xref: /aosp_15_r20/external/mesa3d/src/mesa/main/texstate.c (revision 6104692788411f58d303aa86923a9ff6ecaded22)
1*61046927SAndroid Build Coastguard Worker /*
2*61046927SAndroid Build Coastguard Worker  * Mesa 3-D graphics library
3*61046927SAndroid Build Coastguard Worker  *
4*61046927SAndroid Build Coastguard Worker  * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.
5*61046927SAndroid Build Coastguard Worker  *
6*61046927SAndroid Build Coastguard Worker  * Permission is hereby granted, free of charge, to any person obtaining a
7*61046927SAndroid Build Coastguard Worker  * copy of this software and associated documentation files (the "Software"),
8*61046927SAndroid Build Coastguard Worker  * to deal in the Software without restriction, including without limitation
9*61046927SAndroid Build Coastguard Worker  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10*61046927SAndroid Build Coastguard Worker  * and/or sell copies of the Software, and to permit persons to whom the
11*61046927SAndroid Build Coastguard Worker  * Software is furnished to do so, subject to the following conditions:
12*61046927SAndroid Build Coastguard Worker  *
13*61046927SAndroid Build Coastguard Worker  * The above copyright notice and this permission notice shall be included
14*61046927SAndroid Build Coastguard Worker  * in all copies or substantial portions of the Software.
15*61046927SAndroid Build Coastguard Worker  *
16*61046927SAndroid Build Coastguard Worker  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17*61046927SAndroid Build Coastguard Worker  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18*61046927SAndroid Build Coastguard Worker  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
19*61046927SAndroid Build Coastguard Worker  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20*61046927SAndroid Build Coastguard Worker  * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21*61046927SAndroid Build Coastguard Worker  * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22*61046927SAndroid Build Coastguard Worker  * OTHER DEALINGS IN THE SOFTWARE.
23*61046927SAndroid Build Coastguard Worker  */
24*61046927SAndroid Build Coastguard Worker 
25*61046927SAndroid Build Coastguard Worker /**
26*61046927SAndroid Build Coastguard Worker  * \file texstate.c
27*61046927SAndroid Build Coastguard Worker  *
28*61046927SAndroid Build Coastguard Worker  * Texture state handling.
29*61046927SAndroid Build Coastguard Worker  */
30*61046927SAndroid Build Coastguard Worker 
31*61046927SAndroid Build Coastguard Worker #include <stdio.h>
32*61046927SAndroid Build Coastguard Worker #include "util/glheader.h"
33*61046927SAndroid Build Coastguard Worker #include "bufferobj.h"
34*61046927SAndroid Build Coastguard Worker #include "context.h"
35*61046927SAndroid Build Coastguard Worker #include "enums.h"
36*61046927SAndroid Build Coastguard Worker #include "macros.h"
37*61046927SAndroid Build Coastguard Worker #include "texobj.h"
38*61046927SAndroid Build Coastguard Worker #include "teximage.h"
39*61046927SAndroid Build Coastguard Worker #include "texstate.h"
40*61046927SAndroid Build Coastguard Worker #include "mtypes.h"
41*61046927SAndroid Build Coastguard Worker #include "state.h"
42*61046927SAndroid Build Coastguard Worker #include "util/bitscan.h"
43*61046927SAndroid Build Coastguard Worker #include "util/bitset.h"
44*61046927SAndroid Build Coastguard Worker #include "api_exec_decl.h"
45*61046927SAndroid Build Coastguard Worker 
46*61046927SAndroid Build Coastguard Worker #include "state_tracker/st_cb_texture.h"
47*61046927SAndroid Build Coastguard Worker 
48*61046927SAndroid Build Coastguard Worker /**
49*61046927SAndroid Build Coastguard Worker  * Default texture combine environment state.  This is used to initialize
50*61046927SAndroid Build Coastguard Worker  * a context's texture units and as the basis for converting "classic"
51*61046927SAndroid Build Coastguard Worker  * texture environmnets to ARB_texture_env_combine style values.
52*61046927SAndroid Build Coastguard Worker  */
53*61046927SAndroid Build Coastguard Worker static const struct gl_tex_env_combine_state default_combine_state = {
54*61046927SAndroid Build Coastguard Worker    GL_MODULATE, GL_MODULATE,
55*61046927SAndroid Build Coastguard Worker    { GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT, GL_CONSTANT },
56*61046927SAndroid Build Coastguard Worker    { GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT, GL_CONSTANT },
57*61046927SAndroid Build Coastguard Worker    { GL_SRC_COLOR, GL_SRC_COLOR, GL_SRC_ALPHA, GL_SRC_ALPHA },
58*61046927SAndroid Build Coastguard Worker    { GL_SRC_ALPHA, GL_SRC_ALPHA, GL_SRC_ALPHA, GL_SRC_ALPHA },
59*61046927SAndroid Build Coastguard Worker    0, 0,
60*61046927SAndroid Build Coastguard Worker    2, 2
61*61046927SAndroid Build Coastguard Worker };
62*61046927SAndroid Build Coastguard Worker 
63*61046927SAndroid Build Coastguard Worker 
64*61046927SAndroid Build Coastguard Worker 
65*61046927SAndroid Build Coastguard Worker /**
66*61046927SAndroid Build Coastguard Worker  * Used by glXCopyContext to copy texture state from one context to another.
67*61046927SAndroid Build Coastguard Worker  */
68*61046927SAndroid Build Coastguard Worker void
_mesa_copy_texture_state(const struct gl_context * src,struct gl_context * dst)69*61046927SAndroid Build Coastguard Worker _mesa_copy_texture_state( const struct gl_context *src, struct gl_context *dst )
70*61046927SAndroid Build Coastguard Worker {
71*61046927SAndroid Build Coastguard Worker    GLuint u, tex;
72*61046927SAndroid Build Coastguard Worker 
73*61046927SAndroid Build Coastguard Worker    assert(src);
74*61046927SAndroid Build Coastguard Worker    assert(dst);
75*61046927SAndroid Build Coastguard Worker 
76*61046927SAndroid Build Coastguard Worker    dst->Texture.CurrentUnit = src->Texture.CurrentUnit;
77*61046927SAndroid Build Coastguard Worker 
78*61046927SAndroid Build Coastguard Worker    /* per-unit state */
79*61046927SAndroid Build Coastguard Worker    for (u = 0; u < src->Const.MaxCombinedTextureImageUnits; u++) {
80*61046927SAndroid Build Coastguard Worker       dst->Texture.Unit[u].LodBias = src->Texture.Unit[u].LodBias;
81*61046927SAndroid Build Coastguard Worker       dst->Texture.Unit[u].LodBiasQuantized = src->Texture.Unit[u].LodBiasQuantized;
82*61046927SAndroid Build Coastguard Worker 
83*61046927SAndroid Build Coastguard Worker       /*
84*61046927SAndroid Build Coastguard Worker        * XXX strictly speaking, we should compare texture names/ids and
85*61046927SAndroid Build Coastguard Worker        * bind textures in the dest context according to id.  For now, only
86*61046927SAndroid Build Coastguard Worker        * copy bindings if the contexts share the same pool of textures to
87*61046927SAndroid Build Coastguard Worker        * avoid refcounting bugs.
88*61046927SAndroid Build Coastguard Worker        */
89*61046927SAndroid Build Coastguard Worker       if (dst->Shared == src->Shared) {
90*61046927SAndroid Build Coastguard Worker          /* copy texture object bindings, not contents of texture objects */
91*61046927SAndroid Build Coastguard Worker          _mesa_lock_context_textures(dst);
92*61046927SAndroid Build Coastguard Worker 
93*61046927SAndroid Build Coastguard Worker          for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
94*61046927SAndroid Build Coastguard Worker             _mesa_reference_texobj(&dst->Texture.Unit[u].CurrentTex[tex],
95*61046927SAndroid Build Coastguard Worker                                    src->Texture.Unit[u].CurrentTex[tex]);
96*61046927SAndroid Build Coastguard Worker             if (src->Texture.Unit[u].CurrentTex[tex]) {
97*61046927SAndroid Build Coastguard Worker                dst->Texture.NumCurrentTexUsed =
98*61046927SAndroid Build Coastguard Worker                   MAX2(dst->Texture.NumCurrentTexUsed, u + 1);
99*61046927SAndroid Build Coastguard Worker             }
100*61046927SAndroid Build Coastguard Worker          }
101*61046927SAndroid Build Coastguard Worker          dst->Texture.Unit[u]._BoundTextures = src->Texture.Unit[u]._BoundTextures;
102*61046927SAndroid Build Coastguard Worker          _mesa_unlock_context_textures(dst);
103*61046927SAndroid Build Coastguard Worker       }
104*61046927SAndroid Build Coastguard Worker    }
105*61046927SAndroid Build Coastguard Worker 
106*61046927SAndroid Build Coastguard Worker    for (u = 0; u < src->Const.MaxTextureCoordUnits; u++) {
107*61046927SAndroid Build Coastguard Worker       dst->Texture.FixedFuncUnit[u].Enabled = src->Texture.FixedFuncUnit[u].Enabled;
108*61046927SAndroid Build Coastguard Worker       dst->Texture.FixedFuncUnit[u].EnvMode = src->Texture.FixedFuncUnit[u].EnvMode;
109*61046927SAndroid Build Coastguard Worker       COPY_4V(dst->Texture.FixedFuncUnit[u].EnvColor, src->Texture.FixedFuncUnit[u].EnvColor);
110*61046927SAndroid Build Coastguard Worker       dst->Texture.FixedFuncUnit[u].TexGenEnabled = src->Texture.FixedFuncUnit[u].TexGenEnabled;
111*61046927SAndroid Build Coastguard Worker       dst->Texture.FixedFuncUnit[u].GenS = src->Texture.FixedFuncUnit[u].GenS;
112*61046927SAndroid Build Coastguard Worker       dst->Texture.FixedFuncUnit[u].GenT = src->Texture.FixedFuncUnit[u].GenT;
113*61046927SAndroid Build Coastguard Worker       dst->Texture.FixedFuncUnit[u].GenR = src->Texture.FixedFuncUnit[u].GenR;
114*61046927SAndroid Build Coastguard Worker       dst->Texture.FixedFuncUnit[u].GenQ = src->Texture.FixedFuncUnit[u].GenQ;
115*61046927SAndroid Build Coastguard Worker       memcpy(dst->Texture.FixedFuncUnit[u].ObjectPlane,
116*61046927SAndroid Build Coastguard Worker              src->Texture.FixedFuncUnit[u].ObjectPlane,
117*61046927SAndroid Build Coastguard Worker              sizeof(src->Texture.FixedFuncUnit[u].ObjectPlane));
118*61046927SAndroid Build Coastguard Worker       memcpy(dst->Texture.FixedFuncUnit[u].EyePlane,
119*61046927SAndroid Build Coastguard Worker              src->Texture.FixedFuncUnit[u].EyePlane,
120*61046927SAndroid Build Coastguard Worker              sizeof(src->Texture.FixedFuncUnit[u].EyePlane));
121*61046927SAndroid Build Coastguard Worker 
122*61046927SAndroid Build Coastguard Worker       /* GL_EXT_texture_env_combine */
123*61046927SAndroid Build Coastguard Worker       dst->Texture.FixedFuncUnit[u].Combine = src->Texture.FixedFuncUnit[u].Combine;
124*61046927SAndroid Build Coastguard Worker    }
125*61046927SAndroid Build Coastguard Worker }
126*61046927SAndroid Build Coastguard Worker 
127*61046927SAndroid Build Coastguard Worker 
128*61046927SAndroid Build Coastguard Worker /*
129*61046927SAndroid Build Coastguard Worker  * For debugging
130*61046927SAndroid Build Coastguard Worker  */
131*61046927SAndroid Build Coastguard Worker void
_mesa_print_texunit_state(struct gl_context * ctx,GLuint unit)132*61046927SAndroid Build Coastguard Worker _mesa_print_texunit_state( struct gl_context *ctx, GLuint unit )
133*61046927SAndroid Build Coastguard Worker {
134*61046927SAndroid Build Coastguard Worker    const struct gl_fixedfunc_texture_unit *texUnit = ctx->Texture.FixedFuncUnit + unit;
135*61046927SAndroid Build Coastguard Worker    printf("Texture Unit %d\n", unit);
136*61046927SAndroid Build Coastguard Worker    printf("  GL_TEXTURE_ENV_MODE = %s\n", _mesa_enum_to_string(texUnit->EnvMode));
137*61046927SAndroid Build Coastguard Worker    printf("  GL_COMBINE_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.ModeRGB));
138*61046927SAndroid Build Coastguard Worker    printf("  GL_COMBINE_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.ModeA));
139*61046927SAndroid Build Coastguard Worker    printf("  GL_SOURCE0_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.SourceRGB[0]));
140*61046927SAndroid Build Coastguard Worker    printf("  GL_SOURCE1_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.SourceRGB[1]));
141*61046927SAndroid Build Coastguard Worker    printf("  GL_SOURCE2_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.SourceRGB[2]));
142*61046927SAndroid Build Coastguard Worker    printf("  GL_SOURCE0_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.SourceA[0]));
143*61046927SAndroid Build Coastguard Worker    printf("  GL_SOURCE1_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.SourceA[1]));
144*61046927SAndroid Build Coastguard Worker    printf("  GL_SOURCE2_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.SourceA[2]));
145*61046927SAndroid Build Coastguard Worker    printf("  GL_OPERAND0_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.OperandRGB[0]));
146*61046927SAndroid Build Coastguard Worker    printf("  GL_OPERAND1_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.OperandRGB[1]));
147*61046927SAndroid Build Coastguard Worker    printf("  GL_OPERAND2_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.OperandRGB[2]));
148*61046927SAndroid Build Coastguard Worker    printf("  GL_OPERAND0_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.OperandA[0]));
149*61046927SAndroid Build Coastguard Worker    printf("  GL_OPERAND1_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.OperandA[1]));
150*61046927SAndroid Build Coastguard Worker    printf("  GL_OPERAND2_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.OperandA[2]));
151*61046927SAndroid Build Coastguard Worker    printf("  GL_RGB_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftRGB);
152*61046927SAndroid Build Coastguard Worker    printf("  GL_ALPHA_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftA);
153*61046927SAndroid Build Coastguard Worker    printf("  GL_TEXTURE_ENV_COLOR = (%f, %f, %f, %f)\n", texUnit->EnvColor[0], texUnit->EnvColor[1], texUnit->EnvColor[2], texUnit->EnvColor[3]);
154*61046927SAndroid Build Coastguard Worker }
155*61046927SAndroid Build Coastguard Worker 
156*61046927SAndroid Build Coastguard Worker 
157*61046927SAndroid Build Coastguard Worker 
158*61046927SAndroid Build Coastguard Worker /**********************************************************************/
159*61046927SAndroid Build Coastguard Worker /*                       Texture Environment                          */
160*61046927SAndroid Build Coastguard Worker /**********************************************************************/
161*61046927SAndroid Build Coastguard Worker 
162*61046927SAndroid Build Coastguard Worker /**
163*61046927SAndroid Build Coastguard Worker  * Convert "classic" texture environment to ARB_texture_env_combine style
164*61046927SAndroid Build Coastguard Worker  * environments.
165*61046927SAndroid Build Coastguard Worker  *
166*61046927SAndroid Build Coastguard Worker  * \param state  texture_env_combine state vector to be filled-in.
167*61046927SAndroid Build Coastguard Worker  * \param mode   Classic texture environment mode (i.e., \c GL_REPLACE,
168*61046927SAndroid Build Coastguard Worker  *               \c GL_BLEND, \c GL_DECAL, etc.).
169*61046927SAndroid Build Coastguard Worker  * \param texBaseFormat  Base format of the texture associated with the
170*61046927SAndroid Build Coastguard Worker  *               texture unit.
171*61046927SAndroid Build Coastguard Worker  */
172*61046927SAndroid Build Coastguard Worker static void
calculate_derived_texenv(struct gl_tex_env_combine_state * state,GLenum mode,GLenum texBaseFormat)173*61046927SAndroid Build Coastguard Worker calculate_derived_texenv( struct gl_tex_env_combine_state *state,
174*61046927SAndroid Build Coastguard Worker 			  GLenum mode, GLenum texBaseFormat )
175*61046927SAndroid Build Coastguard Worker {
176*61046927SAndroid Build Coastguard Worker    GLenum mode_rgb;
177*61046927SAndroid Build Coastguard Worker    GLenum mode_a;
178*61046927SAndroid Build Coastguard Worker 
179*61046927SAndroid Build Coastguard Worker    *state = default_combine_state;
180*61046927SAndroid Build Coastguard Worker 
181*61046927SAndroid Build Coastguard Worker    switch (texBaseFormat) {
182*61046927SAndroid Build Coastguard Worker    case GL_ALPHA:
183*61046927SAndroid Build Coastguard Worker       state->SourceRGB[0] = GL_PREVIOUS;
184*61046927SAndroid Build Coastguard Worker       break;
185*61046927SAndroid Build Coastguard Worker 
186*61046927SAndroid Build Coastguard Worker    case GL_LUMINANCE_ALPHA:
187*61046927SAndroid Build Coastguard Worker    case GL_INTENSITY:
188*61046927SAndroid Build Coastguard Worker    case GL_RGBA:
189*61046927SAndroid Build Coastguard Worker       break;
190*61046927SAndroid Build Coastguard Worker 
191*61046927SAndroid Build Coastguard Worker    case GL_LUMINANCE:
192*61046927SAndroid Build Coastguard Worker    case GL_RED:
193*61046927SAndroid Build Coastguard Worker    case GL_RG:
194*61046927SAndroid Build Coastguard Worker    case GL_RGB:
195*61046927SAndroid Build Coastguard Worker    case GL_YCBCR_MESA:
196*61046927SAndroid Build Coastguard Worker       state->SourceA[0] = GL_PREVIOUS;
197*61046927SAndroid Build Coastguard Worker       break;
198*61046927SAndroid Build Coastguard Worker 
199*61046927SAndroid Build Coastguard Worker    default:
200*61046927SAndroid Build Coastguard Worker       _mesa_problem(NULL,
201*61046927SAndroid Build Coastguard Worker                     "Invalid texBaseFormat 0x%x in calculate_derived_texenv",
202*61046927SAndroid Build Coastguard Worker                     texBaseFormat);
203*61046927SAndroid Build Coastguard Worker       return;
204*61046927SAndroid Build Coastguard Worker    }
205*61046927SAndroid Build Coastguard Worker 
206*61046927SAndroid Build Coastguard Worker    if (mode == GL_REPLACE_EXT)
207*61046927SAndroid Build Coastguard Worker       mode = GL_REPLACE;
208*61046927SAndroid Build Coastguard Worker 
209*61046927SAndroid Build Coastguard Worker    switch (mode) {
210*61046927SAndroid Build Coastguard Worker    case GL_REPLACE:
211*61046927SAndroid Build Coastguard Worker    case GL_MODULATE:
212*61046927SAndroid Build Coastguard Worker       mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : mode;
213*61046927SAndroid Build Coastguard Worker       mode_a   = mode;
214*61046927SAndroid Build Coastguard Worker       break;
215*61046927SAndroid Build Coastguard Worker 
216*61046927SAndroid Build Coastguard Worker    case GL_DECAL:
217*61046927SAndroid Build Coastguard Worker       mode_rgb = GL_INTERPOLATE;
218*61046927SAndroid Build Coastguard Worker       mode_a   = GL_REPLACE;
219*61046927SAndroid Build Coastguard Worker 
220*61046927SAndroid Build Coastguard Worker       state->SourceA[0] = GL_PREVIOUS;
221*61046927SAndroid Build Coastguard Worker 
222*61046927SAndroid Build Coastguard Worker       /* Having alpha / luminance / intensity textures replace using the
223*61046927SAndroid Build Coastguard Worker        * incoming fragment color matches the definition in NV_texture_shader.
224*61046927SAndroid Build Coastguard Worker        * The 1.5 spec simply marks these as "undefined".
225*61046927SAndroid Build Coastguard Worker        */
226*61046927SAndroid Build Coastguard Worker       switch (texBaseFormat) {
227*61046927SAndroid Build Coastguard Worker       case GL_ALPHA:
228*61046927SAndroid Build Coastguard Worker       case GL_LUMINANCE:
229*61046927SAndroid Build Coastguard Worker       case GL_LUMINANCE_ALPHA:
230*61046927SAndroid Build Coastguard Worker       case GL_INTENSITY:
231*61046927SAndroid Build Coastguard Worker 	 state->SourceRGB[0] = GL_PREVIOUS;
232*61046927SAndroid Build Coastguard Worker 	 break;
233*61046927SAndroid Build Coastguard Worker       case GL_RED:
234*61046927SAndroid Build Coastguard Worker       case GL_RG:
235*61046927SAndroid Build Coastguard Worker       case GL_RGB:
236*61046927SAndroid Build Coastguard Worker       case GL_YCBCR_MESA:
237*61046927SAndroid Build Coastguard Worker 	 mode_rgb = GL_REPLACE;
238*61046927SAndroid Build Coastguard Worker 	 break;
239*61046927SAndroid Build Coastguard Worker       case GL_RGBA:
240*61046927SAndroid Build Coastguard Worker 	 state->SourceRGB[2] = GL_TEXTURE;
241*61046927SAndroid Build Coastguard Worker 	 break;
242*61046927SAndroid Build Coastguard Worker       }
243*61046927SAndroid Build Coastguard Worker       break;
244*61046927SAndroid Build Coastguard Worker 
245*61046927SAndroid Build Coastguard Worker    case GL_BLEND:
246*61046927SAndroid Build Coastguard Worker       mode_rgb = GL_INTERPOLATE;
247*61046927SAndroid Build Coastguard Worker       mode_a   = GL_MODULATE;
248*61046927SAndroid Build Coastguard Worker 
249*61046927SAndroid Build Coastguard Worker       switch (texBaseFormat) {
250*61046927SAndroid Build Coastguard Worker       case GL_ALPHA:
251*61046927SAndroid Build Coastguard Worker 	 mode_rgb = GL_REPLACE;
252*61046927SAndroid Build Coastguard Worker 	 break;
253*61046927SAndroid Build Coastguard Worker       case GL_INTENSITY:
254*61046927SAndroid Build Coastguard Worker 	 mode_a = GL_INTERPOLATE;
255*61046927SAndroid Build Coastguard Worker 	 state->SourceA[0] = GL_CONSTANT;
256*61046927SAndroid Build Coastguard Worker 	 state->OperandA[2] = GL_SRC_ALPHA;
257*61046927SAndroid Build Coastguard Worker 	 FALLTHROUGH;
258*61046927SAndroid Build Coastguard Worker       case GL_LUMINANCE:
259*61046927SAndroid Build Coastguard Worker       case GL_RED:
260*61046927SAndroid Build Coastguard Worker       case GL_RG:
261*61046927SAndroid Build Coastguard Worker       case GL_RGB:
262*61046927SAndroid Build Coastguard Worker       case GL_LUMINANCE_ALPHA:
263*61046927SAndroid Build Coastguard Worker       case GL_RGBA:
264*61046927SAndroid Build Coastguard Worker       case GL_YCBCR_MESA:
265*61046927SAndroid Build Coastguard Worker 	 state->SourceRGB[2] = GL_TEXTURE;
266*61046927SAndroid Build Coastguard Worker 	 state->SourceA[2]   = GL_TEXTURE;
267*61046927SAndroid Build Coastguard Worker 	 state->SourceRGB[0] = GL_CONSTANT;
268*61046927SAndroid Build Coastguard Worker 	 state->OperandRGB[2] = GL_SRC_COLOR;
269*61046927SAndroid Build Coastguard Worker 	 break;
270*61046927SAndroid Build Coastguard Worker       }
271*61046927SAndroid Build Coastguard Worker       break;
272*61046927SAndroid Build Coastguard Worker 
273*61046927SAndroid Build Coastguard Worker    case GL_ADD:
274*61046927SAndroid Build Coastguard Worker       mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : GL_ADD;
275*61046927SAndroid Build Coastguard Worker       mode_a   = (texBaseFormat == GL_INTENSITY) ? GL_ADD : GL_MODULATE;
276*61046927SAndroid Build Coastguard Worker       break;
277*61046927SAndroid Build Coastguard Worker 
278*61046927SAndroid Build Coastguard Worker    default:
279*61046927SAndroid Build Coastguard Worker       _mesa_problem(NULL,
280*61046927SAndroid Build Coastguard Worker                     "Invalid texture env mode 0x%x in calculate_derived_texenv",
281*61046927SAndroid Build Coastguard Worker                     mode);
282*61046927SAndroid Build Coastguard Worker       return;
283*61046927SAndroid Build Coastguard Worker    }
284*61046927SAndroid Build Coastguard Worker 
285*61046927SAndroid Build Coastguard Worker    state->ModeRGB = (state->SourceRGB[0] != GL_PREVIOUS)
286*61046927SAndroid Build Coastguard Worker        ? mode_rgb : GL_REPLACE;
287*61046927SAndroid Build Coastguard Worker    state->ModeA   = (state->SourceA[0]   != GL_PREVIOUS)
288*61046927SAndroid Build Coastguard Worker        ? mode_a   : GL_REPLACE;
289*61046927SAndroid Build Coastguard Worker }
290*61046927SAndroid Build Coastguard Worker 
291*61046927SAndroid Build Coastguard Worker 
292*61046927SAndroid Build Coastguard Worker /* GL_ARB_multitexture */
293*61046927SAndroid Build Coastguard Worker static ALWAYS_INLINE void
active_texture(GLenum texture,bool no_error)294*61046927SAndroid Build Coastguard Worker active_texture(GLenum texture, bool no_error)
295*61046927SAndroid Build Coastguard Worker {
296*61046927SAndroid Build Coastguard Worker    const GLuint texUnit = texture - GL_TEXTURE0;
297*61046927SAndroid Build Coastguard Worker 
298*61046927SAndroid Build Coastguard Worker    GET_CURRENT_CONTEXT(ctx);
299*61046927SAndroid Build Coastguard Worker 
300*61046927SAndroid Build Coastguard Worker    if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
301*61046927SAndroid Build Coastguard Worker       _mesa_debug(ctx, "glActiveTexture %s\n",
302*61046927SAndroid Build Coastguard Worker                   _mesa_enum_to_string(texture));
303*61046927SAndroid Build Coastguard Worker 
304*61046927SAndroid Build Coastguard Worker    if (ctx->Texture.CurrentUnit == texUnit)
305*61046927SAndroid Build Coastguard Worker       return;
306*61046927SAndroid Build Coastguard Worker 
307*61046927SAndroid Build Coastguard Worker    if (!no_error) {
308*61046927SAndroid Build Coastguard Worker       GLuint k = _mesa_max_tex_unit(ctx);
309*61046927SAndroid Build Coastguard Worker 
310*61046927SAndroid Build Coastguard Worker       assert(k <= ARRAY_SIZE(ctx->Texture.Unit));
311*61046927SAndroid Build Coastguard Worker 
312*61046927SAndroid Build Coastguard Worker       if (texUnit >= k) {
313*61046927SAndroid Build Coastguard Worker          _mesa_error(ctx, GL_INVALID_ENUM, "glActiveTexture(texture=%s)",
314*61046927SAndroid Build Coastguard Worker                      _mesa_enum_to_string(texture));
315*61046927SAndroid Build Coastguard Worker          return;
316*61046927SAndroid Build Coastguard Worker       }
317*61046927SAndroid Build Coastguard Worker    }
318*61046927SAndroid Build Coastguard Worker 
319*61046927SAndroid Build Coastguard Worker 
320*61046927SAndroid Build Coastguard Worker    /* The below flush call seems useless because
321*61046927SAndroid Build Coastguard Worker     * gl_context::Texture::CurrentUnit is not used by
322*61046927SAndroid Build Coastguard Worker     * _mesa_update_texture_state() and friends.
323*61046927SAndroid Build Coastguard Worker     *
324*61046927SAndroid Build Coastguard Worker     * However removing the flush
325*61046927SAndroid Build Coastguard Worker     * introduced some blinking textures in UT2004. More investigation is
326*61046927SAndroid Build Coastguard Worker     * needed to find the root cause.
327*61046927SAndroid Build Coastguard Worker     *
328*61046927SAndroid Build Coastguard Worker     * https://bugs.freedesktop.org/show_bug.cgi?id=105436
329*61046927SAndroid Build Coastguard Worker     */
330*61046927SAndroid Build Coastguard Worker    FLUSH_VERTICES(ctx, _NEW_TEXTURE_STATE, GL_TEXTURE_BIT);
331*61046927SAndroid Build Coastguard Worker 
332*61046927SAndroid Build Coastguard Worker    ctx->Texture.CurrentUnit = texUnit;
333*61046927SAndroid Build Coastguard Worker    if (ctx->Transform.MatrixMode == GL_TEXTURE) {
334*61046927SAndroid Build Coastguard Worker       /* update current stack pointer */
335*61046927SAndroid Build Coastguard Worker       ctx->CurrentStack = &ctx->TextureMatrixStack[texUnit];
336*61046927SAndroid Build Coastguard Worker    }
337*61046927SAndroid Build Coastguard Worker }
338*61046927SAndroid Build Coastguard Worker 
339*61046927SAndroid Build Coastguard Worker 
340*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_ActiveTexture_no_error(GLenum texture)341*61046927SAndroid Build Coastguard Worker _mesa_ActiveTexture_no_error(GLenum texture)
342*61046927SAndroid Build Coastguard Worker {
343*61046927SAndroid Build Coastguard Worker    active_texture(texture, true);
344*61046927SAndroid Build Coastguard Worker }
345*61046927SAndroid Build Coastguard Worker 
346*61046927SAndroid Build Coastguard Worker 
347*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_ActiveTexture(GLenum texture)348*61046927SAndroid Build Coastguard Worker _mesa_ActiveTexture(GLenum texture)
349*61046927SAndroid Build Coastguard Worker {
350*61046927SAndroid Build Coastguard Worker    active_texture(texture, false);
351*61046927SAndroid Build Coastguard Worker }
352*61046927SAndroid Build Coastguard Worker 
353*61046927SAndroid Build Coastguard Worker 
354*61046927SAndroid Build Coastguard Worker /* GL_ARB_multitexture */
355*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_ClientActiveTexture(GLenum texture)356*61046927SAndroid Build Coastguard Worker _mesa_ClientActiveTexture(GLenum texture)
357*61046927SAndroid Build Coastguard Worker {
358*61046927SAndroid Build Coastguard Worker    GET_CURRENT_CONTEXT(ctx);
359*61046927SAndroid Build Coastguard Worker    GLuint texUnit = texture - GL_TEXTURE0;
360*61046927SAndroid Build Coastguard Worker 
361*61046927SAndroid Build Coastguard Worker    if (MESA_VERBOSE & (VERBOSE_API | VERBOSE_TEXTURE))
362*61046927SAndroid Build Coastguard Worker       _mesa_debug(ctx, "glClientActiveTexture %s\n",
363*61046927SAndroid Build Coastguard Worker                   _mesa_enum_to_string(texture));
364*61046927SAndroid Build Coastguard Worker 
365*61046927SAndroid Build Coastguard Worker    if (ctx->Array.ActiveTexture == texUnit)
366*61046927SAndroid Build Coastguard Worker       return;
367*61046927SAndroid Build Coastguard Worker 
368*61046927SAndroid Build Coastguard Worker    if (texUnit >= ctx->Const.MaxTextureCoordUnits) {
369*61046927SAndroid Build Coastguard Worker       _mesa_error(ctx, GL_INVALID_ENUM, "glClientActiveTexture(texture=%s)",
370*61046927SAndroid Build Coastguard Worker                   _mesa_enum_to_string(texture));
371*61046927SAndroid Build Coastguard Worker       return;
372*61046927SAndroid Build Coastguard Worker    }
373*61046927SAndroid Build Coastguard Worker 
374*61046927SAndroid Build Coastguard Worker    /* Don't flush vertices. This is a "latched" state. */
375*61046927SAndroid Build Coastguard Worker    ctx->Array.ActiveTexture = texUnit;
376*61046927SAndroid Build Coastguard Worker }
377*61046927SAndroid Build Coastguard Worker 
378*61046927SAndroid Build Coastguard Worker 
379*61046927SAndroid Build Coastguard Worker 
380*61046927SAndroid Build Coastguard Worker /**********************************************************************/
381*61046927SAndroid Build Coastguard Worker /*****                    State management                        *****/
382*61046927SAndroid Build Coastguard Worker /**********************************************************************/
383*61046927SAndroid Build Coastguard Worker 
384*61046927SAndroid Build Coastguard Worker 
385*61046927SAndroid Build Coastguard Worker /**
386*61046927SAndroid Build Coastguard Worker  * \note This routine refers to derived texture attribute values to
387*61046927SAndroid Build Coastguard Worker  * compute the ENABLE_TEXMAT flags, but is only called on
388*61046927SAndroid Build Coastguard Worker  * _NEW_TEXTURE_MATRIX.  On changes to _NEW_TEXTURE_OBJECT/STATE,
389*61046927SAndroid Build Coastguard Worker  * the ENABLE_TEXMAT flags are updated by _mesa_update_textures(), below.
390*61046927SAndroid Build Coastguard Worker  *
391*61046927SAndroid Build Coastguard Worker  * \param ctx GL context.
392*61046927SAndroid Build Coastguard Worker  */
393*61046927SAndroid Build Coastguard Worker GLbitfield
_mesa_update_texture_matrices(struct gl_context * ctx)394*61046927SAndroid Build Coastguard Worker _mesa_update_texture_matrices(struct gl_context *ctx)
395*61046927SAndroid Build Coastguard Worker {
396*61046927SAndroid Build Coastguard Worker    GLuint u;
397*61046927SAndroid Build Coastguard Worker    GLbitfield old_texmat_enabled = ctx->Texture._TexMatEnabled;
398*61046927SAndroid Build Coastguard Worker 
399*61046927SAndroid Build Coastguard Worker    ctx->Texture._TexMatEnabled = 0x0;
400*61046927SAndroid Build Coastguard Worker 
401*61046927SAndroid Build Coastguard Worker    for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
402*61046927SAndroid Build Coastguard Worker       assert(u < ARRAY_SIZE(ctx->TextureMatrixStack));
403*61046927SAndroid Build Coastguard Worker       if (_math_matrix_is_dirty(ctx->TextureMatrixStack[u].Top)) {
404*61046927SAndroid Build Coastguard Worker 	 _math_matrix_analyse( ctx->TextureMatrixStack[u].Top );
405*61046927SAndroid Build Coastguard Worker 
406*61046927SAndroid Build Coastguard Worker 	 if (ctx->Texture.Unit[u]._Current &&
407*61046927SAndroid Build Coastguard Worker 	     ctx->TextureMatrixStack[u].Top->type != MATRIX_IDENTITY)
408*61046927SAndroid Build Coastguard Worker 	    ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(u);
409*61046927SAndroid Build Coastguard Worker       }
410*61046927SAndroid Build Coastguard Worker    }
411*61046927SAndroid Build Coastguard Worker 
412*61046927SAndroid Build Coastguard Worker    if (old_texmat_enabled != ctx->Texture._TexMatEnabled)
413*61046927SAndroid Build Coastguard Worker       return _NEW_FF_VERT_PROGRAM | _NEW_FF_FRAG_PROGRAM;
414*61046927SAndroid Build Coastguard Worker 
415*61046927SAndroid Build Coastguard Worker    return 0;
416*61046927SAndroid Build Coastguard Worker }
417*61046927SAndroid Build Coastguard Worker 
418*61046927SAndroid Build Coastguard Worker 
419*61046927SAndroid Build Coastguard Worker /**
420*61046927SAndroid Build Coastguard Worker  * Translate GL combiner state into a MODE_x value
421*61046927SAndroid Build Coastguard Worker  */
422*61046927SAndroid Build Coastguard Worker static uint32_t
tex_combine_translate_mode(GLenum envMode,GLenum mode)423*61046927SAndroid Build Coastguard Worker tex_combine_translate_mode(GLenum envMode, GLenum mode)
424*61046927SAndroid Build Coastguard Worker {
425*61046927SAndroid Build Coastguard Worker    switch (mode) {
426*61046927SAndroid Build Coastguard Worker    case GL_REPLACE: return TEXENV_MODE_REPLACE;
427*61046927SAndroid Build Coastguard Worker    case GL_MODULATE: return TEXENV_MODE_MODULATE;
428*61046927SAndroid Build Coastguard Worker    case GL_ADD:
429*61046927SAndroid Build Coastguard Worker       if (envMode == GL_COMBINE4_NV)
430*61046927SAndroid Build Coastguard Worker 	 return TEXENV_MODE_ADD_PRODUCTS_NV;
431*61046927SAndroid Build Coastguard Worker       else
432*61046927SAndroid Build Coastguard Worker 	 return TEXENV_MODE_ADD;
433*61046927SAndroid Build Coastguard Worker    case GL_ADD_SIGNED:
434*61046927SAndroid Build Coastguard Worker       if (envMode == GL_COMBINE4_NV)
435*61046927SAndroid Build Coastguard Worker 	 return TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV;
436*61046927SAndroid Build Coastguard Worker       else
437*61046927SAndroid Build Coastguard Worker 	 return TEXENV_MODE_ADD_SIGNED;
438*61046927SAndroid Build Coastguard Worker    case GL_INTERPOLATE: return TEXENV_MODE_INTERPOLATE;
439*61046927SAndroid Build Coastguard Worker    case GL_SUBTRACT: return TEXENV_MODE_SUBTRACT;
440*61046927SAndroid Build Coastguard Worker    case GL_DOT3_RGB: return TEXENV_MODE_DOT3_RGB;
441*61046927SAndroid Build Coastguard Worker    case GL_DOT3_RGB_EXT: return TEXENV_MODE_DOT3_RGB_EXT;
442*61046927SAndroid Build Coastguard Worker    case GL_DOT3_RGBA: return TEXENV_MODE_DOT3_RGBA;
443*61046927SAndroid Build Coastguard Worker    case GL_DOT3_RGBA_EXT: return TEXENV_MODE_DOT3_RGBA_EXT;
444*61046927SAndroid Build Coastguard Worker    case GL_MODULATE_ADD_ATI: return TEXENV_MODE_MODULATE_ADD_ATI;
445*61046927SAndroid Build Coastguard Worker    case GL_MODULATE_SIGNED_ADD_ATI: return TEXENV_MODE_MODULATE_SIGNED_ADD_ATI;
446*61046927SAndroid Build Coastguard Worker    case GL_MODULATE_SUBTRACT_ATI: return TEXENV_MODE_MODULATE_SUBTRACT_ATI;
447*61046927SAndroid Build Coastguard Worker    default:
448*61046927SAndroid Build Coastguard Worker       unreachable("Invalid TexEnv Combine mode");
449*61046927SAndroid Build Coastguard Worker    }
450*61046927SAndroid Build Coastguard Worker }
451*61046927SAndroid Build Coastguard Worker 
452*61046927SAndroid Build Coastguard Worker 
453*61046927SAndroid Build Coastguard Worker static uint8_t
tex_combine_translate_source(GLenum src)454*61046927SAndroid Build Coastguard Worker tex_combine_translate_source(GLenum src)
455*61046927SAndroid Build Coastguard Worker {
456*61046927SAndroid Build Coastguard Worker    switch (src) {
457*61046927SAndroid Build Coastguard Worker    case GL_TEXTURE0:
458*61046927SAndroid Build Coastguard Worker    case GL_TEXTURE1:
459*61046927SAndroid Build Coastguard Worker    case GL_TEXTURE2:
460*61046927SAndroid Build Coastguard Worker    case GL_TEXTURE3:
461*61046927SAndroid Build Coastguard Worker    case GL_TEXTURE4:
462*61046927SAndroid Build Coastguard Worker    case GL_TEXTURE5:
463*61046927SAndroid Build Coastguard Worker    case GL_TEXTURE6:
464*61046927SAndroid Build Coastguard Worker    case GL_TEXTURE7: return TEXENV_SRC_TEXTURE0 + (src - GL_TEXTURE0);
465*61046927SAndroid Build Coastguard Worker    case GL_TEXTURE: return TEXENV_SRC_TEXTURE;
466*61046927SAndroid Build Coastguard Worker    case GL_PREVIOUS: return TEXENV_SRC_PREVIOUS;
467*61046927SAndroid Build Coastguard Worker    case GL_PRIMARY_COLOR: return TEXENV_SRC_PRIMARY_COLOR;
468*61046927SAndroid Build Coastguard Worker    case GL_CONSTANT: return TEXENV_SRC_CONSTANT;
469*61046927SAndroid Build Coastguard Worker    case GL_ZERO: return TEXENV_SRC_ZERO;
470*61046927SAndroid Build Coastguard Worker    case GL_ONE: return TEXENV_SRC_ONE;
471*61046927SAndroid Build Coastguard Worker    default:
472*61046927SAndroid Build Coastguard Worker       unreachable("Invalid TexEnv Combine argument source");
473*61046927SAndroid Build Coastguard Worker    }
474*61046927SAndroid Build Coastguard Worker }
475*61046927SAndroid Build Coastguard Worker 
476*61046927SAndroid Build Coastguard Worker 
477*61046927SAndroid Build Coastguard Worker static uint8_t
tex_combine_translate_operand(GLenum operand)478*61046927SAndroid Build Coastguard Worker tex_combine_translate_operand(GLenum operand)
479*61046927SAndroid Build Coastguard Worker {
480*61046927SAndroid Build Coastguard Worker    switch (operand) {
481*61046927SAndroid Build Coastguard Worker    case GL_SRC_COLOR: return TEXENV_OPR_COLOR;
482*61046927SAndroid Build Coastguard Worker    case GL_ONE_MINUS_SRC_COLOR: return TEXENV_OPR_ONE_MINUS_COLOR;
483*61046927SAndroid Build Coastguard Worker    case GL_SRC_ALPHA: return TEXENV_OPR_ALPHA;
484*61046927SAndroid Build Coastguard Worker    case GL_ONE_MINUS_SRC_ALPHA: return TEXENV_OPR_ONE_MINUS_ALPHA;
485*61046927SAndroid Build Coastguard Worker    default:
486*61046927SAndroid Build Coastguard Worker       unreachable("Invalid TexEnv Combine argument source");
487*61046927SAndroid Build Coastguard Worker    }
488*61046927SAndroid Build Coastguard Worker }
489*61046927SAndroid Build Coastguard Worker 
490*61046927SAndroid Build Coastguard Worker 
491*61046927SAndroid Build Coastguard Worker static void
pack_tex_combine(struct gl_fixedfunc_texture_unit * texUnit)492*61046927SAndroid Build Coastguard Worker pack_tex_combine(struct gl_fixedfunc_texture_unit *texUnit)
493*61046927SAndroid Build Coastguard Worker {
494*61046927SAndroid Build Coastguard Worker    struct gl_tex_env_combine_state *state = texUnit->_CurrentCombine;
495*61046927SAndroid Build Coastguard Worker    struct gl_tex_env_combine_packed *packed = &texUnit->_CurrentCombinePacked;
496*61046927SAndroid Build Coastguard Worker 
497*61046927SAndroid Build Coastguard Worker    memset(packed, 0, sizeof *packed);
498*61046927SAndroid Build Coastguard Worker 
499*61046927SAndroid Build Coastguard Worker    packed->ModeRGB = tex_combine_translate_mode(texUnit->EnvMode, state->ModeRGB);
500*61046927SAndroid Build Coastguard Worker    packed->ModeA = tex_combine_translate_mode(texUnit->EnvMode, state->ModeA);
501*61046927SAndroid Build Coastguard Worker    packed->ScaleShiftRGB = state->ScaleShiftRGB;
502*61046927SAndroid Build Coastguard Worker    packed->ScaleShiftA = state->ScaleShiftA;
503*61046927SAndroid Build Coastguard Worker    packed->NumArgsRGB = state->_NumArgsRGB;
504*61046927SAndroid Build Coastguard Worker    packed->NumArgsA = state->_NumArgsA;
505*61046927SAndroid Build Coastguard Worker 
506*61046927SAndroid Build Coastguard Worker    for (int i = 0; i < state->_NumArgsRGB; ++i)
507*61046927SAndroid Build Coastguard Worker    {
508*61046927SAndroid Build Coastguard Worker       packed->ArgsRGB[i].Source = tex_combine_translate_source(state->SourceRGB[i]);
509*61046927SAndroid Build Coastguard Worker       packed->ArgsRGB[i].Operand = tex_combine_translate_operand(state->OperandRGB[i]);
510*61046927SAndroid Build Coastguard Worker    }
511*61046927SAndroid Build Coastguard Worker 
512*61046927SAndroid Build Coastguard Worker    for (int i = 0; i < state->_NumArgsA; ++i)
513*61046927SAndroid Build Coastguard Worker    {
514*61046927SAndroid Build Coastguard Worker       packed->ArgsA[i].Source = tex_combine_translate_source(state->SourceA[i]);
515*61046927SAndroid Build Coastguard Worker       packed->ArgsA[i].Operand = tex_combine_translate_operand(state->OperandA[i]);
516*61046927SAndroid Build Coastguard Worker    }
517*61046927SAndroid Build Coastguard Worker }
518*61046927SAndroid Build Coastguard Worker 
519*61046927SAndroid Build Coastguard Worker 
520*61046927SAndroid Build Coastguard Worker /**
521*61046927SAndroid Build Coastguard Worker  * Examine texture unit's combine/env state to update derived state.
522*61046927SAndroid Build Coastguard Worker  */
523*61046927SAndroid Build Coastguard Worker static void
update_tex_combine(struct gl_context * ctx,struct gl_texture_unit * texUnit,struct gl_fixedfunc_texture_unit * fftexUnit)524*61046927SAndroid Build Coastguard Worker update_tex_combine(struct gl_context *ctx,
525*61046927SAndroid Build Coastguard Worker                    struct gl_texture_unit *texUnit,
526*61046927SAndroid Build Coastguard Worker                    struct gl_fixedfunc_texture_unit *fftexUnit)
527*61046927SAndroid Build Coastguard Worker {
528*61046927SAndroid Build Coastguard Worker    struct gl_tex_env_combine_state *combine;
529*61046927SAndroid Build Coastguard Worker 
530*61046927SAndroid Build Coastguard Worker    /* No combiners will apply to this. */
531*61046927SAndroid Build Coastguard Worker    if (texUnit->_Current->Target == GL_TEXTURE_BUFFER)
532*61046927SAndroid Build Coastguard Worker       return;
533*61046927SAndroid Build Coastguard Worker 
534*61046927SAndroid Build Coastguard Worker    /* Set the texUnit->_CurrentCombine field to point to the user's combiner
535*61046927SAndroid Build Coastguard Worker     * state, or the combiner state which is derived from traditional texenv
536*61046927SAndroid Build Coastguard Worker     * mode.
537*61046927SAndroid Build Coastguard Worker     */
538*61046927SAndroid Build Coastguard Worker    if (fftexUnit->EnvMode == GL_COMBINE ||
539*61046927SAndroid Build Coastguard Worker        fftexUnit->EnvMode == GL_COMBINE4_NV) {
540*61046927SAndroid Build Coastguard Worker       fftexUnit->_CurrentCombine = & fftexUnit->Combine;
541*61046927SAndroid Build Coastguard Worker    }
542*61046927SAndroid Build Coastguard Worker    else {
543*61046927SAndroid Build Coastguard Worker       const struct gl_texture_object *texObj = texUnit->_Current;
544*61046927SAndroid Build Coastguard Worker       GLenum format = _mesa_base_tex_image(texObj)->_BaseFormat;
545*61046927SAndroid Build Coastguard Worker 
546*61046927SAndroid Build Coastguard Worker       if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
547*61046927SAndroid Build Coastguard Worker          format = texObj->Attrib.DepthMode;
548*61046927SAndroid Build Coastguard Worker       }
549*61046927SAndroid Build Coastguard Worker       calculate_derived_texenv(&fftexUnit->_EnvMode, fftexUnit->EnvMode, format);
550*61046927SAndroid Build Coastguard Worker       fftexUnit->_CurrentCombine = & fftexUnit->_EnvMode;
551*61046927SAndroid Build Coastguard Worker    }
552*61046927SAndroid Build Coastguard Worker 
553*61046927SAndroid Build Coastguard Worker    combine = fftexUnit->_CurrentCombine;
554*61046927SAndroid Build Coastguard Worker 
555*61046927SAndroid Build Coastguard Worker    /* Determine number of source RGB terms in the combiner function */
556*61046927SAndroid Build Coastguard Worker    switch (combine->ModeRGB) {
557*61046927SAndroid Build Coastguard Worker    case GL_REPLACE:
558*61046927SAndroid Build Coastguard Worker       combine->_NumArgsRGB = 1;
559*61046927SAndroid Build Coastguard Worker       break;
560*61046927SAndroid Build Coastguard Worker    case GL_ADD:
561*61046927SAndroid Build Coastguard Worker    case GL_ADD_SIGNED:
562*61046927SAndroid Build Coastguard Worker       if (fftexUnit->EnvMode == GL_COMBINE4_NV)
563*61046927SAndroid Build Coastguard Worker          combine->_NumArgsRGB = 4;
564*61046927SAndroid Build Coastguard Worker       else
565*61046927SAndroid Build Coastguard Worker          combine->_NumArgsRGB = 2;
566*61046927SAndroid Build Coastguard Worker       break;
567*61046927SAndroid Build Coastguard Worker    case GL_MODULATE:
568*61046927SAndroid Build Coastguard Worker    case GL_SUBTRACT:
569*61046927SAndroid Build Coastguard Worker    case GL_DOT3_RGB:
570*61046927SAndroid Build Coastguard Worker    case GL_DOT3_RGBA:
571*61046927SAndroid Build Coastguard Worker    case GL_DOT3_RGB_EXT:
572*61046927SAndroid Build Coastguard Worker    case GL_DOT3_RGBA_EXT:
573*61046927SAndroid Build Coastguard Worker       combine->_NumArgsRGB = 2;
574*61046927SAndroid Build Coastguard Worker       break;
575*61046927SAndroid Build Coastguard Worker    case GL_INTERPOLATE:
576*61046927SAndroid Build Coastguard Worker    case GL_MODULATE_ADD_ATI:
577*61046927SAndroid Build Coastguard Worker    case GL_MODULATE_SIGNED_ADD_ATI:
578*61046927SAndroid Build Coastguard Worker    case GL_MODULATE_SUBTRACT_ATI:
579*61046927SAndroid Build Coastguard Worker       combine->_NumArgsRGB = 3;
580*61046927SAndroid Build Coastguard Worker       break;
581*61046927SAndroid Build Coastguard Worker    default:
582*61046927SAndroid Build Coastguard Worker       combine->_NumArgsRGB = 0;
583*61046927SAndroid Build Coastguard Worker       _mesa_problem(ctx, "invalid RGB combine mode in update_texture_state");
584*61046927SAndroid Build Coastguard Worker       return;
585*61046927SAndroid Build Coastguard Worker    }
586*61046927SAndroid Build Coastguard Worker 
587*61046927SAndroid Build Coastguard Worker    /* Determine number of source Alpha terms in the combiner function */
588*61046927SAndroid Build Coastguard Worker    switch (combine->ModeA) {
589*61046927SAndroid Build Coastguard Worker    case GL_REPLACE:
590*61046927SAndroid Build Coastguard Worker       combine->_NumArgsA = 1;
591*61046927SAndroid Build Coastguard Worker       break;
592*61046927SAndroid Build Coastguard Worker    case GL_ADD:
593*61046927SAndroid Build Coastguard Worker    case GL_ADD_SIGNED:
594*61046927SAndroid Build Coastguard Worker       if (fftexUnit->EnvMode == GL_COMBINE4_NV)
595*61046927SAndroid Build Coastguard Worker          combine->_NumArgsA = 4;
596*61046927SAndroid Build Coastguard Worker       else
597*61046927SAndroid Build Coastguard Worker          combine->_NumArgsA = 2;
598*61046927SAndroid Build Coastguard Worker       break;
599*61046927SAndroid Build Coastguard Worker    case GL_MODULATE:
600*61046927SAndroid Build Coastguard Worker    case GL_SUBTRACT:
601*61046927SAndroid Build Coastguard Worker       combine->_NumArgsA = 2;
602*61046927SAndroid Build Coastguard Worker       break;
603*61046927SAndroid Build Coastguard Worker    case GL_INTERPOLATE:
604*61046927SAndroid Build Coastguard Worker    case GL_MODULATE_ADD_ATI:
605*61046927SAndroid Build Coastguard Worker    case GL_MODULATE_SIGNED_ADD_ATI:
606*61046927SAndroid Build Coastguard Worker    case GL_MODULATE_SUBTRACT_ATI:
607*61046927SAndroid Build Coastguard Worker       combine->_NumArgsA = 3;
608*61046927SAndroid Build Coastguard Worker       break;
609*61046927SAndroid Build Coastguard Worker    default:
610*61046927SAndroid Build Coastguard Worker       combine->_NumArgsA = 0;
611*61046927SAndroid Build Coastguard Worker       _mesa_problem(ctx, "invalid Alpha combine mode in update_texture_state");
612*61046927SAndroid Build Coastguard Worker       break;
613*61046927SAndroid Build Coastguard Worker    }
614*61046927SAndroid Build Coastguard Worker 
615*61046927SAndroid Build Coastguard Worker    pack_tex_combine(fftexUnit);
616*61046927SAndroid Build Coastguard Worker }
617*61046927SAndroid Build Coastguard Worker 
618*61046927SAndroid Build Coastguard Worker static void
update_texgen(struct gl_context * ctx)619*61046927SAndroid Build Coastguard Worker update_texgen(struct gl_context *ctx)
620*61046927SAndroid Build Coastguard Worker {
621*61046927SAndroid Build Coastguard Worker    GLuint unit;
622*61046927SAndroid Build Coastguard Worker 
623*61046927SAndroid Build Coastguard Worker    /* Setup texgen for those texture coordinate sets that are in use */
624*61046927SAndroid Build Coastguard Worker    for (unit = 0; unit < ctx->Const.MaxTextureCoordUnits; unit++) {
625*61046927SAndroid Build Coastguard Worker       struct gl_fixedfunc_texture_unit *texUnit =
626*61046927SAndroid Build Coastguard Worker          &ctx->Texture.FixedFuncUnit[unit];
627*61046927SAndroid Build Coastguard Worker 
628*61046927SAndroid Build Coastguard Worker       texUnit->_GenFlags = 0x0;
629*61046927SAndroid Build Coastguard Worker 
630*61046927SAndroid Build Coastguard Worker       if (!(ctx->Texture._EnabledCoordUnits & (1 << unit)))
631*61046927SAndroid Build Coastguard Worker 	 continue;
632*61046927SAndroid Build Coastguard Worker 
633*61046927SAndroid Build Coastguard Worker       if (texUnit->TexGenEnabled) {
634*61046927SAndroid Build Coastguard Worker 	 if (texUnit->TexGenEnabled & S_BIT) {
635*61046927SAndroid Build Coastguard Worker 	    texUnit->_GenFlags |= texUnit->GenS._ModeBit;
636*61046927SAndroid Build Coastguard Worker 	 }
637*61046927SAndroid Build Coastguard Worker 	 if (texUnit->TexGenEnabled & T_BIT) {
638*61046927SAndroid Build Coastguard Worker 	    texUnit->_GenFlags |= texUnit->GenT._ModeBit;
639*61046927SAndroid Build Coastguard Worker 	 }
640*61046927SAndroid Build Coastguard Worker 	 if (texUnit->TexGenEnabled & R_BIT) {
641*61046927SAndroid Build Coastguard Worker 	    texUnit->_GenFlags |= texUnit->GenR._ModeBit;
642*61046927SAndroid Build Coastguard Worker 	 }
643*61046927SAndroid Build Coastguard Worker 	 if (texUnit->TexGenEnabled & Q_BIT) {
644*61046927SAndroid Build Coastguard Worker 	    texUnit->_GenFlags |= texUnit->GenQ._ModeBit;
645*61046927SAndroid Build Coastguard Worker 	 }
646*61046927SAndroid Build Coastguard Worker 
647*61046927SAndroid Build Coastguard Worker 	 ctx->Texture._TexGenEnabled |= ENABLE_TEXGEN(unit);
648*61046927SAndroid Build Coastguard Worker 	 ctx->Texture._GenFlags |= texUnit->_GenFlags;
649*61046927SAndroid Build Coastguard Worker       }
650*61046927SAndroid Build Coastguard Worker 
651*61046927SAndroid Build Coastguard Worker       assert(unit < ARRAY_SIZE(ctx->TextureMatrixStack));
652*61046927SAndroid Build Coastguard Worker       if (ctx->TextureMatrixStack[unit].Top->type != MATRIX_IDENTITY)
653*61046927SAndroid Build Coastguard Worker 	 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(unit);
654*61046927SAndroid Build Coastguard Worker    }
655*61046927SAndroid Build Coastguard Worker }
656*61046927SAndroid Build Coastguard Worker 
657*61046927SAndroid Build Coastguard Worker static struct gl_texture_object *
update_single_program_texture(struct gl_context * ctx,struct gl_program * prog,int unit)658*61046927SAndroid Build Coastguard Worker update_single_program_texture(struct gl_context *ctx, struct gl_program *prog,
659*61046927SAndroid Build Coastguard Worker                               int unit)
660*61046927SAndroid Build Coastguard Worker {
661*61046927SAndroid Build Coastguard Worker    gl_texture_index target_index;
662*61046927SAndroid Build Coastguard Worker    struct gl_texture_unit *texUnit;
663*61046927SAndroid Build Coastguard Worker    struct gl_texture_object *texObj;
664*61046927SAndroid Build Coastguard Worker    struct gl_sampler_object *sampler;
665*61046927SAndroid Build Coastguard Worker 
666*61046927SAndroid Build Coastguard Worker    texUnit = &ctx->Texture.Unit[unit];
667*61046927SAndroid Build Coastguard Worker 
668*61046927SAndroid Build Coastguard Worker    /* Note: If more than one bit was set in TexturesUsed[unit], then we should
669*61046927SAndroid Build Coastguard Worker     * have had the draw call rejected already.  From the GL 4.4 specification,
670*61046927SAndroid Build Coastguard Worker     * section 7.10 ("Samplers"):
671*61046927SAndroid Build Coastguard Worker     *
672*61046927SAndroid Build Coastguard Worker     *     "It is not allowed to have variables of different sampler types
673*61046927SAndroid Build Coastguard Worker     *      pointing to the same texture image unit within a program
674*61046927SAndroid Build Coastguard Worker     *      object. This situation can only be detected at the next rendering
675*61046927SAndroid Build Coastguard Worker     *      command issued which triggers shader invocations, and an
676*61046927SAndroid Build Coastguard Worker     *      INVALID_OPERATION error will then be generated."
677*61046927SAndroid Build Coastguard Worker     */
678*61046927SAndroid Build Coastguard Worker    target_index = ffs(prog->TexturesUsed[unit]) - 1;
679*61046927SAndroid Build Coastguard Worker    texObj = texUnit->CurrentTex[target_index];
680*61046927SAndroid Build Coastguard Worker 
681*61046927SAndroid Build Coastguard Worker    sampler = texUnit->Sampler ?
682*61046927SAndroid Build Coastguard Worker       texUnit->Sampler : &texObj->Sampler;
683*61046927SAndroid Build Coastguard Worker 
684*61046927SAndroid Build Coastguard Worker    if (likely(texObj)) {
685*61046927SAndroid Build Coastguard Worker       if (_mesa_is_texture_complete(texObj, sampler,
686*61046927SAndroid Build Coastguard Worker                                     ctx->Const.ForceIntegerTexNearest))
687*61046927SAndroid Build Coastguard Worker          return texObj;
688*61046927SAndroid Build Coastguard Worker 
689*61046927SAndroid Build Coastguard Worker       _mesa_test_texobj_completeness(ctx, texObj);
690*61046927SAndroid Build Coastguard Worker       if (_mesa_is_texture_complete(texObj, sampler,
691*61046927SAndroid Build Coastguard Worker                                     ctx->Const.ForceIntegerTexNearest))
692*61046927SAndroid Build Coastguard Worker          return texObj;
693*61046927SAndroid Build Coastguard Worker    }
694*61046927SAndroid Build Coastguard Worker 
695*61046927SAndroid Build Coastguard Worker    /* If we've reached this point, we didn't find a complete texture of the
696*61046927SAndroid Build Coastguard Worker     * shader's target.  From the GL 4.4 core specification, section 11.1.3.5
697*61046927SAndroid Build Coastguard Worker     * ("Texture Access"):
698*61046927SAndroid Build Coastguard Worker     *
699*61046927SAndroid Build Coastguard Worker     *     "If a sampler is used in a shader and the sampler’s associated
700*61046927SAndroid Build Coastguard Worker     *      texture is not complete, as defined in section 8.17, (0, 0, 0, 1)
701*61046927SAndroid Build Coastguard Worker     *      will be returned for a non-shadow sampler and 0 for a shadow
702*61046927SAndroid Build Coastguard Worker     *      sampler."
703*61046927SAndroid Build Coastguard Worker     *
704*61046927SAndroid Build Coastguard Worker     * Mesa implements this by creating a hidden texture object with a pixel of
705*61046927SAndroid Build Coastguard Worker     * that value.
706*61046927SAndroid Build Coastguard Worker     */
707*61046927SAndroid Build Coastguard Worker    texObj = _mesa_get_fallback_texture(ctx, target_index, !!(prog->ShadowSamplers & BITFIELD_BIT(unit)));
708*61046927SAndroid Build Coastguard Worker    assert(texObj);
709*61046927SAndroid Build Coastguard Worker 
710*61046927SAndroid Build Coastguard Worker    return texObj;
711*61046927SAndroid Build Coastguard Worker }
712*61046927SAndroid Build Coastguard Worker 
713*61046927SAndroid Build Coastguard Worker static inline void
update_single_program_texture_state(struct gl_context * ctx,struct gl_program * prog,int unit,BITSET_WORD * enabled_texture_units)714*61046927SAndroid Build Coastguard Worker update_single_program_texture_state(struct gl_context *ctx,
715*61046927SAndroid Build Coastguard Worker                                     struct gl_program *prog,
716*61046927SAndroid Build Coastguard Worker                                     int unit,
717*61046927SAndroid Build Coastguard Worker                                     BITSET_WORD *enabled_texture_units)
718*61046927SAndroid Build Coastguard Worker {
719*61046927SAndroid Build Coastguard Worker    struct gl_texture_object *texObj;
720*61046927SAndroid Build Coastguard Worker 
721*61046927SAndroid Build Coastguard Worker    texObj = update_single_program_texture(ctx, prog, unit);
722*61046927SAndroid Build Coastguard Worker 
723*61046927SAndroid Build Coastguard Worker    _mesa_reference_texobj(&ctx->Texture.Unit[unit]._Current, texObj);
724*61046927SAndroid Build Coastguard Worker    BITSET_SET(enabled_texture_units, unit);
725*61046927SAndroid Build Coastguard Worker    ctx->Texture._MaxEnabledTexImageUnit =
726*61046927SAndroid Build Coastguard Worker       MAX2(ctx->Texture._MaxEnabledTexImageUnit, (int)unit);
727*61046927SAndroid Build Coastguard Worker }
728*61046927SAndroid Build Coastguard Worker 
729*61046927SAndroid Build Coastguard Worker static void
update_program_texture_state(struct gl_context * ctx,struct gl_program ** prog,BITSET_WORD * enabled_texture_units)730*61046927SAndroid Build Coastguard Worker update_program_texture_state(struct gl_context *ctx, struct gl_program **prog,
731*61046927SAndroid Build Coastguard Worker                              BITSET_WORD *enabled_texture_units)
732*61046927SAndroid Build Coastguard Worker {
733*61046927SAndroid Build Coastguard Worker    int i;
734*61046927SAndroid Build Coastguard Worker 
735*61046927SAndroid Build Coastguard Worker    for (i = 0; i < MESA_SHADER_STAGES; i++) {
736*61046927SAndroid Build Coastguard Worker       GLbitfield mask;
737*61046927SAndroid Build Coastguard Worker       GLuint s;
738*61046927SAndroid Build Coastguard Worker 
739*61046927SAndroid Build Coastguard Worker       if (!prog[i])
740*61046927SAndroid Build Coastguard Worker          continue;
741*61046927SAndroid Build Coastguard Worker 
742*61046927SAndroid Build Coastguard Worker       mask = prog[i]->SamplersUsed;
743*61046927SAndroid Build Coastguard Worker 
744*61046927SAndroid Build Coastguard Worker       while (mask) {
745*61046927SAndroid Build Coastguard Worker          s = u_bit_scan(&mask);
746*61046927SAndroid Build Coastguard Worker 
747*61046927SAndroid Build Coastguard Worker          update_single_program_texture_state(ctx, prog[i],
748*61046927SAndroid Build Coastguard Worker                                              prog[i]->SamplerUnits[s],
749*61046927SAndroid Build Coastguard Worker                                              enabled_texture_units);
750*61046927SAndroid Build Coastguard Worker       }
751*61046927SAndroid Build Coastguard Worker 
752*61046927SAndroid Build Coastguard Worker       if (unlikely(prog[i]->sh.HasBoundBindlessSampler)) {
753*61046927SAndroid Build Coastguard Worker          /* Loop over bindless samplers bound to texture units.
754*61046927SAndroid Build Coastguard Worker           */
755*61046927SAndroid Build Coastguard Worker          for (s = 0; s < prog[i]->sh.NumBindlessSamplers; s++) {
756*61046927SAndroid Build Coastguard Worker             struct gl_bindless_sampler *sampler =
757*61046927SAndroid Build Coastguard Worker                &prog[i]->sh.BindlessSamplers[s];
758*61046927SAndroid Build Coastguard Worker 
759*61046927SAndroid Build Coastguard Worker             if (!sampler->bound)
760*61046927SAndroid Build Coastguard Worker                continue;
761*61046927SAndroid Build Coastguard Worker 
762*61046927SAndroid Build Coastguard Worker             update_single_program_texture_state(ctx, prog[i], sampler->unit,
763*61046927SAndroid Build Coastguard Worker                                                 enabled_texture_units);
764*61046927SAndroid Build Coastguard Worker          }
765*61046927SAndroid Build Coastguard Worker       }
766*61046927SAndroid Build Coastguard Worker    }
767*61046927SAndroid Build Coastguard Worker 
768*61046927SAndroid Build Coastguard Worker    if (prog[MESA_SHADER_FRAGMENT]) {
769*61046927SAndroid Build Coastguard Worker       const GLuint coordMask = (1 << MAX_TEXTURE_COORD_UNITS) - 1;
770*61046927SAndroid Build Coastguard Worker       ctx->Texture._EnabledCoordUnits |=
771*61046927SAndroid Build Coastguard Worker          (prog[MESA_SHADER_FRAGMENT]->info.inputs_read >> VARYING_SLOT_TEX0) &
772*61046927SAndroid Build Coastguard Worker          coordMask;
773*61046927SAndroid Build Coastguard Worker    }
774*61046927SAndroid Build Coastguard Worker }
775*61046927SAndroid Build Coastguard Worker 
776*61046927SAndroid Build Coastguard Worker static void
update_ff_texture_state(struct gl_context * ctx,BITSET_WORD * enabled_texture_units)777*61046927SAndroid Build Coastguard Worker update_ff_texture_state(struct gl_context *ctx,
778*61046927SAndroid Build Coastguard Worker                         BITSET_WORD *enabled_texture_units)
779*61046927SAndroid Build Coastguard Worker {
780*61046927SAndroid Build Coastguard Worker    int unit;
781*61046927SAndroid Build Coastguard Worker 
782*61046927SAndroid Build Coastguard Worker    for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
783*61046927SAndroid Build Coastguard Worker       struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
784*61046927SAndroid Build Coastguard Worker       struct gl_fixedfunc_texture_unit *fftexUnit =
785*61046927SAndroid Build Coastguard Worker          &ctx->Texture.FixedFuncUnit[unit];
786*61046927SAndroid Build Coastguard Worker       GLbitfield mask;
787*61046927SAndroid Build Coastguard Worker       bool complete;
788*61046927SAndroid Build Coastguard Worker 
789*61046927SAndroid Build Coastguard Worker       if (fftexUnit->Enabled == 0x0)
790*61046927SAndroid Build Coastguard Worker          continue;
791*61046927SAndroid Build Coastguard Worker 
792*61046927SAndroid Build Coastguard Worker       /* If a shader already dictated what texture target was used for this
793*61046927SAndroid Build Coastguard Worker        * unit, just go along with it.
794*61046927SAndroid Build Coastguard Worker        */
795*61046927SAndroid Build Coastguard Worker       if (BITSET_TEST(enabled_texture_units, unit))
796*61046927SAndroid Build Coastguard Worker          continue;
797*61046927SAndroid Build Coastguard Worker 
798*61046927SAndroid Build Coastguard Worker       /* From the GL 4.4 compat specification, section 16.2 ("Texture Application"):
799*61046927SAndroid Build Coastguard Worker        *
800*61046927SAndroid Build Coastguard Worker        *     "Texturing is enabled or disabled using the generic Enable and
801*61046927SAndroid Build Coastguard Worker        *      Disable commands, respectively, with the symbolic constants
802*61046927SAndroid Build Coastguard Worker        *      TEXTURE_1D, TEXTURE_2D, TEXTURE_RECTANGLE, TEXTURE_3D, or
803*61046927SAndroid Build Coastguard Worker        *      TEXTURE_CUBE_MAP to enable the one-, two-, rectangular,
804*61046927SAndroid Build Coastguard Worker        *      three-dimensional, or cube map texture, respectively. If more
805*61046927SAndroid Build Coastguard Worker        *      than one of these textures is enabled, the first one enabled
806*61046927SAndroid Build Coastguard Worker        *      from the following list is used:
807*61046927SAndroid Build Coastguard Worker        *
808*61046927SAndroid Build Coastguard Worker        *      • cube map texture
809*61046927SAndroid Build Coastguard Worker        *      • three-dimensional texture
810*61046927SAndroid Build Coastguard Worker        *      • rectangular texture
811*61046927SAndroid Build Coastguard Worker        *      • two-dimensional texture
812*61046927SAndroid Build Coastguard Worker        *      • one-dimensional texture"
813*61046927SAndroid Build Coastguard Worker        *
814*61046927SAndroid Build Coastguard Worker        * Note that the TEXTURE_x_INDEX values are in high to low priority.
815*61046927SAndroid Build Coastguard Worker        * Also:
816*61046927SAndroid Build Coastguard Worker        *
817*61046927SAndroid Build Coastguard Worker        *     "If a texture unit is disabled or has an invalid or incomplete
818*61046927SAndroid Build Coastguard Worker        *      texture (as defined in section 8.17) bound to it, then blending
819*61046927SAndroid Build Coastguard Worker        *      is disabled for that texture unit. If the texture environment
820*61046927SAndroid Build Coastguard Worker        *      for a given enabled texture unit references a disabled texture
821*61046927SAndroid Build Coastguard Worker        *      unit, or an invalid or incomplete texture that is bound to
822*61046927SAndroid Build Coastguard Worker        *      another unit, then the results of texture blending are
823*61046927SAndroid Build Coastguard Worker        *      undefined."
824*61046927SAndroid Build Coastguard Worker        */
825*61046927SAndroid Build Coastguard Worker       complete = false;
826*61046927SAndroid Build Coastguard Worker       mask = fftexUnit->Enabled;
827*61046927SAndroid Build Coastguard Worker       while (mask) {
828*61046927SAndroid Build Coastguard Worker          const int texIndex = u_bit_scan(&mask);
829*61046927SAndroid Build Coastguard Worker          struct gl_texture_object *texObj = texUnit->CurrentTex[texIndex];
830*61046927SAndroid Build Coastguard Worker          struct gl_sampler_object *sampler = texUnit->Sampler ?
831*61046927SAndroid Build Coastguard Worker             texUnit->Sampler : &texObj->Sampler;
832*61046927SAndroid Build Coastguard Worker 
833*61046927SAndroid Build Coastguard Worker          if (!_mesa_is_texture_complete(texObj, sampler,
834*61046927SAndroid Build Coastguard Worker                                         ctx->Const.ForceIntegerTexNearest)) {
835*61046927SAndroid Build Coastguard Worker             _mesa_test_texobj_completeness(ctx, texObj);
836*61046927SAndroid Build Coastguard Worker          }
837*61046927SAndroid Build Coastguard Worker          if (_mesa_is_texture_complete(texObj, sampler,
838*61046927SAndroid Build Coastguard Worker                                        ctx->Const.ForceIntegerTexNearest)) {
839*61046927SAndroid Build Coastguard Worker             _mesa_reference_texobj(&texUnit->_Current, texObj);
840*61046927SAndroid Build Coastguard Worker             complete = true;
841*61046927SAndroid Build Coastguard Worker             break;
842*61046927SAndroid Build Coastguard Worker          }
843*61046927SAndroid Build Coastguard Worker       }
844*61046927SAndroid Build Coastguard Worker 
845*61046927SAndroid Build Coastguard Worker       if (!complete)
846*61046927SAndroid Build Coastguard Worker          continue;
847*61046927SAndroid Build Coastguard Worker 
848*61046927SAndroid Build Coastguard Worker       /* if we get here, we know this texture unit is enabled */
849*61046927SAndroid Build Coastguard Worker       BITSET_SET(enabled_texture_units, unit);
850*61046927SAndroid Build Coastguard Worker       ctx->Texture._MaxEnabledTexImageUnit =
851*61046927SAndroid Build Coastguard Worker          MAX2(ctx->Texture._MaxEnabledTexImageUnit, (int)unit);
852*61046927SAndroid Build Coastguard Worker 
853*61046927SAndroid Build Coastguard Worker       ctx->Texture._EnabledCoordUnits |= 1 << unit;
854*61046927SAndroid Build Coastguard Worker 
855*61046927SAndroid Build Coastguard Worker       update_tex_combine(ctx, texUnit, fftexUnit);
856*61046927SAndroid Build Coastguard Worker    }
857*61046927SAndroid Build Coastguard Worker }
858*61046927SAndroid Build Coastguard Worker 
859*61046927SAndroid Build Coastguard Worker static void
fix_missing_textures_for_atifs(struct gl_context * ctx,struct gl_program * prog,BITSET_WORD * enabled_texture_units)860*61046927SAndroid Build Coastguard Worker fix_missing_textures_for_atifs(struct gl_context *ctx,
861*61046927SAndroid Build Coastguard Worker                                struct gl_program *prog,
862*61046927SAndroid Build Coastguard Worker                                BITSET_WORD *enabled_texture_units)
863*61046927SAndroid Build Coastguard Worker {
864*61046927SAndroid Build Coastguard Worker    GLbitfield mask = prog->SamplersUsed;
865*61046927SAndroid Build Coastguard Worker 
866*61046927SAndroid Build Coastguard Worker    while (mask) {
867*61046927SAndroid Build Coastguard Worker       const int s = u_bit_scan(&mask);
868*61046927SAndroid Build Coastguard Worker       const int unit = prog->SamplerUnits[s];
869*61046927SAndroid Build Coastguard Worker       const gl_texture_index target_index = ffs(prog->TexturesUsed[unit]) - 1;
870*61046927SAndroid Build Coastguard Worker 
871*61046927SAndroid Build Coastguard Worker       if (!ctx->Texture.Unit[unit]._Current) {
872*61046927SAndroid Build Coastguard Worker          struct gl_texture_object *texObj =
873*61046927SAndroid Build Coastguard Worker             _mesa_get_fallback_texture(ctx, target_index, false);
874*61046927SAndroid Build Coastguard Worker          _mesa_reference_texobj(&ctx->Texture.Unit[unit]._Current, texObj);
875*61046927SAndroid Build Coastguard Worker          BITSET_SET(enabled_texture_units, unit);
876*61046927SAndroid Build Coastguard Worker          ctx->Texture._MaxEnabledTexImageUnit =
877*61046927SAndroid Build Coastguard Worker             MAX2(ctx->Texture._MaxEnabledTexImageUnit, (int)unit);
878*61046927SAndroid Build Coastguard Worker       }
879*61046927SAndroid Build Coastguard Worker    }
880*61046927SAndroid Build Coastguard Worker }
881*61046927SAndroid Build Coastguard Worker 
882*61046927SAndroid Build Coastguard Worker /**
883*61046927SAndroid Build Coastguard Worker  * \note This routine refers to derived texture matrix values to
884*61046927SAndroid Build Coastguard Worker  * compute the ENABLE_TEXMAT flags, but is only called on
885*61046927SAndroid Build Coastguard Worker  * _NEW_TEXTURE_OBJECT/STATE.  On changes to _NEW_TEXTURE_MATRIX,
886*61046927SAndroid Build Coastguard Worker  * the ENABLE_TEXMAT flags are updated by _mesa_update_texture_matrices,
887*61046927SAndroid Build Coastguard Worker  * above.
888*61046927SAndroid Build Coastguard Worker  *
889*61046927SAndroid Build Coastguard Worker  * \param ctx GL context.
890*61046927SAndroid Build Coastguard Worker  */
891*61046927SAndroid Build Coastguard Worker GLbitfield
_mesa_update_texture_state(struct gl_context * ctx)892*61046927SAndroid Build Coastguard Worker _mesa_update_texture_state(struct gl_context *ctx)
893*61046927SAndroid Build Coastguard Worker {
894*61046927SAndroid Build Coastguard Worker    struct gl_program *prog[MESA_SHADER_STAGES];
895*61046927SAndroid Build Coastguard Worker    int i;
896*61046927SAndroid Build Coastguard Worker    int old_max_unit = ctx->Texture._MaxEnabledTexImageUnit;
897*61046927SAndroid Build Coastguard Worker    BITSET_DECLARE(enabled_texture_units, MAX_COMBINED_TEXTURE_IMAGE_UNITS);
898*61046927SAndroid Build Coastguard Worker 
899*61046927SAndroid Build Coastguard Worker    memcpy(prog, ctx->_Shader->CurrentProgram, sizeof(prog));
900*61046927SAndroid Build Coastguard Worker 
901*61046927SAndroid Build Coastguard Worker    if (prog[MESA_SHADER_FRAGMENT] == NULL &&
902*61046927SAndroid Build Coastguard Worker        _mesa_arb_fragment_program_enabled(ctx)) {
903*61046927SAndroid Build Coastguard Worker       prog[MESA_SHADER_FRAGMENT] = ctx->FragmentProgram.Current;
904*61046927SAndroid Build Coastguard Worker    }
905*61046927SAndroid Build Coastguard Worker 
906*61046927SAndroid Build Coastguard Worker    /* TODO: only set this if there are actual changes */
907*61046927SAndroid Build Coastguard Worker    ctx->NewState |= _NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE;
908*61046927SAndroid Build Coastguard Worker 
909*61046927SAndroid Build Coastguard Worker    GLbitfield old_genflags = ctx->Texture._GenFlags;
910*61046927SAndroid Build Coastguard Worker    GLbitfield old_enabled_coord_units = ctx->Texture._EnabledCoordUnits;
911*61046927SAndroid Build Coastguard Worker    GLbitfield old_texgen_enabled = ctx->Texture._TexGenEnabled;
912*61046927SAndroid Build Coastguard Worker    GLbitfield old_texmat_enabled = ctx->Texture._TexMatEnabled;
913*61046927SAndroid Build Coastguard Worker 
914*61046927SAndroid Build Coastguard Worker    ctx->Texture._GenFlags = 0x0;
915*61046927SAndroid Build Coastguard Worker    ctx->Texture._TexMatEnabled = 0x0;
916*61046927SAndroid Build Coastguard Worker    ctx->Texture._TexGenEnabled = 0x0;
917*61046927SAndroid Build Coastguard Worker    ctx->Texture._MaxEnabledTexImageUnit = -1;
918*61046927SAndroid Build Coastguard Worker    ctx->Texture._EnabledCoordUnits = 0x0;
919*61046927SAndroid Build Coastguard Worker 
920*61046927SAndroid Build Coastguard Worker    memset(&enabled_texture_units, 0, sizeof(enabled_texture_units));
921*61046927SAndroid Build Coastguard Worker 
922*61046927SAndroid Build Coastguard Worker    /* First, walk over our programs pulling in all the textures for them.
923*61046927SAndroid Build Coastguard Worker     * Programs dictate specific texture targets to be enabled, and for a draw
924*61046927SAndroid Build Coastguard Worker     * call to be valid they can't conflict about which texture targets are
925*61046927SAndroid Build Coastguard Worker     * used.
926*61046927SAndroid Build Coastguard Worker     */
927*61046927SAndroid Build Coastguard Worker    update_program_texture_state(ctx, prog, enabled_texture_units);
928*61046927SAndroid Build Coastguard Worker 
929*61046927SAndroid Build Coastguard Worker    /* Also pull in any textures necessary for fixed function fragment shading.
930*61046927SAndroid Build Coastguard Worker     */
931*61046927SAndroid Build Coastguard Worker    if (!prog[MESA_SHADER_FRAGMENT])
932*61046927SAndroid Build Coastguard Worker       update_ff_texture_state(ctx, enabled_texture_units);
933*61046927SAndroid Build Coastguard Worker 
934*61046927SAndroid Build Coastguard Worker    /* Now, clear out the _Current of any disabled texture units. */
935*61046927SAndroid Build Coastguard Worker    for (i = 0; i <= ctx->Texture._MaxEnabledTexImageUnit; i++) {
936*61046927SAndroid Build Coastguard Worker       if (!BITSET_TEST(enabled_texture_units, i))
937*61046927SAndroid Build Coastguard Worker          _mesa_reference_texobj(&ctx->Texture.Unit[i]._Current, NULL);
938*61046927SAndroid Build Coastguard Worker    }
939*61046927SAndroid Build Coastguard Worker    for (i = ctx->Texture._MaxEnabledTexImageUnit + 1; i <= old_max_unit; i++) {
940*61046927SAndroid Build Coastguard Worker       _mesa_reference_texobj(&ctx->Texture.Unit[i]._Current, NULL);
941*61046927SAndroid Build Coastguard Worker    }
942*61046927SAndroid Build Coastguard Worker 
943*61046927SAndroid Build Coastguard Worker    /* add fallback texture for SampleMapATI if there is nothing */
944*61046927SAndroid Build Coastguard Worker    if (_mesa_ati_fragment_shader_enabled(ctx) &&
945*61046927SAndroid Build Coastguard Worker        ctx->ATIFragmentShader.Current->Program)
946*61046927SAndroid Build Coastguard Worker       fix_missing_textures_for_atifs(ctx,
947*61046927SAndroid Build Coastguard Worker                                      ctx->ATIFragmentShader.Current->Program,
948*61046927SAndroid Build Coastguard Worker                                      enabled_texture_units);
949*61046927SAndroid Build Coastguard Worker 
950*61046927SAndroid Build Coastguard Worker    if (!prog[MESA_SHADER_FRAGMENT] || !prog[MESA_SHADER_VERTEX])
951*61046927SAndroid Build Coastguard Worker       update_texgen(ctx);
952*61046927SAndroid Build Coastguard Worker 
953*61046927SAndroid Build Coastguard Worker    GLbitfield new_state = 0;
954*61046927SAndroid Build Coastguard Worker 
955*61046927SAndroid Build Coastguard Worker    if (old_enabled_coord_units != ctx->Texture._EnabledCoordUnits ||
956*61046927SAndroid Build Coastguard Worker        old_texgen_enabled != ctx->Texture._TexGenEnabled ||
957*61046927SAndroid Build Coastguard Worker        old_texmat_enabled != ctx->Texture._TexMatEnabled) {
958*61046927SAndroid Build Coastguard Worker       new_state |= _NEW_FF_VERT_PROGRAM | _NEW_FF_FRAG_PROGRAM;
959*61046927SAndroid Build Coastguard Worker    }
960*61046927SAndroid Build Coastguard Worker 
961*61046927SAndroid Build Coastguard Worker    if (old_genflags != ctx->Texture._GenFlags)
962*61046927SAndroid Build Coastguard Worker       new_state |= _NEW_TNL_SPACES;
963*61046927SAndroid Build Coastguard Worker 
964*61046927SAndroid Build Coastguard Worker    return new_state;
965*61046927SAndroid Build Coastguard Worker }
966*61046927SAndroid Build Coastguard Worker 
967*61046927SAndroid Build Coastguard Worker 
968*61046927SAndroid Build Coastguard Worker /**********************************************************************/
969*61046927SAndroid Build Coastguard Worker /*****                      Initialization                        *****/
970*61046927SAndroid Build Coastguard Worker /**********************************************************************/
971*61046927SAndroid Build Coastguard Worker 
972*61046927SAndroid Build Coastguard Worker /**
973*61046927SAndroid Build Coastguard Worker  * Allocate the proxy textures for the given context.
974*61046927SAndroid Build Coastguard Worker  *
975*61046927SAndroid Build Coastguard Worker  * \param ctx the context to allocate proxies for.
976*61046927SAndroid Build Coastguard Worker  *
977*61046927SAndroid Build Coastguard Worker  * \return GL_TRUE on success, or GL_FALSE on failure
978*61046927SAndroid Build Coastguard Worker  *
979*61046927SAndroid Build Coastguard Worker  * If run out of memory part way through the allocations, clean up and return
980*61046927SAndroid Build Coastguard Worker  * GL_FALSE.
981*61046927SAndroid Build Coastguard Worker  */
982*61046927SAndroid Build Coastguard Worker static GLboolean
alloc_proxy_textures(struct gl_context * ctx)983*61046927SAndroid Build Coastguard Worker alloc_proxy_textures( struct gl_context *ctx )
984*61046927SAndroid Build Coastguard Worker {
985*61046927SAndroid Build Coastguard Worker    /* NOTE: these values must be in the same order as the TEXTURE_x_INDEX
986*61046927SAndroid Build Coastguard Worker     * values!
987*61046927SAndroid Build Coastguard Worker     */
988*61046927SAndroid Build Coastguard Worker    static const GLenum targets[] = {
989*61046927SAndroid Build Coastguard Worker       GL_TEXTURE_2D_MULTISAMPLE,
990*61046927SAndroid Build Coastguard Worker       GL_TEXTURE_2D_MULTISAMPLE_ARRAY,
991*61046927SAndroid Build Coastguard Worker       GL_TEXTURE_CUBE_MAP_ARRAY,
992*61046927SAndroid Build Coastguard Worker       GL_TEXTURE_BUFFER,
993*61046927SAndroid Build Coastguard Worker       GL_TEXTURE_2D_ARRAY_EXT,
994*61046927SAndroid Build Coastguard Worker       GL_TEXTURE_1D_ARRAY_EXT,
995*61046927SAndroid Build Coastguard Worker       GL_TEXTURE_EXTERNAL_OES,
996*61046927SAndroid Build Coastguard Worker       GL_TEXTURE_CUBE_MAP,
997*61046927SAndroid Build Coastguard Worker       GL_TEXTURE_3D,
998*61046927SAndroid Build Coastguard Worker       GL_TEXTURE_RECTANGLE_NV,
999*61046927SAndroid Build Coastguard Worker       GL_TEXTURE_2D,
1000*61046927SAndroid Build Coastguard Worker       GL_TEXTURE_1D,
1001*61046927SAndroid Build Coastguard Worker    };
1002*61046927SAndroid Build Coastguard Worker    GLint tgt;
1003*61046927SAndroid Build Coastguard Worker 
1004*61046927SAndroid Build Coastguard Worker    STATIC_ASSERT(ARRAY_SIZE(targets) == NUM_TEXTURE_TARGETS);
1005*61046927SAndroid Build Coastguard Worker    assert(targets[TEXTURE_2D_INDEX] == GL_TEXTURE_2D);
1006*61046927SAndroid Build Coastguard Worker    assert(targets[TEXTURE_CUBE_INDEX] == GL_TEXTURE_CUBE_MAP);
1007*61046927SAndroid Build Coastguard Worker 
1008*61046927SAndroid Build Coastguard Worker    for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1009*61046927SAndroid Build Coastguard Worker       if (!(ctx->Texture.ProxyTex[tgt]
1010*61046927SAndroid Build Coastguard Worker             = _mesa_new_texture_object(ctx, 0, targets[tgt]))) {
1011*61046927SAndroid Build Coastguard Worker          /* out of memory, free what we did allocate */
1012*61046927SAndroid Build Coastguard Worker          while (--tgt >= 0) {
1013*61046927SAndroid Build Coastguard Worker             _mesa_delete_texture_object(ctx, ctx->Texture.ProxyTex[tgt]);
1014*61046927SAndroid Build Coastguard Worker          }
1015*61046927SAndroid Build Coastguard Worker          return GL_FALSE;
1016*61046927SAndroid Build Coastguard Worker       }
1017*61046927SAndroid Build Coastguard Worker    }
1018*61046927SAndroid Build Coastguard Worker 
1019*61046927SAndroid Build Coastguard Worker    assert(ctx->Texture.ProxyTex[0]->RefCount == 1); /* sanity check */
1020*61046927SAndroid Build Coastguard Worker    return GL_TRUE;
1021*61046927SAndroid Build Coastguard Worker }
1022*61046927SAndroid Build Coastguard Worker 
1023*61046927SAndroid Build Coastguard Worker 
1024*61046927SAndroid Build Coastguard Worker /**
1025*61046927SAndroid Build Coastguard Worker  * Initialize texture state for the given context.
1026*61046927SAndroid Build Coastguard Worker  */
1027*61046927SAndroid Build Coastguard Worker GLboolean
_mesa_init_texture(struct gl_context * ctx)1028*61046927SAndroid Build Coastguard Worker _mesa_init_texture(struct gl_context *ctx)
1029*61046927SAndroid Build Coastguard Worker {
1030*61046927SAndroid Build Coastguard Worker    GLuint u;
1031*61046927SAndroid Build Coastguard Worker 
1032*61046927SAndroid Build Coastguard Worker    /* Texture group */
1033*61046927SAndroid Build Coastguard Worker    ctx->Texture.CurrentUnit = 0;      /* multitexture */
1034*61046927SAndroid Build Coastguard Worker 
1035*61046927SAndroid Build Coastguard Worker    for (u = 0; u < ARRAY_SIZE(ctx->Texture.Unit); u++) {
1036*61046927SAndroid Build Coastguard Worker       struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u];
1037*61046927SAndroid Build Coastguard Worker       GLuint tex;
1038*61046927SAndroid Build Coastguard Worker 
1039*61046927SAndroid Build Coastguard Worker       /* initialize current texture object ptrs to the shared default objects */
1040*61046927SAndroid Build Coastguard Worker       for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
1041*61046927SAndroid Build Coastguard Worker          _mesa_reference_texobj(&texUnit->CurrentTex[tex],
1042*61046927SAndroid Build Coastguard Worker                                 ctx->Shared->DefaultTex[tex]);
1043*61046927SAndroid Build Coastguard Worker       }
1044*61046927SAndroid Build Coastguard Worker 
1045*61046927SAndroid Build Coastguard Worker       texUnit->_BoundTextures = 0;
1046*61046927SAndroid Build Coastguard Worker    }
1047*61046927SAndroid Build Coastguard Worker 
1048*61046927SAndroid Build Coastguard Worker    for (u = 0; u < ARRAY_SIZE(ctx->Texture.FixedFuncUnit); u++) {
1049*61046927SAndroid Build Coastguard Worker       struct gl_fixedfunc_texture_unit *texUnit =
1050*61046927SAndroid Build Coastguard Worker          &ctx->Texture.FixedFuncUnit[u];
1051*61046927SAndroid Build Coastguard Worker 
1052*61046927SAndroid Build Coastguard Worker       texUnit->EnvMode = GL_MODULATE;
1053*61046927SAndroid Build Coastguard Worker       ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
1054*61046927SAndroid Build Coastguard Worker 
1055*61046927SAndroid Build Coastguard Worker       texUnit->Combine = default_combine_state;
1056*61046927SAndroid Build Coastguard Worker       texUnit->_EnvMode = default_combine_state;
1057*61046927SAndroid Build Coastguard Worker       texUnit->_CurrentCombine = & texUnit->_EnvMode;
1058*61046927SAndroid Build Coastguard Worker 
1059*61046927SAndroid Build Coastguard Worker       texUnit->TexGenEnabled = 0x0;
1060*61046927SAndroid Build Coastguard Worker       texUnit->GenS.Mode = GL_EYE_LINEAR;
1061*61046927SAndroid Build Coastguard Worker       texUnit->GenT.Mode = GL_EYE_LINEAR;
1062*61046927SAndroid Build Coastguard Worker       texUnit->GenR.Mode = GL_EYE_LINEAR;
1063*61046927SAndroid Build Coastguard Worker       texUnit->GenQ.Mode = GL_EYE_LINEAR;
1064*61046927SAndroid Build Coastguard Worker       texUnit->GenS._ModeBit = TEXGEN_EYE_LINEAR;
1065*61046927SAndroid Build Coastguard Worker       texUnit->GenT._ModeBit = TEXGEN_EYE_LINEAR;
1066*61046927SAndroid Build Coastguard Worker       texUnit->GenR._ModeBit = TEXGEN_EYE_LINEAR;
1067*61046927SAndroid Build Coastguard Worker       texUnit->GenQ._ModeBit = TEXGEN_EYE_LINEAR;
1068*61046927SAndroid Build Coastguard Worker 
1069*61046927SAndroid Build Coastguard Worker       /* Yes, these plane coefficients are correct! */
1070*61046927SAndroid Build Coastguard Worker       ASSIGN_4V( texUnit->ObjectPlane[GEN_S], 1.0, 0.0, 0.0, 0.0 );
1071*61046927SAndroid Build Coastguard Worker       ASSIGN_4V( texUnit->ObjectPlane[GEN_T], 0.0, 1.0, 0.0, 0.0 );
1072*61046927SAndroid Build Coastguard Worker       ASSIGN_4V( texUnit->ObjectPlane[GEN_R], 0.0, 0.0, 0.0, 0.0 );
1073*61046927SAndroid Build Coastguard Worker       ASSIGN_4V( texUnit->ObjectPlane[GEN_Q], 0.0, 0.0, 0.0, 0.0 );
1074*61046927SAndroid Build Coastguard Worker       ASSIGN_4V( texUnit->EyePlane[GEN_S], 1.0, 0.0, 0.0, 0.0 );
1075*61046927SAndroid Build Coastguard Worker       ASSIGN_4V( texUnit->EyePlane[GEN_T], 0.0, 1.0, 0.0, 0.0 );
1076*61046927SAndroid Build Coastguard Worker       ASSIGN_4V( texUnit->EyePlane[GEN_R], 0.0, 0.0, 0.0, 0.0 );
1077*61046927SAndroid Build Coastguard Worker       ASSIGN_4V( texUnit->EyePlane[GEN_Q], 0.0, 0.0, 0.0, 0.0 );
1078*61046927SAndroid Build Coastguard Worker    }
1079*61046927SAndroid Build Coastguard Worker 
1080*61046927SAndroid Build Coastguard Worker    /* After we're done initializing the context's texture state the default
1081*61046927SAndroid Build Coastguard Worker     * texture objects' refcounts should be at least
1082*61046927SAndroid Build Coastguard Worker     * MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1.
1083*61046927SAndroid Build Coastguard Worker     */
1084*61046927SAndroid Build Coastguard Worker    assert(ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]->RefCount
1085*61046927SAndroid Build Coastguard Worker           >= MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1);
1086*61046927SAndroid Build Coastguard Worker 
1087*61046927SAndroid Build Coastguard Worker    /* Allocate proxy textures */
1088*61046927SAndroid Build Coastguard Worker    if (!alloc_proxy_textures( ctx ))
1089*61046927SAndroid Build Coastguard Worker       return GL_FALSE;
1090*61046927SAndroid Build Coastguard Worker 
1091*61046927SAndroid Build Coastguard Worker    /* GL_ARB_texture_buffer_object */
1092*61046927SAndroid Build Coastguard Worker    _mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject, NULL);
1093*61046927SAndroid Build Coastguard Worker 
1094*61046927SAndroid Build Coastguard Worker    ctx->Texture.NumCurrentTexUsed = 0;
1095*61046927SAndroid Build Coastguard Worker 
1096*61046927SAndroid Build Coastguard Worker    return GL_TRUE;
1097*61046927SAndroid Build Coastguard Worker }
1098*61046927SAndroid Build Coastguard Worker 
1099*61046927SAndroid Build Coastguard Worker 
1100*61046927SAndroid Build Coastguard Worker /**
1101*61046927SAndroid Build Coastguard Worker  * Free dynamically-allocted texture data attached to the given context.
1102*61046927SAndroid Build Coastguard Worker  */
1103*61046927SAndroid Build Coastguard Worker void
_mesa_free_texture_data(struct gl_context * ctx)1104*61046927SAndroid Build Coastguard Worker _mesa_free_texture_data(struct gl_context *ctx)
1105*61046927SAndroid Build Coastguard Worker {
1106*61046927SAndroid Build Coastguard Worker    GLuint u, tgt;
1107*61046927SAndroid Build Coastguard Worker 
1108*61046927SAndroid Build Coastguard Worker    /* unreference current textures */
1109*61046927SAndroid Build Coastguard Worker    for (u = 0; u < ARRAY_SIZE(ctx->Texture.Unit); u++) {
1110*61046927SAndroid Build Coastguard Worker       /* The _Current texture could account for another reference */
1111*61046927SAndroid Build Coastguard Worker       _mesa_reference_texobj(&ctx->Texture.Unit[u]._Current, NULL);
1112*61046927SAndroid Build Coastguard Worker 
1113*61046927SAndroid Build Coastguard Worker       for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1114*61046927SAndroid Build Coastguard Worker          _mesa_reference_texobj(&ctx->Texture.Unit[u].CurrentTex[tgt], NULL);
1115*61046927SAndroid Build Coastguard Worker       }
1116*61046927SAndroid Build Coastguard Worker    }
1117*61046927SAndroid Build Coastguard Worker 
1118*61046927SAndroid Build Coastguard Worker    /* Free proxy texture objects */
1119*61046927SAndroid Build Coastguard Worker    for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++)
1120*61046927SAndroid Build Coastguard Worker       _mesa_delete_texture_object(ctx, ctx->Texture.ProxyTex[tgt]);
1121*61046927SAndroid Build Coastguard Worker 
1122*61046927SAndroid Build Coastguard Worker    /* GL_ARB_texture_buffer_object */
1123*61046927SAndroid Build Coastguard Worker    _mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject, NULL);
1124*61046927SAndroid Build Coastguard Worker 
1125*61046927SAndroid Build Coastguard Worker    for (u = 0; u < ARRAY_SIZE(ctx->Texture.Unit); u++) {
1126*61046927SAndroid Build Coastguard Worker       _mesa_reference_sampler_object(ctx, &ctx->Texture.Unit[u].Sampler, NULL);
1127*61046927SAndroid Build Coastguard Worker    }
1128*61046927SAndroid Build Coastguard Worker }
1129*61046927SAndroid Build Coastguard Worker 
1130*61046927SAndroid Build Coastguard Worker 
1131*61046927SAndroid Build Coastguard Worker /**
1132*61046927SAndroid Build Coastguard Worker  * Update the default texture objects in the given context to reference those
1133*61046927SAndroid Build Coastguard Worker  * specified in the shared state and release those referencing the old
1134*61046927SAndroid Build Coastguard Worker  * shared state.
1135*61046927SAndroid Build Coastguard Worker  */
1136*61046927SAndroid Build Coastguard Worker void
_mesa_update_default_objects_texture(struct gl_context * ctx)1137*61046927SAndroid Build Coastguard Worker _mesa_update_default_objects_texture(struct gl_context *ctx)
1138*61046927SAndroid Build Coastguard Worker {
1139*61046927SAndroid Build Coastguard Worker    GLuint u, tex;
1140*61046927SAndroid Build Coastguard Worker 
1141*61046927SAndroid Build Coastguard Worker    for (u = 0; u < ARRAY_SIZE(ctx->Texture.Unit); u++) {
1142*61046927SAndroid Build Coastguard Worker       struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u];
1143*61046927SAndroid Build Coastguard Worker       for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
1144*61046927SAndroid Build Coastguard Worker          _mesa_reference_texobj(&texUnit->CurrentTex[tex],
1145*61046927SAndroid Build Coastguard Worker                                 ctx->Shared->DefaultTex[tex]);
1146*61046927SAndroid Build Coastguard Worker       }
1147*61046927SAndroid Build Coastguard Worker    }
1148*61046927SAndroid Build Coastguard Worker }
1149