| /* |
| * Mesa 3-D graphics library |
| * |
| * 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 |
| * THE AUTHORS OR COPYRIGHT HOLDERS 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 "bufferobj.h" |
| #include "colormac.h" |
| #include "colortab.h" |
| #include "context.h" |
| #include "enums.h" |
| #include "macros.h" |
| #include "shaderimage.h" |
| #include "texobj.h" |
| #include "teximage.h" |
| #include "texstate.h" |
| #include "mtypes.h" |
| #include "bitset.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 struct gl_context *src, struct gl_context *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; |
| |
| /* per-unit state */ |
| for (u = 0; u < src->Const.MaxCombinedTextureImageUnits; 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; |
| |
| /* |
| * 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]); |
| if (src->Texture.Unit[u].CurrentTex[tex]) { |
| dst->Texture.NumCurrentTexUsed = |
| MAX2(dst->Texture.NumCurrentTexUsed, u + 1); |
| } |
| } |
| dst->Texture.Unit[u]._BoundTextures = src->Texture.Unit[u]._BoundTextures; |
| _mesa_unlock_context_textures(dst); |
| } |
| } |
| } |
| |
| |
| /* |
| * For debugging |
| */ |
| void |
| _mesa_print_texunit_state( struct gl_context *ctx, GLuint unit ) |
| { |
| const struct gl_texture_unit *texUnit = ctx->Texture.Unit + unit; |
| printf("Texture Unit %d\n", unit); |
| printf(" GL_TEXTURE_ENV_MODE = %s\n", _mesa_lookup_enum_by_nr(texUnit->EnvMode)); |
| printf(" GL_COMBINE_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.ModeRGB)); |
| printf(" GL_COMBINE_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.ModeA)); |
| printf(" GL_SOURCE0_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[0])); |
| printf(" GL_SOURCE1_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[1])); |
| printf(" GL_SOURCE2_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[2])); |
| printf(" GL_SOURCE0_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[0])); |
| printf(" GL_SOURCE1_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[1])); |
| printf(" GL_SOURCE2_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[2])); |
| printf(" GL_OPERAND0_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[0])); |
| printf(" GL_OPERAND1_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[1])); |
| printf(" GL_OPERAND2_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[2])); |
| printf(" GL_OPERAND0_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[0])); |
| printf(" GL_OPERAND1_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[1])); |
| printf(" GL_OPERAND2_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[2])); |
| printf(" GL_RGB_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftRGB); |
| printf(" GL_ALPHA_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftA); |
| 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_RED: |
| case GL_RG: |
| case GL_RGB: |
| case GL_YCBCR_MESA: |
| 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_RED: |
| case GL_RG: |
| case GL_RGB: |
| case GL_YCBCR_MESA: |
| 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_RED: |
| case GL_RG: |
| case GL_RGB: |
| case GL_LUMINANCE_ALPHA: |
| case GL_RGBA: |
| case GL_YCBCR_MESA: |
| 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_ActiveTexture(GLenum texture) |
| { |
| const GLuint texUnit = texture - GL_TEXTURE0; |
| GLuint k; |
| GET_CURRENT_CONTEXT(ctx); |
| |
| /* See OpenGL spec for glActiveTexture: */ |
| k = MAX2(ctx->Const.MaxCombinedTextureImageUnits, |
| ctx->Const.MaxTextureCoordUnits); |
| |
| ASSERT(k <= Elements(ctx->Texture.Unit)); |
| |
| if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE)) |
| _mesa_debug(ctx, "glActiveTexture %s\n", |
| _mesa_lookup_enum_by_nr(texture)); |
| |
| if (texUnit >= k) { |
| _mesa_error(ctx, GL_INVALID_ENUM, "glActiveTexture(texture=%s)", |
| _mesa_lookup_enum_by_nr(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]; |
| } |
| } |
| |
| |
| /* GL_ARB_multitexture */ |
| void GLAPIENTRY |
| _mesa_ClientActiveTexture(GLenum texture) |
| { |
| GET_CURRENT_CONTEXT(ctx); |
| GLuint texUnit = texture - GL_TEXTURE0; |
| |
| if (MESA_VERBOSE & (VERBOSE_API | VERBOSE_TEXTURE)) |
| _mesa_debug(ctx, "glClientActiveTexture %s\n", |
| _mesa_lookup_enum_by_nr(texture)); |
| |
| if (texUnit >= ctx->Const.MaxTextureCoordUnits) { |
| _mesa_error(ctx, GL_INVALID_ENUM, "glClientActiveTexture(texture)"); |
| return; |
| } |
| |
| if (ctx->Array.ActiveTexture == texUnit) |
| 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( struct gl_context *ctx ) |
| { |
| GLuint u; |
| |
| ctx->Texture._TexMatEnabled = 0x0; |
| |
| for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) { |
| ASSERT(u < Elements(ctx->TextureMatrixStack)); |
| if (_math_matrix_is_dirty(ctx->TextureMatrixStack[u].Top)) { |
| _math_matrix_analyse( ctx->TextureMatrixStack[u].Top ); |
| |
| if (ctx->Texture.Unit[u]._Current && |
| ctx->TextureMatrixStack[u].Top->type != MATRIX_IDENTITY) |
| ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(u); |
| } |
| } |
| } |
| |
| |
| /** |
| * Examine texture unit's combine/env state to update derived state. |
| */ |
| static void |
| update_tex_combine(struct gl_context *ctx, struct gl_texture_unit *texUnit) |
| { |
| struct gl_tex_env_combine_state *combine; |
| |
| /* No combiners will apply to this. */ |
| if (texUnit->_Current->Target == GL_TEXTURE_BUFFER) |
| return; |
| |
| /* 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_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; |
| 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; |
| } |
| } |
| |
| static void |
| update_texgen(struct gl_context *ctx) |
| { |
| GLuint unit; |
| |
| /* 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; |
| } |
| |
| ASSERT(unit < Elements(ctx->TextureMatrixStack)); |
| if (ctx->TextureMatrixStack[unit].Top->type != MATRIX_IDENTITY) |
| ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(unit); |
| } |
| } |
| |
| static struct gl_texture_object * |
| update_single_program_texture(struct gl_context *ctx, struct gl_program *prog, |
| int s) |
| { |
| gl_texture_index target_index; |
| struct gl_texture_unit *texUnit; |
| struct gl_texture_object *texObj; |
| struct gl_sampler_object *sampler; |
| int unit; |
| |
| if (!(prog->SamplersUsed & (1 << s))) |
| return NULL; |
| |
| unit = prog->SamplerUnits[s]; |
| texUnit = &ctx->Texture.Unit[unit]; |
| |
| /* Note: If more than one bit was set in TexturesUsed[unit], then we should |
| * have had the draw call rejected already. From the GL 4.4 specification, |
| * section 7.10 ("Samplers"): |
| * |
| * "It is not allowed to have variables of different sampler types |
| * pointing to the same texture image unit within a program |
| * object. This situation can only be detected at the next rendering |
| * command issued which triggers shader invocations, and an |
| * INVALID_OPERATION error will then be generated." |
| */ |
| target_index = ffs(prog->TexturesUsed[unit]) - 1; |
| texObj = texUnit->CurrentTex[target_index]; |
| |
| sampler = texUnit->Sampler ? |
| texUnit->Sampler : &texObj->Sampler; |
| |
| if (likely(texObj)) { |
| if (_mesa_is_texture_complete(texObj, sampler)) |
| return texObj; |
| |
| _mesa_test_texobj_completeness(ctx, texObj); |
| if (_mesa_is_texture_complete(texObj, sampler)) |
| return texObj; |
| } |
| |
| /* If we've reached this point, we didn't find a complete texture of the |
| * shader's target. From the GL 4.4 core specification, section 11.1.3.5 |
| * ("Texture Access"): |
| * |
| * "If a sampler is used in a shader and the sampler’s associated |
| * texture is not complete, as defined in section 8.17, (0, 0, 0, 1) |
| * will be returned for a non-shadow sampler and 0 for a shadow |
| * sampler." |
| * |
| * Mesa implements this by creating a hidden texture object with a pixel of |
| * that value. |
| */ |
| texObj = _mesa_get_fallback_texture(ctx, target_index); |
| assert(texObj); |
| |
| return texObj; |
| } |
| |
| static void |
| update_program_texture_state(struct gl_context *ctx, struct gl_program **prog, |
| BITSET_WORD *enabled_texture_units) |
| { |
| int i; |
| |
| for (i = 0; i < MESA_SHADER_STAGES; i++) { |
| int s; |
| |
| if (!prog[i]) |
| continue; |
| |
| /* We can't only do the shifting trick as the loop condition because if |
| * sampler 31 is active, the next iteration tries to shift by 32, which is |
| * undefined. |
| */ |
| for (s = 0; s < MAX_SAMPLERS && (1 << s) <= prog[i]->SamplersUsed; s++) { |
| struct gl_texture_object *texObj; |
| |
| texObj = update_single_program_texture(ctx, prog[i], s); |
| if (texObj) { |
| int unit = prog[i]->SamplerUnits[s]; |
| _mesa_reference_texobj(&ctx->Texture.Unit[unit]._Current, texObj); |
| BITSET_SET(enabled_texture_units, unit); |
| ctx->Texture._MaxEnabledTexImageUnit = |
| MAX2(ctx->Texture._MaxEnabledTexImageUnit, (int)unit); |
| } |
| } |
| } |
| |
| if (prog[MESA_SHADER_FRAGMENT]) { |
| const GLuint coordMask = (1 << MAX_TEXTURE_COORD_UNITS) - 1; |
| ctx->Texture._EnabledCoordUnits |= |
| (prog[MESA_SHADER_FRAGMENT]->InputsRead >> VARYING_SLOT_TEX0) & |
| coordMask; |
| } |
| } |
| |
| static void |
| update_ff_texture_state(struct gl_context *ctx, |
| BITSET_WORD *enabled_texture_units) |
| { |
| int unit; |
| |
| for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { |
| struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; |
| GLuint texIndex; |
| |
| if (texUnit->Enabled == 0x0) |
| continue; |
| |
| /* If a shader already dictated what texture target was used for this |
| * unit, just go along with it. |
| */ |
| if (BITSET_TEST(enabled_texture_units, unit)) |
| continue; |
| |
| /* From the GL 4.4 compat specification, section 16.2 ("Texture Application"): |
| * |
| * "Texturing is enabled or disabled using the generic Enable and |
| * Disable commands, respectively, with the symbolic constants |
| * TEXTURE_1D, TEXTURE_2D, TEXTURE_RECTANGLE, TEXTURE_3D, or |
| * TEXTURE_CUBE_MAP to enable the one-, two-, rectangular, |
| * three-dimensional, or cube map texture, respectively. If more |
| * than one of these textures is enabled, the first one enabled |
| * from the following list is used: |
| * |
| * • cube map texture |
| * • three-dimensional texture |
| * • rectangular texture |
| * • two-dimensional texture |
| * • one-dimensional texture" |
| * |
| * Note that the TEXTURE_x_INDEX values are in high to low priority. |
| * Also: |
| * |
| * "If a texture unit is disabled or has an invalid or incomplete |
| * texture (as defined in section 8.17) bound to it, then blending |
| * is disabled for that texture unit. If the texture environment |
| * for a given enabled texture unit references a disabled texture |
| * unit, or an invalid or incomplete texture that is bound to |
| * another unit, then the results of texture blending are |
| * undefined." |
| */ |
| for (texIndex = 0; texIndex < NUM_TEXTURE_TARGETS; texIndex++) { |
| if (texUnit->Enabled & (1 << texIndex)) { |
| struct gl_texture_object *texObj = texUnit->CurrentTex[texIndex]; |
| struct gl_sampler_object *sampler = texUnit->Sampler ? |
| texUnit->Sampler : &texObj->Sampler; |
| |
| if (!_mesa_is_texture_complete(texObj, sampler)) { |
| _mesa_test_texobj_completeness(ctx, texObj); |
| } |
| if (_mesa_is_texture_complete(texObj, sampler)) { |
| _mesa_reference_texobj(&texUnit->_Current, texObj); |
| break; |
| } |
| } |
| } |
| |
| if (texIndex == NUM_TEXTURE_TARGETS) |
| continue; |
| |
| /* if we get here, we know this texture unit is enabled */ |
| BITSET_SET(enabled_texture_units, unit); |
| ctx->Texture._MaxEnabledTexImageUnit = |
| MAX2(ctx->Texture._MaxEnabledTexImageUnit, (int)unit); |
| |
| ctx->Texture._EnabledCoordUnits |= 1 << unit; |
| |
| update_tex_combine(ctx, texUnit); |
| } |
| } |
| |
| /** |
| * \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( struct gl_context *ctx ) |
| { |
| struct gl_program *prog[MESA_SHADER_STAGES]; |
| int i; |
| int old_max_unit = ctx->Texture._MaxEnabledTexImageUnit; |
| BITSET_DECLARE(enabled_texture_units, MAX_COMBINED_TEXTURE_IMAGE_UNITS); |
| |
| for (i = 0; i < MESA_SHADER_STAGES; i++) { |
| if (ctx->_Shader->CurrentProgram[i] && |
| ctx->_Shader->CurrentProgram[i]->LinkStatus) { |
| prog[i] = ctx->_Shader->CurrentProgram[i]->_LinkedShaders[i]->Program; |
| } else { |
| if (i == MESA_SHADER_FRAGMENT && ctx->FragmentProgram._Enabled) |
| prog[i] = &ctx->FragmentProgram.Current->Base; |
| else |
| prog[i] = NULL; |
| } |
| } |
| |
| /* TODO: only set this if there are actual changes */ |
| ctx->NewState |= _NEW_TEXTURE; |
| |
| ctx->Texture._GenFlags = 0x0; |
| ctx->Texture._TexMatEnabled = 0x0; |
| ctx->Texture._TexGenEnabled = 0x0; |
| ctx->Texture._MaxEnabledTexImageUnit = -1; |
| ctx->Texture._EnabledCoordUnits = 0x0; |
| |
| memset(&enabled_texture_units, 0, sizeof(enabled_texture_units)); |
| |
| /* First, walk over our programs pulling in all the textures for them. |
| * Programs dictate specific texture targets to be enabled, and for a draw |
| * call to be valid they can't conflict about which texture targets are |
| * used. |
| */ |
| update_program_texture_state(ctx, prog, enabled_texture_units); |
| |
| /* Also pull in any textures necessary for fixed function fragment shading. |
| */ |
| if (!prog[MESA_SHADER_FRAGMENT]) |
| update_ff_texture_state(ctx, enabled_texture_units); |
| |
| /* Now, clear out the _Current of any disabled texture units. */ |
| for (i = 0; i <= ctx->Texture._MaxEnabledTexImageUnit; i++) { |
| if (!BITSET_TEST(enabled_texture_units, i)) |
| _mesa_reference_texobj(&ctx->Texture.Unit[i]._Current, NULL); |
| } |
| for (i = ctx->Texture._MaxEnabledTexImageUnit + 1; i <= old_max_unit; i++) { |
| _mesa_reference_texobj(&ctx->Texture.Unit[i]._Current, NULL); |
| } |
| |
| if (!prog[MESA_SHADER_FRAGMENT] || !prog[MESA_SHADER_VERTEX]) |
| update_texgen(ctx); |
| |
| _mesa_validate_image_units(ctx); |
| } |
| |
| |
| /** |
| * Update texture-related derived state. |
| */ |
| void |
| _mesa_update_texture( struct gl_context *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( struct gl_context *ctx ) |
| { |
| /* NOTE: these values must be in the same order as the TEXTURE_x_INDEX |
| * values! |
| */ |
| static const GLenum targets[] = { |
| GL_TEXTURE_2D_MULTISAMPLE, |
| GL_TEXTURE_2D_MULTISAMPLE_ARRAY, |
| GL_TEXTURE_CUBE_MAP_ARRAY, |
| GL_TEXTURE_BUFFER, |
| GL_TEXTURE_2D_ARRAY_EXT, |
| GL_TEXTURE_1D_ARRAY_EXT, |
| GL_TEXTURE_EXTERNAL_OES, |
| GL_TEXTURE_CUBE_MAP_ARB, |
| GL_TEXTURE_3D, |
| GL_TEXTURE_RECTANGLE_NV, |
| GL_TEXTURE_2D, |
| GL_TEXTURE_1D, |
| }; |
| GLint tgt; |
| |
| STATIC_ASSERT(Elements(targets) == NUM_TEXTURE_TARGETS); |
| assert(targets[TEXTURE_2D_INDEX] == GL_TEXTURE_2D); |
| assert(targets[TEXTURE_CUBE_INDEX] == GL_TEXTURE_CUBE_MAP); |
| |
| 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( struct gl_context *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->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 ); |
| |
| /* 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]); |
| } |
| |
| texUnit->_BoundTextures = 0; |
| } |
| |
| |
| /** |
| * Initialize texture state for the given context. |
| */ |
| GLboolean |
| _mesa_init_texture(struct gl_context *ctx) |
| { |
| GLuint u; |
| |
| /* Texture group */ |
| ctx->Texture.CurrentUnit = 0; /* multitexture */ |
| |
| /* Appendix F.2 of the OpenGL ES 3.0 spec says: |
| * |
| * "OpenGL ES 3.0 requires that all cube map filtering be |
| * seamless. OpenGL ES 2.0 specified that a single cube map face be |
| * selected and used for filtering." |
| */ |
| ctx->Texture.CubeMapSeamless = _mesa_is_gles3(ctx); |
| |
| for (u = 0; u < Elements(ctx->Texture.Unit); 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_COMBINED_TEXTURE_IMAGE_UNITS + 1. |
| */ |
| assert(ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]->RefCount |
| >= MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1); |
| |
| /* Allocate proxy textures */ |
| if (!alloc_proxy_textures( ctx )) |
| return GL_FALSE; |
| |
| /* GL_ARB_texture_buffer_object */ |
| _mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject, |
| ctx->Shared->NullBufferObj); |
| |
| ctx->Texture.NumCurrentTexUsed = 0; |
| |
| return GL_TRUE; |
| } |
| |
| |
| /** |
| * Free dynamically-allocted texture data attached to the given context. |
| */ |
| void |
| _mesa_free_texture_data(struct gl_context *ctx) |
| { |
| GLuint u, tgt; |
| |
| /* unreference current textures */ |
| for (u = 0; u < Elements(ctx->Texture.Unit); 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]); |
| |
| /* GL_ARB_texture_buffer_object */ |
| _mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject, NULL); |
| |
| for (u = 0; u < Elements(ctx->Texture.Unit); u++) { |
| _mesa_reference_sampler_object(ctx, &ctx->Texture.Unit[u].Sampler, NULL); |
| } |
| } |
| |
| |
| /** |
| * 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(struct gl_context *ctx) |
| { |
| GLuint u, tex; |
| |
| for (u = 0; u < Elements(ctx->Texture.Unit); 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]); |
| } |
| } |
| } |