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1901 serge 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 "colormac.h"
34
#include "colortab.h"
35
#include "context.h"
36
#include "enums.h"
37
#include "macros.h"
38
#include "texobj.h"
39
#include "teximage.h"
40
#include "texstate.h"
41
#include "mtypes.h"
42
 
43
 
44
 
45
/**
46
 * Default texture combine environment state.  This is used to initialize
47
 * a context's texture units and as the basis for converting "classic"
48
 * texture environmnets to ARB_texture_env_combine style values.
49
 */
50
static const struct gl_tex_env_combine_state default_combine_state = {
51
   GL_MODULATE, GL_MODULATE,
52
   { GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT, GL_CONSTANT },
53
   { GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT, GL_CONSTANT },
54
   { GL_SRC_COLOR, GL_SRC_COLOR, GL_SRC_ALPHA, GL_SRC_ALPHA },
55
   { GL_SRC_ALPHA, GL_SRC_ALPHA, GL_SRC_ALPHA, GL_SRC_ALPHA },
56
   0, 0,
57
   2, 2
58
};
59
 
60
 
61
 
62
/**
63
 * Used by glXCopyContext to copy texture state from one context to another.
64
 */
65
void
66
_mesa_copy_texture_state( const struct gl_context *src, struct gl_context *dst )
67
{
68
   GLuint u, tex;
69
 
70
   ASSERT(src);
71
   ASSERT(dst);
72
 
73
   dst->Texture.CurrentUnit = src->Texture.CurrentUnit;
74
   dst->Texture._GenFlags = src->Texture._GenFlags;
75
   dst->Texture._TexGenEnabled = src->Texture._TexGenEnabled;
76
   dst->Texture._TexMatEnabled = src->Texture._TexMatEnabled;
77
   dst->Texture.SharedPalette = src->Texture.SharedPalette;
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
      if (format == GL_COLOR_INDEX) {
405
         format = GL_RGBA;  /* a bit of a hack */
406
      }
407
      else if (format == GL_DEPTH_COMPONENT ||
408
               format == GL_DEPTH_STENCIL_EXT) {
409
         format = texObj->DepthMode;
410
      }
411
      calculate_derived_texenv(&texUnit->_EnvMode, texUnit->EnvMode, format);
412
      texUnit->_CurrentCombine = & texUnit->_EnvMode;
413
   }
414
 
415
   combine = texUnit->_CurrentCombine;
416
 
417
   /* Determine number of source RGB terms in the combiner function */
418
   switch (combine->ModeRGB) {
419
   case GL_REPLACE:
420
      combine->_NumArgsRGB = 1;
421
      break;
422
   case GL_ADD:
423
   case GL_ADD_SIGNED:
424
      if (texUnit->EnvMode == GL_COMBINE4_NV)
425
         combine->_NumArgsRGB = 4;
426
      else
427
         combine->_NumArgsRGB = 2;
428
      break;
429
   case GL_MODULATE:
430
   case GL_SUBTRACT:
431
   case GL_DOT3_RGB:
432
   case GL_DOT3_RGBA:
433
   case GL_DOT3_RGB_EXT:
434
   case GL_DOT3_RGBA_EXT:
435
      combine->_NumArgsRGB = 2;
436
      break;
437
   case GL_INTERPOLATE:
438
   case GL_MODULATE_ADD_ATI:
439
   case GL_MODULATE_SIGNED_ADD_ATI:
440
   case GL_MODULATE_SUBTRACT_ATI:
441
      combine->_NumArgsRGB = 3;
442
      break;
443
   case GL_BUMP_ENVMAP_ATI:
444
      /* no real arguments for this case */
445
      combine->_NumArgsRGB = 0;
446
      break;
447
   default:
448
      combine->_NumArgsRGB = 0;
449
      _mesa_problem(ctx, "invalid RGB combine mode in update_texture_state");
450
      return;
451
   }
452
 
453
   /* Determine number of source Alpha terms in the combiner function */
454
   switch (combine->ModeA) {
455
   case GL_REPLACE:
456
      combine->_NumArgsA = 1;
457
      break;
458
   case GL_ADD:
459
   case GL_ADD_SIGNED:
460
      if (texUnit->EnvMode == GL_COMBINE4_NV)
461
         combine->_NumArgsA = 4;
462
      else
463
         combine->_NumArgsA = 2;
464
      break;
465
   case GL_MODULATE:
466
   case GL_SUBTRACT:
467
      combine->_NumArgsA = 2;
468
      break;
469
   case GL_INTERPOLATE:
470
   case GL_MODULATE_ADD_ATI:
471
   case GL_MODULATE_SIGNED_ADD_ATI:
472
   case GL_MODULATE_SUBTRACT_ATI:
473
      combine->_NumArgsA = 3;
474
      break;
475
   default:
476
      combine->_NumArgsA = 0;
477
      _mesa_problem(ctx, "invalid Alpha combine mode in update_texture_state");
478
      break;
479
   }
480
}
481
 
482
 
483
/**
484
 * \note This routine refers to derived texture matrix values to
485
 * compute the ENABLE_TEXMAT flags, but is only called on
486
 * _NEW_TEXTURE.  On changes to _NEW_TEXTURE_MATRIX, the ENABLE_TEXMAT
487
 * flags are updated by _mesa_update_texture_matrices, above.
488
 *
489
 * \param ctx GL context.
490
 */
491
static void
492
update_texture_state( struct gl_context *ctx )
493
{
494
   GLuint unit;
495
   struct gl_fragment_program *fprog = NULL;
496
   struct gl_vertex_program *vprog = NULL;
497
   GLbitfield enabledFragUnits = 0x0;
498
 
499
   if (ctx->Shader.CurrentVertexProgram &&
500
       ctx->Shader.CurrentVertexProgram->LinkStatus) {
501
      vprog = ctx->Shader.CurrentVertexProgram->VertexProgram;
502
   } else if (ctx->VertexProgram._Enabled) {
503
      /* XXX enable this if/when non-shader vertex programs get
504
       * texture fetches:
505
       vprog = ctx->VertexProgram.Current;
506
       */
507
   }
508
 
509
   if (ctx->Shader.CurrentFragmentProgram &&
510
       ctx->Shader.CurrentFragmentProgram->LinkStatus) {
511
      fprog = ctx->Shader.CurrentFragmentProgram->FragmentProgram;
512
   }
513
   else if (ctx->FragmentProgram._Enabled) {
514
      fprog = ctx->FragmentProgram.Current;
515
   }
516
 
517
   /* FINISHME: Geometry shader texture accesses should also be considered
518
    * FINISHME: here.
519
    */
520
 
521
   /* TODO: only set this if there are actual changes */
522
   ctx->NewState |= _NEW_TEXTURE;
523
 
524
   ctx->Texture._EnabledUnits = 0x0;
525
   ctx->Texture._GenFlags = 0x0;
526
   ctx->Texture._TexMatEnabled = 0x0;
527
   ctx->Texture._TexGenEnabled = 0x0;
528
 
529
   /*
530
    * Update texture unit state.
531
    */
532
   for (unit = 0; unit < ctx->Const.MaxCombinedTextureImageUnits; unit++) {
533
      struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
534
      GLbitfield enabledVertTargets = 0x0;
535
      GLbitfield enabledFragTargets = 0x0;
536
      GLbitfield enabledTargets = 0x0;
537
      GLuint texIndex;
538
 
539
      /* Get the bitmask of texture target enables.
540
       * enableBits will be a mask of the TEXTURE_*_BIT flags indicating
541
       * which texture targets are enabled (fixed function) or referenced
542
       * by a fragment program/program.  When multiple flags are set, we'll
543
       * settle on the one with highest priority (see below).
544
       */
545
      if (vprog) {
546
         enabledVertTargets |= vprog->Base.TexturesUsed[unit];
547
      }
548
 
549
      if (fprog) {
550
         enabledFragTargets |= fprog->Base.TexturesUsed[unit];
551
      }
552
      else {
553
         /* fixed-function fragment program */
554
         enabledFragTargets |= texUnit->Enabled;
555
      }
556
 
557
      enabledTargets = enabledVertTargets | enabledFragTargets;
558
 
559
      texUnit->_ReallyEnabled = 0x0;
560
 
561
      if (enabledTargets == 0x0) {
562
         /* neither vertex nor fragment processing uses this unit */
563
         continue;
564
      }
565
 
566
      /* Look for the highest priority texture target that's enabled (or used
567
       * by the vert/frag shaders) and "complete".  That's the one we'll use
568
       * for texturing.  If we're using vert/frag program we're guaranteed
569
       * that bitcount(enabledBits) <= 1.
570
       * Note that the TEXTURE_x_INDEX values are in high to low priority.
571
       */
572
      for (texIndex = 0; texIndex < NUM_TEXTURE_TARGETS; texIndex++) {
573
         if (enabledTargets & (1 << texIndex)) {
574
            struct gl_texture_object *texObj = texUnit->CurrentTex[texIndex];
575
            if (!texObj->_Complete) {
576
               _mesa_test_texobj_completeness(ctx, texObj);
577
            }
578
            if (texObj->_Complete) {
579
               texUnit->_ReallyEnabled = 1 << texIndex;
580
               _mesa_reference_texobj(&texUnit->_Current, texObj);
581
               break;
582
            }
583
         }
584
      }
585
 
586
      if (!texUnit->_ReallyEnabled) {
587
         if (fprog) {
588
            /* If we get here it means the shader is expecting a texture
589
             * object, but there isn't one (or it's incomplete).  Use the
590
             * fallback texture.
591
             */
592
            struct gl_texture_object *texObj = _mesa_get_fallback_texture(ctx);
593
            texUnit->_ReallyEnabled = 1 << TEXTURE_2D_INDEX;
594
            _mesa_reference_texobj(&texUnit->_Current, texObj);
595
         }
596
         else {
597
            /* fixed-function: texture unit is really disabled */
598
            continue;
599
         }
600
      }
601
 
602
      /* if we get here, we know this texture unit is enabled */
603
 
604
      ctx->Texture._EnabledUnits |= (1 << unit);
605
 
606
      if (enabledFragTargets)
607
         enabledFragUnits |= (1 << unit);
608
 
609
      update_tex_combine(ctx, texUnit);
610
   }
611
 
612
 
613
   /* Determine which texture coordinate sets are actually needed */
614
   if (fprog) {
615
      const GLuint coordMask = (1 << MAX_TEXTURE_COORD_UNITS) - 1;
616
      ctx->Texture._EnabledCoordUnits
617
         = (fprog->Base.InputsRead >> FRAG_ATTRIB_TEX0) & coordMask;
618
   }
619
   else {
620
      ctx->Texture._EnabledCoordUnits = enabledFragUnits;
621
   }
622
 
623
   /* Setup texgen for those texture coordinate sets that are in use */
624
   for (unit = 0; unit < ctx->Const.MaxTextureCoordUnits; unit++) {
625
      struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
626
 
627
      texUnit->_GenFlags = 0x0;
628
 
629
      if (!(ctx->Texture._EnabledCoordUnits & (1 << unit)))
630
	 continue;
631
 
632
      if (texUnit->TexGenEnabled) {
633
	 if (texUnit->TexGenEnabled & S_BIT) {
634
	    texUnit->_GenFlags |= texUnit->GenS._ModeBit;
635
	 }
636
	 if (texUnit->TexGenEnabled & T_BIT) {
637
	    texUnit->_GenFlags |= texUnit->GenT._ModeBit;
638
	 }
639
	 if (texUnit->TexGenEnabled & R_BIT) {
640
	    texUnit->_GenFlags |= texUnit->GenR._ModeBit;
641
	 }
642
	 if (texUnit->TexGenEnabled & Q_BIT) {
643
	    texUnit->_GenFlags |= texUnit->GenQ._ModeBit;
644
	 }
645
 
646
	 ctx->Texture._TexGenEnabled |= ENABLE_TEXGEN(unit);
647
	 ctx->Texture._GenFlags |= texUnit->_GenFlags;
648
      }
649
 
650
      ASSERT(unit < Elements(ctx->TextureMatrixStack));
651
      if (ctx->TextureMatrixStack[unit].Top->type != MATRIX_IDENTITY)
652
	 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(unit);
653
   }
654
}
655
 
656
 
657
/**
658
 * Update texture-related derived state.
659
 */
660
void
661
_mesa_update_texture( struct gl_context *ctx, GLuint new_state )
662
{
663
   if (new_state & _NEW_TEXTURE_MATRIX)
664
      update_texture_matrices( ctx );
665
 
666
   if (new_state & (_NEW_TEXTURE | _NEW_PROGRAM))
667
      update_texture_state( ctx );
668
}
669
 
670
 
671
/**********************************************************************/
672
/*****                      Initialization                        *****/
673
/**********************************************************************/
674
 
675
/**
676
 * Allocate the proxy textures for the given context.
677
 *
678
 * \param ctx the context to allocate proxies for.
679
 *
680
 * \return GL_TRUE on success, or GL_FALSE on failure
681
 *
682
 * If run out of memory part way through the allocations, clean up and return
683
 * GL_FALSE.
684
 */
685
static GLboolean
686
alloc_proxy_textures( struct gl_context *ctx )
687
{
688
   static const GLenum targets[] = {
689
      GL_TEXTURE_1D,
690
      GL_TEXTURE_2D,
691
      GL_TEXTURE_3D,
692
      GL_TEXTURE_CUBE_MAP_ARB,
693
      GL_TEXTURE_RECTANGLE_NV,
694
      GL_TEXTURE_1D_ARRAY_EXT,
695
      GL_TEXTURE_2D_ARRAY_EXT
696
   };
697
   GLint tgt;
698
 
699
   ASSERT(Elements(targets) == NUM_TEXTURE_TARGETS);
700
 
701
   for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
702
      if (!(ctx->Texture.ProxyTex[tgt]
703
            = ctx->Driver.NewTextureObject(ctx, 0, targets[tgt]))) {
704
         /* out of memory, free what we did allocate */
705
         while (--tgt >= 0) {
706
            ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
707
         }
708
         return GL_FALSE;
709
      }
710
   }
711
 
712
   assert(ctx->Texture.ProxyTex[0]->RefCount == 1); /* sanity check */
713
   return GL_TRUE;
714
}
715
 
716
 
717
/**
718
 * Initialize a texture unit.
719
 *
720
 * \param ctx GL context.
721
 * \param unit texture unit number to be initialized.
722
 */
723
static void
724
init_texture_unit( struct gl_context *ctx, GLuint unit )
725
{
726
   struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
727
   GLuint tex;
728
 
729
   texUnit->EnvMode = GL_MODULATE;
730
   ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
731
 
732
   texUnit->Combine = default_combine_state;
733
   texUnit->_EnvMode = default_combine_state;
734
   texUnit->_CurrentCombine = & texUnit->_EnvMode;
735
   texUnit->BumpTarget = GL_TEXTURE0;
736
 
737
   texUnit->TexGenEnabled = 0x0;
738
   texUnit->GenS.Mode = GL_EYE_LINEAR;
739
   texUnit->GenT.Mode = GL_EYE_LINEAR;
740
   texUnit->GenR.Mode = GL_EYE_LINEAR;
741
   texUnit->GenQ.Mode = GL_EYE_LINEAR;
742
   texUnit->GenS._ModeBit = TEXGEN_EYE_LINEAR;
743
   texUnit->GenT._ModeBit = TEXGEN_EYE_LINEAR;
744
   texUnit->GenR._ModeBit = TEXGEN_EYE_LINEAR;
745
   texUnit->GenQ._ModeBit = TEXGEN_EYE_LINEAR;
746
 
747
   /* Yes, these plane coefficients are correct! */
748
   ASSIGN_4V( texUnit->GenS.ObjectPlane, 1.0, 0.0, 0.0, 0.0 );
749
   ASSIGN_4V( texUnit->GenT.ObjectPlane, 0.0, 1.0, 0.0, 0.0 );
750
   ASSIGN_4V( texUnit->GenR.ObjectPlane, 0.0, 0.0, 0.0, 0.0 );
751
   ASSIGN_4V( texUnit->GenQ.ObjectPlane, 0.0, 0.0, 0.0, 0.0 );
752
   ASSIGN_4V( texUnit->GenS.EyePlane, 1.0, 0.0, 0.0, 0.0 );
753
   ASSIGN_4V( texUnit->GenT.EyePlane, 0.0, 1.0, 0.0, 0.0 );
754
   ASSIGN_4V( texUnit->GenR.EyePlane, 0.0, 0.0, 0.0, 0.0 );
755
   ASSIGN_4V( texUnit->GenQ.EyePlane, 0.0, 0.0, 0.0, 0.0 );
756
 
757
   /* no mention of this in spec, but maybe id matrix expected? */
758
   ASSIGN_4V( texUnit->RotMatrix, 1.0, 0.0, 0.0, 1.0 );
759
 
760
   /* initialize current texture object ptrs to the shared default objects */
761
   for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
762
      _mesa_reference_texobj(&texUnit->CurrentTex[tex],
763
                             ctx->Shared->DefaultTex[tex]);
764
   }
765
}
766
 
767
 
768
/**
769
 * Initialize texture state for the given context.
770
 */
771
GLboolean
772
_mesa_init_texture(struct gl_context *ctx)
773
{
774
   GLuint u;
775
 
776
   /* Texture group */
777
   ctx->Texture.CurrentUnit = 0;      /* multitexture */
778
   ctx->Texture._EnabledUnits = 0x0;
779
   ctx->Texture.SharedPalette = GL_FALSE;
780
   _mesa_init_colortable(&ctx->Texture.Palette);
781
 
782
   for (u = 0; u < Elements(ctx->Texture.Unit); u++)
783
      init_texture_unit(ctx, u);
784
 
785
   /* After we're done initializing the context's texture state the default
786
    * texture objects' refcounts should be at least
787
    * MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1.
788
    */
789
   assert(ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]->RefCount
790
          >= MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1);
791
 
792
   /* Allocate proxy textures */
793
   if (!alloc_proxy_textures( ctx ))
794
      return GL_FALSE;
795
 
796
   return GL_TRUE;
797
}
798
 
799
 
800
/**
801
 * Free dynamically-allocted texture data attached to the given context.
802
 */
803
void
804
_mesa_free_texture_data(struct gl_context *ctx)
805
{
806
   GLuint u, tgt;
807
 
808
   /* unreference current textures */
809
   for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
810
      /* The _Current texture could account for another reference */
811
      _mesa_reference_texobj(&ctx->Texture.Unit[u]._Current, NULL);
812
 
813
      for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
814
         _mesa_reference_texobj(&ctx->Texture.Unit[u].CurrentTex[tgt], NULL);
815
      }
816
   }
817
 
818
   /* Free proxy texture objects */
819
   for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++)
820
      ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
821
 
822
   for (u = 0; u < Elements(ctx->Texture.Unit); u++)
823
      _mesa_free_colortable_data(&ctx->Texture.Unit[u].ColorTable);
824
}
825
 
826
 
827
/**
828
 * Update the default texture objects in the given context to reference those
829
 * specified in the shared state and release those referencing the old
830
 * shared state.
831
 */
832
void
833
_mesa_update_default_objects_texture(struct gl_context *ctx)
834
{
835
   GLuint u, tex;
836
 
837
   for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
838
      struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u];
839
      for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
840
         _mesa_reference_texobj(&texUnit->CurrentTex[tex],
841
                                ctx->Shared->DefaultTex[tex]);
842
      }
843
   }
844
}