Files
third_party_mesa3d/src/mesa/main/texstate.c
Keith Whitwell dace236c5f Merge branch 'master' into gallium-0.2
Conflicts:

	src/mesa/glapi/glapi.h
	src/mesa/main/api_exec.c
	src/mesa/main/attrib.c
	src/mesa/main/clear.c
	src/mesa/main/context.c
	src/mesa/main/mfeatures.h
	src/mesa/main/mipmap.c
	src/mesa/main/mipmap.h
	src/mesa/main/readpix.c
	src/mesa/main/sources
	src/mesa/main/state.c
	src/mesa/main/texformat.c
	src/mesa/main/texparam.c
	src/mesa/main/texstate.c
	src/mesa/vbo/vbo_context.c
	src/mesa/x86/common_x86_asm.S
2008-09-21 22:30:55 -07:00

854 lines
28 KiB
C

/*
* Mesa 3-D graphics library
* Version: 7.1
*
* 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 "colormac.h"
#if FEATURE_colortable
#include "colortab.h"
#endif
#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"
#include "math/m_xform.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_TEXTURE, GL_PREVIOUS, GL_CONSTANT },
{ GL_SRC_COLOR, GL_SRC_COLOR, 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 i;
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 (i = 0; i < src->Const.MaxTextureUnits; i++) {
dst->Texture.Unit[i].Enabled = src->Texture.Unit[i].Enabled;
dst->Texture.Unit[i].EnvMode = src->Texture.Unit[i].EnvMode;
COPY_4V(dst->Texture.Unit[i].EnvColor, src->Texture.Unit[i].EnvColor);
dst->Texture.Unit[i].TexGenEnabled = src->Texture.Unit[i].TexGenEnabled;
dst->Texture.Unit[i].GenModeS = src->Texture.Unit[i].GenModeS;
dst->Texture.Unit[i].GenModeT = src->Texture.Unit[i].GenModeT;
dst->Texture.Unit[i].GenModeR = src->Texture.Unit[i].GenModeR;
dst->Texture.Unit[i].GenModeQ = src->Texture.Unit[i].GenModeQ;
dst->Texture.Unit[i]._GenBitS = src->Texture.Unit[i]._GenBitS;
dst->Texture.Unit[i]._GenBitT = src->Texture.Unit[i]._GenBitT;
dst->Texture.Unit[i]._GenBitR = src->Texture.Unit[i]._GenBitR;
dst->Texture.Unit[i]._GenBitQ = src->Texture.Unit[i]._GenBitQ;
dst->Texture.Unit[i]._GenFlags = src->Texture.Unit[i]._GenFlags;
COPY_4V(dst->Texture.Unit[i].ObjectPlaneS, src->Texture.Unit[i].ObjectPlaneS);
COPY_4V(dst->Texture.Unit[i].ObjectPlaneT, src->Texture.Unit[i].ObjectPlaneT);
COPY_4V(dst->Texture.Unit[i].ObjectPlaneR, src->Texture.Unit[i].ObjectPlaneR);
COPY_4V(dst->Texture.Unit[i].ObjectPlaneQ, src->Texture.Unit[i].ObjectPlaneQ);
COPY_4V(dst->Texture.Unit[i].EyePlaneS, src->Texture.Unit[i].EyePlaneS);
COPY_4V(dst->Texture.Unit[i].EyePlaneT, src->Texture.Unit[i].EyePlaneT);
COPY_4V(dst->Texture.Unit[i].EyePlaneR, src->Texture.Unit[i].EyePlaneR);
COPY_4V(dst->Texture.Unit[i].EyePlaneQ, src->Texture.Unit[i].EyePlaneQ);
dst->Texture.Unit[i].LodBias = src->Texture.Unit[i].LodBias;
/* GL_EXT_texture_env_combine */
dst->Texture.Unit[i].Combine.ModeRGB = src->Texture.Unit[i].Combine.ModeRGB;
dst->Texture.Unit[i].Combine.ModeA = src->Texture.Unit[i].Combine.ModeA;
COPY_3V(dst->Texture.Unit[i].Combine.SourceRGB, src->Texture.Unit[i].Combine.SourceRGB);
COPY_3V(dst->Texture.Unit[i].Combine.SourceA, src->Texture.Unit[i].Combine.SourceA);
COPY_3V(dst->Texture.Unit[i].Combine.OperandRGB, src->Texture.Unit[i].Combine.OperandRGB);
COPY_3V(dst->Texture.Unit[i].Combine.OperandA, src->Texture.Unit[i].Combine.OperandA);
dst->Texture.Unit[i].Combine.ScaleShiftRGB = src->Texture.Unit[i].Combine.ScaleShiftRGB;
dst->Texture.Unit[i].Combine.ScaleShiftA = src->Texture.Unit[i].Combine.ScaleShiftA;
/* copy texture object bindings, not contents of texture objects */
_mesa_lock_context_textures(dst);
_mesa_reference_texobj(&dst->Texture.Unit[i].Current1D,
src->Texture.Unit[i].Current1D);
_mesa_reference_texobj(&dst->Texture.Unit[i].Current2D,
src->Texture.Unit[i].Current2D);
_mesa_reference_texobj(&dst->Texture.Unit[i].Current3D,
src->Texture.Unit[i].Current3D);
_mesa_reference_texobj(&dst->Texture.Unit[i].CurrentCubeMap,
src->Texture.Unit[i].CurrentCubeMap);
_mesa_reference_texobj(&dst->Texture.Unit[i].CurrentRect,
src->Texture.Unit[i].CurrentRect);
_mesa_reference_texobj(&dst->Texture.Unit[i].Current1DArray,
src->Texture.Unit[i].Current1DArray);
_mesa_reference_texobj(&dst->Texture.Unit[i].Current2DArray,
src->Texture.Unit[i].Current2DArray);
_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:
state->SourceA[0] = GL_PREVIOUS;
break;
default:
_mesa_problem(NULL, "Invalid texBaseFormat in calculate_derived_texenv");
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:
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:
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 in calculate_derived_texenv");
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));
/* XXX error-check against max(coordunits, imageunits) */
if (texUnit >= ctx->Const.MaxTextureUnits) {
_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 i;
ctx->Texture._TexMatEnabled = 0;
for (i=0; i < ctx->Const.MaxTextureUnits; i++) {
if (_math_matrix_is_dirty(ctx->TextureMatrixStack[i].Top)) {
_math_matrix_analyse( ctx->TextureMatrixStack[i].Top );
if (ctx->Texture.Unit[i]._ReallyEnabled &&
ctx->TextureMatrixStack[i].Top->type != MATRIX_IDENTITY)
ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(i);
if (ctx->Driver.TextureMatrix)
ctx->Driver.TextureMatrix( ctx, i, ctx->TextureMatrixStack[i].Top);
}
}
}
/**
* Update texture object's _Function field. We need to do this
* whenever any of the texture object's shadow-related fields change
* or when we start/stop using a fragment program.
*
* This function could be expanded someday to update additional per-object
* fields that depend on assorted state changes.
*/
static void
update_texture_compare_function(GLcontext *ctx,
struct gl_texture_object *tObj)
{
/* XXX temporarily disable this test since it breaks the GLSL
* shadow2D(), etc. functions.
*/
if (0 /*ctx->FragmentProgram._Current*/) {
/* Texel/coordinate comparison is ignored for programs.
* See GL_ARB_fragment_program/shader spec for details.
*/
tObj->_Function = GL_NONE;
}
else if (tObj->CompareFlag) {
/* GL_SGIX_shadow */
if (tObj->CompareOperator == GL_TEXTURE_LEQUAL_R_SGIX) {
tObj->_Function = GL_LEQUAL;
}
else {
ASSERT(tObj->CompareOperator == GL_TEXTURE_GEQUAL_R_SGIX);
tObj->_Function = GL_GEQUAL;
}
}
else if (tObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) {
/* GL_ARB_shadow */
tObj->_Function = tObj->CompareFunc;
}
else {
tObj->_Function = GL_NONE; /* pass depth through as grayscale */
}
}
/**
* Helper function for determining which texture object (1D, 2D, cube, etc)
* should actually be used.
*/
static void
texture_override(GLcontext *ctx,
struct gl_texture_unit *texUnit, GLbitfield enableBits,
struct gl_texture_object *texObj, GLuint textureBit)
{
if (!texUnit->_ReallyEnabled && (enableBits & textureBit)) {
if (!texObj->_Complete) {
_mesa_test_texobj_completeness(ctx, texObj);
}
if (texObj->_Complete) {
texUnit->_ReallyEnabled = textureBit;
texUnit->_Current = texObj;
update_texture_compare_function(ctx, texObj);
}
}
}
/**
* \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;
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;
*/
}
}
ctx->NewState |= _NEW_TEXTURE; /* TODO: only set this if there are
* actual changes.
*/
ctx->Texture._EnabledUnits = 0;
ctx->Texture._GenFlags = 0;
ctx->Texture._TexMatEnabled = 0;
ctx->Texture._TexGenEnabled = 0;
/*
* Update texture unit state.
*/
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
GLbitfield enableBits;
texUnit->_Current = NULL;
texUnit->_ReallyEnabled = 0;
texUnit->_GenFlags = 0;
/* Get the bitmask of texture 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 texture_override below).
*/
if (fprog || vprog) {
enableBits = 0x0;
if (fprog)
enableBits |= fprog->Base.TexturesUsed[unit];
if (vprog)
enableBits |= vprog->Base.TexturesUsed[unit];
}
else {
if (!texUnit->Enabled)
continue;
enableBits = texUnit->Enabled;
}
/* Look for the highest-priority texture target that's enabled and
* complete. That's the one we'll use for texturing. If we're using
* a fragment program we're guaranteed that bitcount(enabledBits) <= 1.
*/
texture_override(ctx, texUnit, enableBits,
texUnit->Current2DArray, TEXTURE_2D_ARRAY_BIT);
texture_override(ctx, texUnit, enableBits,
texUnit->Current1DArray, TEXTURE_1D_ARRAY_BIT);
texture_override(ctx, texUnit, enableBits,
texUnit->CurrentCubeMap, TEXTURE_CUBE_BIT);
texture_override(ctx, texUnit, enableBits,
texUnit->Current3D, TEXTURE_3D_BIT);
texture_override(ctx, texUnit, enableBits,
texUnit->CurrentRect, TEXTURE_RECT_BIT);
texture_override(ctx, texUnit, enableBits,
texUnit->Current2D, TEXTURE_2D_BIT);
texture_override(ctx, texUnit, enableBits,
texUnit->Current1D, TEXTURE_1D_BIT);
if (!texUnit->_ReallyEnabled) {
continue;
}
if (texUnit->_ReallyEnabled)
ctx->Texture._EnabledUnits |= (1 << unit);
if (texUnit->EnvMode == GL_COMBINE) {
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;
}
switch (texUnit->_CurrentCombine->ModeRGB) {
case GL_REPLACE:
texUnit->_CurrentCombine->_NumArgsRGB = 1;
break;
case GL_MODULATE:
case GL_ADD:
case GL_ADD_SIGNED:
case GL_SUBTRACT:
case GL_DOT3_RGB:
case GL_DOT3_RGBA:
case GL_DOT3_RGB_EXT:
case GL_DOT3_RGBA_EXT:
texUnit->_CurrentCombine->_NumArgsRGB = 2;
break;
case GL_INTERPOLATE:
case GL_MODULATE_ADD_ATI:
case GL_MODULATE_SIGNED_ADD_ATI:
case GL_MODULATE_SUBTRACT_ATI:
texUnit->_CurrentCombine->_NumArgsRGB = 3;
break;
default:
texUnit->_CurrentCombine->_NumArgsRGB = 0;
_mesa_problem(ctx, "invalid RGB combine mode in update_texture_state");
return;
}
switch (texUnit->_CurrentCombine->ModeA) {
case GL_REPLACE:
texUnit->_CurrentCombine->_NumArgsA = 1;
break;
case GL_MODULATE:
case GL_ADD:
case GL_ADD_SIGNED:
case GL_SUBTRACT:
texUnit->_CurrentCombine->_NumArgsA = 2;
break;
case GL_INTERPOLATE:
case GL_MODULATE_ADD_ATI:
case GL_MODULATE_SIGNED_ADD_ATI:
case GL_MODULATE_SUBTRACT_ATI:
texUnit->_CurrentCombine->_NumArgsA = 3;
break;
default:
texUnit->_CurrentCombine->_NumArgsA = 0;
_mesa_problem(ctx, "invalid Alpha combine mode in update_texture_state");
break;
}
}
/* 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 = ctx->Texture._EnabledUnits;
}
/* Setup texgen for those texture coordinate sets that are in use */
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
if (!(ctx->Texture._EnabledCoordUnits & (1 << unit)))
continue;
if (texUnit->TexGenEnabled) {
if (texUnit->TexGenEnabled & S_BIT) {
texUnit->_GenFlags |= texUnit->_GenBitS;
}
if (texUnit->TexGenEnabled & T_BIT) {
texUnit->_GenFlags |= texUnit->_GenBitT;
}
if (texUnit->TexGenEnabled & Q_BIT) {
texUnit->_GenFlags |= texUnit->_GenBitQ;
}
if (texUnit->TexGenEnabled & R_BIT) {
texUnit->_GenFlags |= texUnit->_GenBitR;
}
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];
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 = 0;
texUnit->GenModeS = GL_EYE_LINEAR;
texUnit->GenModeT = GL_EYE_LINEAR;
texUnit->GenModeR = GL_EYE_LINEAR;
texUnit->GenModeQ = GL_EYE_LINEAR;
texUnit->_GenBitS = TEXGEN_EYE_LINEAR;
texUnit->_GenBitT = TEXGEN_EYE_LINEAR;
texUnit->_GenBitR = TEXGEN_EYE_LINEAR;
texUnit->_GenBitQ = TEXGEN_EYE_LINEAR;
/* Yes, these plane coefficients are correct! */
ASSIGN_4V( texUnit->ObjectPlaneS, 1.0, 0.0, 0.0, 0.0 );
ASSIGN_4V( texUnit->ObjectPlaneT, 0.0, 1.0, 0.0, 0.0 );
ASSIGN_4V( texUnit->ObjectPlaneR, 0.0, 0.0, 0.0, 0.0 );
ASSIGN_4V( texUnit->ObjectPlaneQ, 0.0, 0.0, 0.0, 0.0 );
ASSIGN_4V( texUnit->EyePlaneS, 1.0, 0.0, 0.0, 0.0 );
ASSIGN_4V( texUnit->EyePlaneT, 0.0, 1.0, 0.0, 0.0 );
ASSIGN_4V( texUnit->EyePlaneR, 0.0, 0.0, 0.0, 0.0 );
ASSIGN_4V( texUnit->EyePlaneQ, 0.0, 0.0, 0.0, 0.0 );
/* initialize current texture object ptrs to the shared default objects */
_mesa_reference_texobj(&texUnit->Current1D, ctx->Shared->Default1D);
_mesa_reference_texobj(&texUnit->Current2D, ctx->Shared->Default2D);
_mesa_reference_texobj(&texUnit->Current3D, ctx->Shared->Default3D);
_mesa_reference_texobj(&texUnit->CurrentCubeMap, ctx->Shared->DefaultCubeMap);
_mesa_reference_texobj(&texUnit->CurrentRect, ctx->Shared->DefaultRect);
_mesa_reference_texobj(&texUnit->Current1DArray, ctx->Shared->Default1DArray);
_mesa_reference_texobj(&texUnit->Current2DArray, ctx->Shared->Default2DArray);
}
/**
* Initialize texture state for the given context.
*/
GLboolean
_mesa_init_texture(GLcontext *ctx)
{
GLuint i;
assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
/* Texture group */
ctx->Texture.CurrentUnit = 0; /* multitexture */
ctx->Texture._EnabledUnits = 0;
ctx->Texture.SharedPalette = GL_FALSE;
#if FEATURE_colortable
_mesa_init_colortable(&ctx->Texture.Palette);
#endif
for (i = 0; i < MAX_TEXTURE_UNITS; i++)
init_texture_unit( ctx, i );
/* 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->Default1D->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++) {
struct gl_texture_unit *unit = ctx->Texture.Unit + u;
_mesa_reference_texobj(&unit->Current1D, NULL);
_mesa_reference_texobj(&unit->Current2D, NULL);
_mesa_reference_texobj(&unit->Current3D, NULL);
_mesa_reference_texobj(&unit->CurrentCubeMap, NULL);
_mesa_reference_texobj(&unit->CurrentRect, NULL);
_mesa_reference_texobj(&unit->Current1DArray, NULL);
_mesa_reference_texobj(&unit->Current2DArray, NULL);
}
/* Free proxy texture objects */
for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++)
ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
#if FEATURE_colortable
{
GLuint i;
for (i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++)
_mesa_free_colortable_data( &ctx->Texture.Unit[i].ColorTable );
}
#endif
}
/**
* 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 i;
for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
_mesa_reference_texobj(&texUnit->Current1D, ctx->Shared->Default1D);
_mesa_reference_texobj(&texUnit->Current2D, ctx->Shared->Default2D);
_mesa_reference_texobj(&texUnit->Current3D, ctx->Shared->Default3D);
_mesa_reference_texobj(&texUnit->CurrentCubeMap, ctx->Shared->DefaultCubeMap);
_mesa_reference_texobj(&texUnit->CurrentRect, ctx->Shared->DefaultRect);
_mesa_reference_texobj(&texUnit->Current1DArray, ctx->Shared->Default1DArray);
_mesa_reference_texobj(&texUnit->Current2DArray, ctx->Shared->Default2DArray);
}
}