenEnabled = 0x0;
/*
* Update texture unit state.
*/
for (unit = 0; unit < ctx->Const.MaxTextureImageUnits; unit++) {
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
GLbitfield enabledVertTargets = 0x0;
GLbitfield enabledFragTargets = 0x0;
GLbitfield enabledTargets = 0x0;
GLuint texIndex;
/* Get the bitmask of texture target enables.
* enableBits will be a mask of the TEXTURE_*_BIT flags indicating
* which texture targets are enabled (fixed function) or referenced
* by a fragment shader/program. When multiple flags are set, we'll
* settle on the one with highest priority (see below).
*/
if (vprog) {
enabledVertTargets |= vprog->Base.TexturesUsed[unit];
}
if (fprog) {
enabledFragTargets |= fprog->Base.TexturesUsed[unit];
}
else {
/* fixed-function fragment program */
enabledFragTargets |= texUnit->Enabled;
}
enabledTargets = enabledVertTargets | enabledFragTargets;
texUnit->_ReallyEnabled = 0x0;
if (enabledTargets == 0x0) {
/* neither vertex nor fragment processing uses this unit */
continue;
}
/* Look for the highest priority texture target that's enabled (or used
* by the vert/frag shaders) and "complete". That's the one we'll use
* for texturing. If we're using vert/frag program we're guaranteed
* that bitcount(enabledBits) <= 1.
* Note that the TEXTURE_x_INDEX values are in high to low priority.
*/
for (texIndex = 0; texIndex < NUM_TEXTURE_TARGETS; texIndex++) {
if (enabledTargets & (1 << texIndex)) {
struct gl_texture_object *texObj = texUnit->CurrentTex[texIndex];
if (!texObj->_Complete) {
_mesa_test_texobj_completeness(ctx, texObj);
}
if (texObj->_Complete) {
texUnit->_ReallyEnabled = 1 << texIndex;
_mesa_reference_texobj(&texUnit->_Current, texObj);
break;
}
}
}
if (!texUnit->_ReallyEnabled) {
if (fprog) {
/* If we get here it means the shader is expecting a texture
* object, but there isn't one (or it's incomplete). Use the
* fallback texture.
*/
struct gl_texture_object *texObj = _mesa_get_fallback_texture(ctx);
texUnit->_ReallyEnabled = 1 << TEXTURE_2D_INDEX;
_mesa_reference_texobj(&texUnit->_Current, texObj);
}
else {
/* fixed-function: texture unit is really disabled */
continue;
}
}
/* if we get here, we know this texture unit is enabled */
ctx->Texture._EnabledUnits |= (1 << unit);
if (enabledFragTargets)
enabledFragUnits |= (1 << unit);
update_tex_combine(ctx, texUnit);
}
/* Determine which texture coordinate sets are actually needed */
if (fprog) {
const GLuint coordMask = (1 << MAX_TEXTURE_COORD_UNITS) - 1;
ctx->Texture._EnabledCoordUnits
= (fprog->Base.InputsRead >> FRAG_ATTRIB_TEX0) & coordMask;
}
else {
ctx->Texture._EnabledCoordUnits = enabledFragUnits;
}
/* Setup texgen for those texture coordinate sets that are in use */
for (unit = 0; unit < ctx->Const.MaxTextureCoordUnits; unit++) {
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
texUnit->_GenFlags = 0x0;
if (!(ctx->Texture._EnabledCoordUnits & (1 << unit)))
continue;
if (texUnit->TexGenEnabled) {
if (texUnit->TexGenEnabled & S_BIT) {
texUnit->_GenFlags |= texUnit->GenS._ModeBit;
}
if (texUnit->TexGenEnabled & T_BIT) {
texUnit->_GenFlags |= texUnit->GenT._ModeBit;
}
if (texUnit->TexGenEnabled & R_BIT) {
texUnit->_GenFlags |= texUnit->GenR._ModeBit;
}
if (texUnit->TexGenEnabled & Q_BIT) {
texUnit->_GenFlags |= texUnit->GenQ._ModeBit;
}
ctx->Texture._TexGenEnabled |= ENABLE_TEXGEN(unit);
ctx->Texture._GenFlags |= texUnit->_GenFlags;
}
if (ctx->TextureMatrixStack[unit].Top->type != MATRIX_IDENTITY)
ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(unit);
}
}
/**
* Update texture-related derived state.
*/
void
_mesa_update_texture( GLcontext *ctx, GLuint new_state )
{
if (new_state & _NEW_TEXTURE_MATRIX)
update_texture_matrices( ctx );
if (new_state & (_NEW_TEXTURE | _NEW_PROGRAM))
update_texture_state( ctx );
}
/**********************************************************************/
/***** Initialization *****/
/**********************************************************************/
/**
* Allocate the proxy textures for the given context.
*
* \param ctx the context to allocate proxies for.
*
* \return GL_TRUE on success, or GL_FALSE on failure
*
* If run out of memory part way through the allocations, clean up and return
* GL_FALSE.
*/
static GLboolean
alloc_proxy_textures( GLcontext *ctx )
{
static const GLenum targets[] = {
GL_TEXTURE_1D,
GL_TEXTURE_2D,
GL_TEXTURE_3D,
GL_TEXTURE_CUBE_MAP_ARB,
GL_TEXTURE_RECTANGLE_NV,
GL_TEXTURE_1D_ARRAY_EXT,
GL_TEXTURE_2D_ARRAY_EXT
};
GLint tgt;
ASSERT(Elements(targets) == NUM_TEXTURE_TARGETS);
for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
if (!(ctx->Texture.ProxyTex[tgt]
= ctx->Driver.NewTextureObject(ctx, 0, targets[tgt]))) {
/* out of memory, free what we did allocate */
while (--tgt >= 0) {
ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
}
return GL_FALSE;
}
}
assert(ctx->Texture.ProxyTex[0]->RefCount == 1); /* sanity check */
return GL_TRUE;
}
/**
* Initialize a texture unit.
*
* \param ctx GL context.
* \param unit texture unit number to be initialized.
*/
static void
init_texture_unit( GLcontext *ctx, GLuint unit )
{
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
GLuint tex;
texUnit->EnvMode = GL_MODULATE;
ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
texUnit->Combine = default_combine_state;
texUnit->_EnvMode = default_combine_state;
texUnit->_CurrentCombine = & texUnit->_EnvMode;
texUnit->BumpTarget = GL_TEXTURE0;
texUnit->TexGenEnabled = 0x0;
texUnit->GenS.Mode = GL_EYE_LINEAR;
texUnit->GenT.Mode = GL_EYE_LINEAR;
texUnit->GenR.Mode = GL_EYE_LINEAR;
texUnit->GenQ.Mode = GL_EYE_LINEAR;
texUnit->GenS._ModeBit = TEXGEN_EYE_LINEAR;
texUnit->GenT._ModeBit = TEXGEN_EYE_LINEAR;
texUnit->GenR._ModeBit = TEXGEN_EYE_LINEAR;
texUnit->GenQ._ModeBit = TEXGEN_EYE_LINEAR;
/* Yes, these plane coefficients are correct! */
ASSIGN_4V( texUnit->GenS.ObjectPlane, 1.0, 0.0, 0.0, 0.0 );
ASSIGN_4V( texUnit->GenT.ObjectPlane, 0.0, 1.0, 0.0, 0.0 );
ASSIGN_4V( texUnit->GenR.ObjectPlane, 0.0, 0.0, 0.0, 0.0 );
ASSIGN_4V( texUnit->GenQ.ObjectPlane, 0.0, 0.0, 0.0, 0.0 );
ASSIGN_4V( texUnit->GenS.EyePlane, 1.0, 0.0, 0.0, 0.0 );
ASSIGN_4V( texUnit->GenT.EyePlane, 0.0, 1.0, 0.0, 0.0 );
ASSIGN_4V( texUnit->GenR.EyePlane, 0.0, 0.0, 0.0, 0.0 );
ASSIGN_4V( texUnit->GenQ.EyePlane, 0.0, 0.0, 0.0, 0.0 );
/* no mention of this in spec, but maybe id matrix expected? */
ASSIGN_4V( texUnit->RotMatrix, 1.0, 0.0, 0.0, 1.0 );
/* initialize current texture object ptrs to the shared default objects */
for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
_mesa_reference_texobj(&texUnit->CurrentTex[tex],
ctx->Shared->DefaultTex[tex]);
}
}
/**
* Initialize texture state for the given context.
*/
GLboolean
_mesa_init_texture(GLcontext *ctx)
{
GLuint u;
/* Texture group */
ctx->Texture.CurrentUnit = 0; /* multitexture */
ctx->Texture._EnabledUnits = 0x0;
ctx->Texture.SharedPalette = GL_FALSE;
_mesa_init_colortable(&ctx->Texture.Palette);
for (u = 0; u < MAX_TEXTURE_UNITS; u++)
init_texture_unit(ctx, u);
/* After we're done initializing the context's texture state the default
* texture objects' refcounts should be at least MAX_TEXTURE_UNITS + 1.
*/
assert(ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]->RefCount
>= MAX_TEXTURE_UNITS + 1);
/* Allocate proxy textures */
if (!alloc_proxy_textures( ctx ))
return GL_FALSE;
return GL_TRUE;
}
/**
* Free dynamically-allocted texture data attached to the given context.
*/
void
_mesa_free_texture_data(GLcontext *ctx)
{
GLuint u, tgt;
/* unreference current textures */
for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++) {
/* The _Current texture could account for another reference */
_mesa_reference_texobj(&ctx->Texture.Unit[u]._Current, NULL);
for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
_mesa_reference_texobj(&ctx->Texture.Unit[u].CurrentTex[tgt], NULL);
}
}
/* Free proxy texture objects */
for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++)
ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++)
_mesa_free_colortable_data(&ctx->Texture.Unit[u].ColorTable);
}
/**
* Update the default texture objects in the given context to reference those
* specified in the shared state and release those referencing the old
* shared state.
*/
void
_mesa_update_default_objects_texture(GLcontext *ctx)
{
GLuint u, tex;
for (u = 0; u < MAX_TEXTURE_UNITS; u++) {
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u];
for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
_mesa_reference_texobj(&texUnit->CurrentTex[tex],
ctx->Shared->DefaultTex[tex]);
}
}
}
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