
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
854 lines
28 KiB
C
854 lines
28 KiB
C
/*
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* Mesa 3-D graphics library
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* Version: 7.1
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*
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* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/**
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* \file texstate.c
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*
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* Texture state handling.
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*/
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#include "glheader.h"
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#include "colormac.h"
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#if FEATURE_colortable
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#include "colortab.h"
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#endif
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#include "context.h"
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#include "enums.h"
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#include "macros.h"
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#include "texcompress.h"
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#include "texobj.h"
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#include "teximage.h"
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#include "texstate.h"
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#include "texenvprogram.h"
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#include "mtypes.h"
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#include "math/m_xform.h"
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/**
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* Default texture combine environment state. This is used to initialize
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* a context's texture units and as the basis for converting "classic"
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* texture environmnets to ARB_texture_env_combine style values.
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*/
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static const struct gl_tex_env_combine_state default_combine_state = {
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GL_MODULATE, GL_MODULATE,
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{ GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT },
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{ GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT },
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{ GL_SRC_COLOR, GL_SRC_COLOR, GL_SRC_ALPHA },
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{ GL_SRC_ALPHA, GL_SRC_ALPHA, GL_SRC_ALPHA },
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0, 0,
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2, 2
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};
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/**
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* Used by glXCopyContext to copy texture state from one context to another.
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*/
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void
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_mesa_copy_texture_state( const GLcontext *src, GLcontext *dst )
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{
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GLuint i;
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ASSERT(src);
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ASSERT(dst);
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dst->Texture.CurrentUnit = src->Texture.CurrentUnit;
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dst->Texture._GenFlags = src->Texture._GenFlags;
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dst->Texture._TexGenEnabled = src->Texture._TexGenEnabled;
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dst->Texture._TexMatEnabled = src->Texture._TexMatEnabled;
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dst->Texture.SharedPalette = src->Texture.SharedPalette;
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/* per-unit state */
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for (i = 0; i < src->Const.MaxTextureUnits; i++) {
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dst->Texture.Unit[i].Enabled = src->Texture.Unit[i].Enabled;
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dst->Texture.Unit[i].EnvMode = src->Texture.Unit[i].EnvMode;
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COPY_4V(dst->Texture.Unit[i].EnvColor, src->Texture.Unit[i].EnvColor);
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dst->Texture.Unit[i].TexGenEnabled = src->Texture.Unit[i].TexGenEnabled;
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dst->Texture.Unit[i].GenModeS = src->Texture.Unit[i].GenModeS;
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dst->Texture.Unit[i].GenModeT = src->Texture.Unit[i].GenModeT;
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dst->Texture.Unit[i].GenModeR = src->Texture.Unit[i].GenModeR;
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dst->Texture.Unit[i].GenModeQ = src->Texture.Unit[i].GenModeQ;
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dst->Texture.Unit[i]._GenBitS = src->Texture.Unit[i]._GenBitS;
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dst->Texture.Unit[i]._GenBitT = src->Texture.Unit[i]._GenBitT;
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dst->Texture.Unit[i]._GenBitR = src->Texture.Unit[i]._GenBitR;
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dst->Texture.Unit[i]._GenBitQ = src->Texture.Unit[i]._GenBitQ;
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dst->Texture.Unit[i]._GenFlags = src->Texture.Unit[i]._GenFlags;
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COPY_4V(dst->Texture.Unit[i].ObjectPlaneS, src->Texture.Unit[i].ObjectPlaneS);
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COPY_4V(dst->Texture.Unit[i].ObjectPlaneT, src->Texture.Unit[i].ObjectPlaneT);
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COPY_4V(dst->Texture.Unit[i].ObjectPlaneR, src->Texture.Unit[i].ObjectPlaneR);
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COPY_4V(dst->Texture.Unit[i].ObjectPlaneQ, src->Texture.Unit[i].ObjectPlaneQ);
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COPY_4V(dst->Texture.Unit[i].EyePlaneS, src->Texture.Unit[i].EyePlaneS);
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COPY_4V(dst->Texture.Unit[i].EyePlaneT, src->Texture.Unit[i].EyePlaneT);
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COPY_4V(dst->Texture.Unit[i].EyePlaneR, src->Texture.Unit[i].EyePlaneR);
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COPY_4V(dst->Texture.Unit[i].EyePlaneQ, src->Texture.Unit[i].EyePlaneQ);
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dst->Texture.Unit[i].LodBias = src->Texture.Unit[i].LodBias;
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/* GL_EXT_texture_env_combine */
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dst->Texture.Unit[i].Combine.ModeRGB = src->Texture.Unit[i].Combine.ModeRGB;
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dst->Texture.Unit[i].Combine.ModeA = src->Texture.Unit[i].Combine.ModeA;
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COPY_3V(dst->Texture.Unit[i].Combine.SourceRGB, src->Texture.Unit[i].Combine.SourceRGB);
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COPY_3V(dst->Texture.Unit[i].Combine.SourceA, src->Texture.Unit[i].Combine.SourceA);
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COPY_3V(dst->Texture.Unit[i].Combine.OperandRGB, src->Texture.Unit[i].Combine.OperandRGB);
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COPY_3V(dst->Texture.Unit[i].Combine.OperandA, src->Texture.Unit[i].Combine.OperandA);
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dst->Texture.Unit[i].Combine.ScaleShiftRGB = src->Texture.Unit[i].Combine.ScaleShiftRGB;
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dst->Texture.Unit[i].Combine.ScaleShiftA = src->Texture.Unit[i].Combine.ScaleShiftA;
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/* copy texture object bindings, not contents of texture objects */
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_mesa_lock_context_textures(dst);
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_mesa_reference_texobj(&dst->Texture.Unit[i].Current1D,
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src->Texture.Unit[i].Current1D);
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_mesa_reference_texobj(&dst->Texture.Unit[i].Current2D,
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src->Texture.Unit[i].Current2D);
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_mesa_reference_texobj(&dst->Texture.Unit[i].Current3D,
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src->Texture.Unit[i].Current3D);
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_mesa_reference_texobj(&dst->Texture.Unit[i].CurrentCubeMap,
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src->Texture.Unit[i].CurrentCubeMap);
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_mesa_reference_texobj(&dst->Texture.Unit[i].CurrentRect,
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src->Texture.Unit[i].CurrentRect);
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_mesa_reference_texobj(&dst->Texture.Unit[i].Current1DArray,
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src->Texture.Unit[i].Current1DArray);
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_mesa_reference_texobj(&dst->Texture.Unit[i].Current2DArray,
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src->Texture.Unit[i].Current2DArray);
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_mesa_unlock_context_textures(dst);
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}
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}
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/*
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* For debugging
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*/
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void
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_mesa_print_texunit_state( GLcontext *ctx, GLuint unit )
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{
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const struct gl_texture_unit *texUnit = ctx->Texture.Unit + unit;
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_mesa_printf("Texture Unit %d\n", unit);
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_mesa_printf(" GL_TEXTURE_ENV_MODE = %s\n", _mesa_lookup_enum_by_nr(texUnit->EnvMode));
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_mesa_printf(" GL_COMBINE_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.ModeRGB));
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_mesa_printf(" GL_COMBINE_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.ModeA));
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_mesa_printf(" GL_SOURCE0_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[0]));
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_mesa_printf(" GL_SOURCE1_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[1]));
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_mesa_printf(" GL_SOURCE2_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[2]));
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_mesa_printf(" GL_SOURCE0_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[0]));
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_mesa_printf(" GL_SOURCE1_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[1]));
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_mesa_printf(" GL_SOURCE2_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[2]));
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_mesa_printf(" GL_OPERAND0_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[0]));
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_mesa_printf(" GL_OPERAND1_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[1]));
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_mesa_printf(" GL_OPERAND2_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[2]));
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_mesa_printf(" GL_OPERAND0_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[0]));
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_mesa_printf(" GL_OPERAND1_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[1]));
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_mesa_printf(" GL_OPERAND2_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[2]));
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_mesa_printf(" GL_RGB_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftRGB);
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_mesa_printf(" GL_ALPHA_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftA);
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_mesa_printf(" GL_TEXTURE_ENV_COLOR = (%f, %f, %f, %f)\n", texUnit->EnvColor[0], texUnit->EnvColor[1], texUnit->EnvColor[2], texUnit->EnvColor[3]);
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}
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/**********************************************************************/
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/* Texture Environment */
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/**********************************************************************/
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/**
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* Convert "classic" texture environment to ARB_texture_env_combine style
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* environments.
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*
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* \param state texture_env_combine state vector to be filled-in.
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* \param mode Classic texture environment mode (i.e., \c GL_REPLACE,
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* \c GL_BLEND, \c GL_DECAL, etc.).
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* \param texBaseFormat Base format of the texture associated with the
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* texture unit.
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*/
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static void
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calculate_derived_texenv( struct gl_tex_env_combine_state *state,
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GLenum mode, GLenum texBaseFormat )
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{
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GLenum mode_rgb;
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GLenum mode_a;
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*state = default_combine_state;
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switch (texBaseFormat) {
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case GL_ALPHA:
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state->SourceRGB[0] = GL_PREVIOUS;
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break;
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case GL_LUMINANCE_ALPHA:
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case GL_INTENSITY:
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case GL_RGBA:
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break;
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case GL_LUMINANCE:
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case GL_RGB:
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case GL_YCBCR_MESA:
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state->SourceA[0] = GL_PREVIOUS;
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break;
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default:
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_mesa_problem(NULL, "Invalid texBaseFormat in calculate_derived_texenv");
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return;
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}
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if (mode == GL_REPLACE_EXT)
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mode = GL_REPLACE;
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switch (mode) {
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case GL_REPLACE:
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case GL_MODULATE:
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mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : mode;
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mode_a = mode;
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break;
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case GL_DECAL:
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mode_rgb = GL_INTERPOLATE;
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mode_a = GL_REPLACE;
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state->SourceA[0] = GL_PREVIOUS;
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/* Having alpha / luminance / intensity textures replace using the
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* incoming fragment color matches the definition in NV_texture_shader.
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* The 1.5 spec simply marks these as "undefined".
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*/
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switch (texBaseFormat) {
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case GL_ALPHA:
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case GL_LUMINANCE:
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case GL_LUMINANCE_ALPHA:
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case GL_INTENSITY:
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state->SourceRGB[0] = GL_PREVIOUS;
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break;
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case GL_RGB:
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case GL_YCBCR_MESA:
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mode_rgb = GL_REPLACE;
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break;
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case GL_RGBA:
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state->SourceRGB[2] = GL_TEXTURE;
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break;
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}
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break;
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case GL_BLEND:
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mode_rgb = GL_INTERPOLATE;
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mode_a = GL_MODULATE;
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switch (texBaseFormat) {
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case GL_ALPHA:
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mode_rgb = GL_REPLACE;
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break;
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case GL_INTENSITY:
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mode_a = GL_INTERPOLATE;
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state->SourceA[0] = GL_CONSTANT;
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state->OperandA[2] = GL_SRC_ALPHA;
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/* FALLTHROUGH */
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case GL_LUMINANCE:
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case GL_RGB:
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case GL_LUMINANCE_ALPHA:
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case GL_RGBA:
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case GL_YCBCR_MESA:
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state->SourceRGB[2] = GL_TEXTURE;
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state->SourceA[2] = GL_TEXTURE;
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state->SourceRGB[0] = GL_CONSTANT;
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state->OperandRGB[2] = GL_SRC_COLOR;
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break;
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}
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break;
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case GL_ADD:
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mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : GL_ADD;
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mode_a = (texBaseFormat == GL_INTENSITY) ? GL_ADD : GL_MODULATE;
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break;
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default:
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_mesa_problem(NULL,
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"Invalid texture env mode in calculate_derived_texenv");
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return;
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}
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state->ModeRGB = (state->SourceRGB[0] != GL_PREVIOUS)
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? mode_rgb : GL_REPLACE;
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state->ModeA = (state->SourceA[0] != GL_PREVIOUS)
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? mode_a : GL_REPLACE;
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}
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/* GL_ARB_multitexture */
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void GLAPIENTRY
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_mesa_ActiveTextureARB(GLenum texture)
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{
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GET_CURRENT_CONTEXT(ctx);
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const GLuint texUnit = texture - GL_TEXTURE0;
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ASSERT_OUTSIDE_BEGIN_END(ctx);
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if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
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_mesa_debug(ctx, "glActiveTexture %s\n",
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_mesa_lookup_enum_by_nr(texture));
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/* XXX error-check against max(coordunits, imageunits) */
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if (texUnit >= ctx->Const.MaxTextureUnits) {
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_mesa_error(ctx, GL_INVALID_ENUM, "glActiveTexture(texture)");
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return;
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}
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if (ctx->Texture.CurrentUnit == texUnit)
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return;
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FLUSH_VERTICES(ctx, _NEW_TEXTURE);
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ctx->Texture.CurrentUnit = texUnit;
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if (ctx->Transform.MatrixMode == GL_TEXTURE) {
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/* update current stack pointer */
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ctx->CurrentStack = &ctx->TextureMatrixStack[texUnit];
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}
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if (ctx->Driver.ActiveTexture) {
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(*ctx->Driver.ActiveTexture)( ctx, (GLuint) texUnit );
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}
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}
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/* GL_ARB_multitexture */
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void GLAPIENTRY
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_mesa_ClientActiveTextureARB(GLenum texture)
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{
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GET_CURRENT_CONTEXT(ctx);
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GLuint texUnit = texture - GL_TEXTURE0;
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ASSERT_OUTSIDE_BEGIN_END(ctx);
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if (texUnit >= ctx->Const.MaxTextureCoordUnits) {
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_mesa_error(ctx, GL_INVALID_ENUM, "glClientActiveTexture(texture)");
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return;
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}
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FLUSH_VERTICES(ctx, _NEW_ARRAY);
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ctx->Array.ActiveTexture = texUnit;
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}
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/**********************************************************************/
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/***** State management *****/
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/**********************************************************************/
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/**
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* \note This routine refers to derived texture attribute values to
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* compute the ENABLE_TEXMAT flags, but is only called on
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* _NEW_TEXTURE_MATRIX. On changes to _NEW_TEXTURE, the ENABLE_TEXMAT
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* flags are updated by _mesa_update_textures(), below.
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*
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* \param ctx GL context.
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*/
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static void
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update_texture_matrices( GLcontext *ctx )
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{
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GLuint i;
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ctx->Texture._TexMatEnabled = 0;
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for (i=0; i < ctx->Const.MaxTextureUnits; i++) {
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if (_math_matrix_is_dirty(ctx->TextureMatrixStack[i].Top)) {
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_math_matrix_analyse( ctx->TextureMatrixStack[i].Top );
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if (ctx->Texture.Unit[i]._ReallyEnabled &&
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ctx->TextureMatrixStack[i].Top->type != MATRIX_IDENTITY)
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ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(i);
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if (ctx->Driver.TextureMatrix)
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ctx->Driver.TextureMatrix( ctx, i, ctx->TextureMatrixStack[i].Top);
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}
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}
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}
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/**
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* Update texture object's _Function field. We need to do this
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* whenever any of the texture object's shadow-related fields change
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* or when we start/stop using a fragment program.
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*
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* This function could be expanded someday to update additional per-object
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* fields that depend on assorted state changes.
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*/
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static void
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update_texture_compare_function(GLcontext *ctx,
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struct gl_texture_object *tObj)
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{
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/* XXX temporarily disable this test since it breaks the GLSL
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* shadow2D(), etc. functions.
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*/
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if (0 /*ctx->FragmentProgram._Current*/) {
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/* Texel/coordinate comparison is ignored for programs.
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* See GL_ARB_fragment_program/shader spec for details.
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*/
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tObj->_Function = GL_NONE;
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}
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else if (tObj->CompareFlag) {
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/* GL_SGIX_shadow */
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if (tObj->CompareOperator == GL_TEXTURE_LEQUAL_R_SGIX) {
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tObj->_Function = GL_LEQUAL;
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}
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else {
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ASSERT(tObj->CompareOperator == GL_TEXTURE_GEQUAL_R_SGIX);
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tObj->_Function = GL_GEQUAL;
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}
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}
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else if (tObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) {
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/* GL_ARB_shadow */
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tObj->_Function = tObj->CompareFunc;
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}
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else {
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tObj->_Function = GL_NONE; /* pass depth through as grayscale */
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}
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}
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/**
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* Helper function for determining which texture object (1D, 2D, cube, etc)
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* should actually be used.
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*/
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static void
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texture_override(GLcontext *ctx,
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struct gl_texture_unit *texUnit, GLbitfield enableBits,
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struct gl_texture_object *texObj, GLuint textureBit)
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{
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|
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);
|
|
}
|
|
}
|