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-rw-r--r--mesalib/src/mesa/main/texstate.c823
1 files changed, 823 insertions, 0 deletions
diff --git a/mesalib/src/mesa/main/texstate.c b/mesalib/src/mesa/main/texstate.c
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+++ b/mesalib/src/mesa/main/texstate.c
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+/*
+ * Mesa 3-D graphics library
+ * Version: 7.5
+ *
+ * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+/**
+ * \file texstate.c
+ *
+ * Texture state handling.
+ */
+
+#include "glheader.h"
+#include "mfeatures.h"
+#include "colormac.h"
+#if FEATURE_colortable
+#include "colortab.h"
+#endif
+#include "context.h"
+#include "enums.h"
+#include "macros.h"
+#include "texcompress.h"
+#include "texobj.h"
+#include "teximage.h"
+#include "texstate.h"
+#include "texenvprogram.h"
+#include "mtypes.h"
+
+
+
+/**
+ * Default texture combine environment state. This is used to initialize
+ * a context's texture units and as the basis for converting "classic"
+ * texture environmnets to ARB_texture_env_combine style values.
+ */
+static const struct gl_tex_env_combine_state default_combine_state = {
+ GL_MODULATE, GL_MODULATE,
+ { GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT, GL_CONSTANT },
+ { GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT, GL_CONSTANT },
+ { GL_SRC_COLOR, GL_SRC_COLOR, GL_SRC_ALPHA, GL_SRC_ALPHA },
+ { GL_SRC_ALPHA, GL_SRC_ALPHA, GL_SRC_ALPHA, GL_SRC_ALPHA },
+ 0, 0,
+ 2, 2
+};
+
+
+
+/**
+ * Used by glXCopyContext to copy texture state from one context to another.
+ */
+void
+_mesa_copy_texture_state( const GLcontext *src, GLcontext *dst )
+{
+ GLuint u, tex;
+
+ ASSERT(src);
+ ASSERT(dst);
+
+ dst->Texture.CurrentUnit = src->Texture.CurrentUnit;
+ dst->Texture._GenFlags = src->Texture._GenFlags;
+ dst->Texture._TexGenEnabled = src->Texture._TexGenEnabled;
+ dst->Texture._TexMatEnabled = src->Texture._TexMatEnabled;
+ dst->Texture.SharedPalette = src->Texture.SharedPalette;
+
+ /* per-unit state */
+ for (u = 0; u < src->Const.MaxTextureImageUnits; u++) {
+ dst->Texture.Unit[u].Enabled = src->Texture.Unit[u].Enabled;
+ dst->Texture.Unit[u].EnvMode = src->Texture.Unit[u].EnvMode;
+ COPY_4V(dst->Texture.Unit[u].EnvColor, src->Texture.Unit[u].EnvColor);
+ dst->Texture.Unit[u].TexGenEnabled = src->Texture.Unit[u].TexGenEnabled;
+ dst->Texture.Unit[u].GenS = src->Texture.Unit[u].GenS;
+ dst->Texture.Unit[u].GenT = src->Texture.Unit[u].GenT;
+ dst->Texture.Unit[u].GenR = src->Texture.Unit[u].GenR;
+ dst->Texture.Unit[u].GenQ = src->Texture.Unit[u].GenQ;
+ dst->Texture.Unit[u].LodBias = src->Texture.Unit[u].LodBias;
+
+ /* GL_EXT_texture_env_combine */
+ dst->Texture.Unit[u].Combine = src->Texture.Unit[u].Combine;
+
+ /* GL_ATI_envmap_bumpmap - need this? */
+ dst->Texture.Unit[u].BumpTarget = src->Texture.Unit[u].BumpTarget;
+ COPY_4V(dst->Texture.Unit[u].RotMatrix, src->Texture.Unit[u].RotMatrix);
+
+
+ /* copy texture object bindings, not contents of texture objects */
+ _mesa_lock_context_textures(dst);
+
+ for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
+ _mesa_reference_texobj(&dst->Texture.Unit[u].CurrentTex[tex],
+ src->Texture.Unit[u].CurrentTex[tex]);
+ }
+
+ _mesa_unlock_context_textures(dst);
+ }
+}
+
+
+/*
+ * For debugging
+ */
+void
+_mesa_print_texunit_state( GLcontext *ctx, GLuint unit )
+{
+ const struct gl_texture_unit *texUnit = ctx->Texture.Unit + unit;
+ _mesa_printf("Texture Unit %d\n", unit);
+ _mesa_printf(" GL_TEXTURE_ENV_MODE = %s\n", _mesa_lookup_enum_by_nr(texUnit->EnvMode));
+ _mesa_printf(" GL_COMBINE_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.ModeRGB));
+ _mesa_printf(" GL_COMBINE_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.ModeA));
+ _mesa_printf(" GL_SOURCE0_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[0]));
+ _mesa_printf(" GL_SOURCE1_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[1]));
+ _mesa_printf(" GL_SOURCE2_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[2]));
+ _mesa_printf(" GL_SOURCE0_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[0]));
+ _mesa_printf(" GL_SOURCE1_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[1]));
+ _mesa_printf(" GL_SOURCE2_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[2]));
+ _mesa_printf(" GL_OPERAND0_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[0]));
+ _mesa_printf(" GL_OPERAND1_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[1]));
+ _mesa_printf(" GL_OPERAND2_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[2]));
+ _mesa_printf(" GL_OPERAND0_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[0]));
+ _mesa_printf(" GL_OPERAND1_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[1]));
+ _mesa_printf(" GL_OPERAND2_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[2]));
+ _mesa_printf(" GL_RGB_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftRGB);
+ _mesa_printf(" GL_ALPHA_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftA);
+ _mesa_printf(" GL_TEXTURE_ENV_COLOR = (%f, %f, %f, %f)\n", texUnit->EnvColor[0], texUnit->EnvColor[1], texUnit->EnvColor[2], texUnit->EnvColor[3]);
+}
+
+
+
+/**********************************************************************/
+/* Texture Environment */
+/**********************************************************************/
+
+/**
+ * Convert "classic" texture environment to ARB_texture_env_combine style
+ * environments.
+ *
+ * \param state texture_env_combine state vector to be filled-in.
+ * \param mode Classic texture environment mode (i.e., \c GL_REPLACE,
+ * \c GL_BLEND, \c GL_DECAL, etc.).
+ * \param texBaseFormat Base format of the texture associated with the
+ * texture unit.
+ */
+static void
+calculate_derived_texenv( struct gl_tex_env_combine_state *state,
+ GLenum mode, GLenum texBaseFormat )
+{
+ GLenum mode_rgb;
+ GLenum mode_a;
+
+ *state = default_combine_state;
+
+ switch (texBaseFormat) {
+ case GL_ALPHA:
+ state->SourceRGB[0] = GL_PREVIOUS;
+ break;
+
+ case GL_LUMINANCE_ALPHA:
+ case GL_INTENSITY:
+ case GL_RGBA:
+ break;
+
+ case GL_LUMINANCE:
+ case GL_RGB:
+ case GL_YCBCR_MESA:
+ case GL_DUDV_ATI:
+ state->SourceA[0] = GL_PREVIOUS;
+ break;
+
+ default:
+ _mesa_problem(NULL,
+ "Invalid texBaseFormat 0x%x in calculate_derived_texenv",
+ texBaseFormat);
+ return;
+ }
+
+ if (mode == GL_REPLACE_EXT)
+ mode = GL_REPLACE;
+
+ switch (mode) {
+ case GL_REPLACE:
+ case GL_MODULATE:
+ mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : mode;
+ mode_a = mode;
+ break;
+
+ case GL_DECAL:
+ mode_rgb = GL_INTERPOLATE;
+ mode_a = GL_REPLACE;
+
+ state->SourceA[0] = GL_PREVIOUS;
+
+ /* Having alpha / luminance / intensity textures replace using the
+ * incoming fragment color matches the definition in NV_texture_shader.
+ * The 1.5 spec simply marks these as "undefined".
+ */
+ switch (texBaseFormat) {
+ case GL_ALPHA:
+ case GL_LUMINANCE:
+ case GL_LUMINANCE_ALPHA:
+ case GL_INTENSITY:
+ state->SourceRGB[0] = GL_PREVIOUS;
+ break;
+ case GL_RGB:
+ case GL_YCBCR_MESA:
+ case GL_DUDV_ATI:
+ mode_rgb = GL_REPLACE;
+ break;
+ case GL_RGBA:
+ state->SourceRGB[2] = GL_TEXTURE;
+ break;
+ }
+ break;
+
+ case GL_BLEND:
+ mode_rgb = GL_INTERPOLATE;
+ mode_a = GL_MODULATE;
+
+ switch (texBaseFormat) {
+ case GL_ALPHA:
+ mode_rgb = GL_REPLACE;
+ break;
+ case GL_INTENSITY:
+ mode_a = GL_INTERPOLATE;
+ state->SourceA[0] = GL_CONSTANT;
+ state->OperandA[2] = GL_SRC_ALPHA;
+ /* FALLTHROUGH */
+ case GL_LUMINANCE:
+ case GL_RGB:
+ case GL_LUMINANCE_ALPHA:
+ case GL_RGBA:
+ case GL_YCBCR_MESA:
+ case GL_DUDV_ATI:
+ state->SourceRGB[2] = GL_TEXTURE;
+ state->SourceA[2] = GL_TEXTURE;
+ state->SourceRGB[0] = GL_CONSTANT;
+ state->OperandRGB[2] = GL_SRC_COLOR;
+ break;
+ }
+ break;
+
+ case GL_ADD:
+ mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : GL_ADD;
+ mode_a = (texBaseFormat == GL_INTENSITY) ? GL_ADD : GL_MODULATE;
+ break;
+
+ default:
+ _mesa_problem(NULL,
+ "Invalid texture env mode 0x%x in calculate_derived_texenv",
+ mode);
+ return;
+ }
+
+ state->ModeRGB = (state->SourceRGB[0] != GL_PREVIOUS)
+ ? mode_rgb : GL_REPLACE;
+ state->ModeA = (state->SourceA[0] != GL_PREVIOUS)
+ ? mode_a : GL_REPLACE;
+}
+
+
+
+
+/* GL_ARB_multitexture */
+void GLAPIENTRY
+_mesa_ActiveTextureARB(GLenum texture)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ const GLuint texUnit = texture - GL_TEXTURE0;
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
+ _mesa_debug(ctx, "glActiveTexture %s\n",
+ _mesa_lookup_enum_by_nr(texture));
+
+ if (texUnit >= ctx->Const.MaxTextureImageUnits) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glActiveTexture(texture)");
+ return;
+ }
+
+ if (ctx->Texture.CurrentUnit == texUnit)
+ return;
+
+ FLUSH_VERTICES(ctx, _NEW_TEXTURE);
+
+ ctx->Texture.CurrentUnit = texUnit;
+ if (ctx->Transform.MatrixMode == GL_TEXTURE) {
+ /* update current stack pointer */
+ ctx->CurrentStack = &ctx->TextureMatrixStack[texUnit];
+ }
+
+ if (ctx->Driver.ActiveTexture) {
+ (*ctx->Driver.ActiveTexture)( ctx, (GLuint) texUnit );
+ }
+}
+
+
+/* GL_ARB_multitexture */
+void GLAPIENTRY
+_mesa_ClientActiveTextureARB(GLenum texture)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLuint texUnit = texture - GL_TEXTURE0;
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ if (texUnit >= ctx->Const.MaxTextureCoordUnits) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glClientActiveTexture(texture)");
+ return;
+ }
+
+ FLUSH_VERTICES(ctx, _NEW_ARRAY);
+ ctx->Array.ActiveTexture = texUnit;
+}
+
+
+
+/**********************************************************************/
+/***** State management *****/
+/**********************************************************************/
+
+
+/**
+ * \note This routine refers to derived texture attribute values to
+ * compute the ENABLE_TEXMAT flags, but is only called on
+ * _NEW_TEXTURE_MATRIX. On changes to _NEW_TEXTURE, the ENABLE_TEXMAT
+ * flags are updated by _mesa_update_textures(), below.
+ *
+ * \param ctx GL context.
+ */
+static void
+update_texture_matrices( GLcontext *ctx )
+{
+ GLuint u;
+
+ ctx->Texture._TexMatEnabled = 0x0;
+
+ for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
+ if (_math_matrix_is_dirty(ctx->TextureMatrixStack[u].Top)) {
+ _math_matrix_analyse( ctx->TextureMatrixStack[u].Top );
+
+ if (ctx->Texture.Unit[u]._ReallyEnabled &&
+ ctx->TextureMatrixStack[u].Top->type != MATRIX_IDENTITY)
+ ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(u);
+
+ if (ctx->Driver.TextureMatrix)
+ ctx->Driver.TextureMatrix( ctx, u, ctx->TextureMatrixStack[u].Top);
+ }
+ }
+}
+
+
+/**
+ * Examine texture unit's combine/env state to update derived state.
+ */
+static void
+update_tex_combine(GLcontext *ctx, struct gl_texture_unit *texUnit)
+{
+ struct gl_tex_env_combine_state *combine;
+
+ /* Set the texUnit->_CurrentCombine field to point to the user's combiner
+ * state, or the combiner state which is derived from traditional texenv
+ * mode.
+ */
+ if (texUnit->EnvMode == GL_COMBINE ||
+ texUnit->EnvMode == GL_COMBINE4_NV) {
+ texUnit->_CurrentCombine = & texUnit->Combine;
+ }
+ else {
+ const struct gl_texture_object *texObj = texUnit->_Current;
+ GLenum format = texObj->Image[0][texObj->BaseLevel]->_BaseFormat;
+ if (format == GL_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;
+ }
+
+ combine = texUnit->_CurrentCombine;
+
+ /* Determine number of source RGB terms in the combiner function */
+ switch (combine->ModeRGB) {
+ case GL_REPLACE:
+ combine->_NumArgsRGB = 1;
+ break;
+ case GL_ADD:
+ case GL_ADD_SIGNED:
+ if (texUnit->EnvMode == GL_COMBINE4_NV)
+ combine->_NumArgsRGB = 4;
+ else
+ combine->_NumArgsRGB = 2;
+ break;
+ case GL_MODULATE:
+ case GL_SUBTRACT:
+ case GL_DOT3_RGB:
+ case GL_DOT3_RGBA:
+ case GL_DOT3_RGB_EXT:
+ case GL_DOT3_RGBA_EXT:
+ combine->_NumArgsRGB = 2;
+ break;
+ case GL_INTERPOLATE:
+ case GL_MODULATE_ADD_ATI:
+ case GL_MODULATE_SIGNED_ADD_ATI:
+ case GL_MODULATE_SUBTRACT_ATI:
+ combine->_NumArgsRGB = 3;
+ break;
+ case GL_BUMP_ENVMAP_ATI:
+ /* no real arguments for this case */
+ combine->_NumArgsRGB = 0;
+ break;
+ default:
+ combine->_NumArgsRGB = 0;
+ _mesa_problem(ctx, "invalid RGB combine mode in update_texture_state");
+ return;
+ }
+
+ /* Determine number of source Alpha terms in the combiner function */
+ switch (combine->ModeA) {
+ case GL_REPLACE:
+ combine->_NumArgsA = 1;
+ break;
+ case GL_ADD:
+ case GL_ADD_SIGNED:
+ if (texUnit->EnvMode == GL_COMBINE4_NV)
+ combine->_NumArgsA = 4;
+ else
+ combine->_NumArgsA = 2;
+ break;
+ case GL_MODULATE:
+ case GL_SUBTRACT:
+ combine->_NumArgsA = 2;
+ break;
+ case GL_INTERPOLATE:
+ case GL_MODULATE_ADD_ATI:
+ case GL_MODULATE_SIGNED_ADD_ATI:
+ case GL_MODULATE_SUBTRACT_ATI:
+ combine->_NumArgsA = 3;
+ break;
+ default:
+ combine->_NumArgsA = 0;
+ _mesa_problem(ctx, "invalid Alpha combine mode in update_texture_state");
+ break;
+ }
+}
+
+
+/**
+ * \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;
+ GLbitfield enabledFragUnits = 0x0;
+
+ 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;
+ */
+ }
+ }
+
+ /* TODO: only set this if there are actual changes */
+ ctx->NewState |= _NEW_TEXTURE;
+
+ ctx->Texture._EnabledUnits = 0x0;
+ ctx->Texture._GenFlags = 0x0;
+ ctx->Texture._TexMatEnabled = 0x0;
+ ctx->Texture._TexGenEnabled = 0x0;
+
+ /*
+ * Update texture unit state.
+ */
+ for (unit = 0; unit < ctx->Const.MaxTextureImageUnits; unit++) {
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
+ GLbitfield enabledVertTargets = 0x0;
+ GLbitfield enabledFragTargets = 0x0;
+ GLbitfield enabledTargets = 0x0;
+ GLuint texIndex;
+
+ /* Get the bitmask of texture target 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 below).
+ */
+ if (vprog) {
+ enabledVertTargets |= vprog->Base.TexturesUsed[unit];
+ }
+
+ if (fprog) {
+ enabledFragTargets |= fprog->Base.TexturesUsed[unit];
+ }
+ else {
+ /* fixed-function fragment program */
+ enabledFragTargets |= texUnit->Enabled;
+ }
+
+ enabledTargets = enabledVertTargets | enabledFragTargets;
+
+ texUnit->_ReallyEnabled = 0x0;
+
+ if (enabledTargets == 0x0) {
+ /* neither vertex nor fragment processing uses this unit */
+ continue;
+ }
+
+ /* Look for the highest priority texture target that's enabled (or used
+ * by the vert/frag shaders) and "complete". That's the one we'll use
+ * for texturing. If we're using vert/frag program we're guaranteed
+ * that bitcount(enabledBits) <= 1.
+ * Note that the TEXTURE_x_INDEX values are in high to low priority.
+ */
+ for (texIndex = 0; texIndex < NUM_TEXTURE_TARGETS; texIndex++) {
+ if (enabledTargets & (1 << texIndex)) {
+ struct gl_texture_object *texObj = texUnit->CurrentTex[texIndex];
+ if (!texObj->_Complete) {
+ _mesa_test_texobj_completeness(ctx, texObj);
+ }
+ if (texObj->_Complete) {
+ texUnit->_ReallyEnabled = 1 << texIndex;
+ _mesa_reference_texobj(&texUnit->_Current, texObj);
+ break;
+ }
+ }
+ }
+
+ if (!texUnit->_ReallyEnabled) {
+ if (fprog) {
+ /* If we get here it means the shader is expecting a texture
+ * object, but there isn't one (or it's incomplete). Use the
+ * fallback texture.
+ */
+ struct gl_texture_object *texObj = _mesa_get_fallback_texture(ctx);
+ texUnit->_ReallyEnabled = 1 << TEXTURE_2D_INDEX;
+ _mesa_reference_texobj(&texUnit->_Current, texObj);
+ }
+ else {
+ /* fixed-function: texture unit is really disabled */
+ continue;
+ }
+ }
+
+ /* if we get here, we know this texture unit is enabled */
+
+ ctx->Texture._EnabledUnits |= (1 << unit);
+
+ if (enabledFragTargets)
+ enabledFragUnits |= (1 << unit);
+
+ update_tex_combine(ctx, texUnit);
+ }
+
+
+ /* 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 = enabledFragUnits;
+ }
+
+ /* Setup texgen for those texture coordinate sets that are in use */
+ for (unit = 0; unit < ctx->Const.MaxTextureCoordUnits; unit++) {
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
+
+ texUnit->_GenFlags = 0x0;
+
+ if (!(ctx->Texture._EnabledCoordUnits & (1 << unit)))
+ continue;
+
+ if (texUnit->TexGenEnabled) {
+ if (texUnit->TexGenEnabled & S_BIT) {
+ texUnit->_GenFlags |= texUnit->GenS._ModeBit;
+ }
+ if (texUnit->TexGenEnabled & T_BIT) {
+ texUnit->_GenFlags |= texUnit->GenT._ModeBit;
+ }
+ if (texUnit->TexGenEnabled & R_BIT) {
+ texUnit->_GenFlags |= texUnit->GenR._ModeBit;
+ }
+ if (texUnit->TexGenEnabled & Q_BIT) {
+ texUnit->_GenFlags |= texUnit->GenQ._ModeBit;
+ }
+
+ ctx->Texture._TexGenEnabled |= ENABLE_TEXGEN(unit);
+ ctx->Texture._GenFlags |= texUnit->_GenFlags;
+ }
+
+ 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];
+ GLuint tex;
+
+ texUnit->EnvMode = GL_MODULATE;
+ ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
+
+ texUnit->Combine = default_combine_state;
+ texUnit->_EnvMode = default_combine_state;
+ texUnit->_CurrentCombine = & texUnit->_EnvMode;
+ texUnit->BumpTarget = GL_TEXTURE0;
+
+ texUnit->TexGenEnabled = 0x0;
+ texUnit->GenS.Mode = GL_EYE_LINEAR;
+ texUnit->GenT.Mode = GL_EYE_LINEAR;
+ texUnit->GenR.Mode = GL_EYE_LINEAR;
+ texUnit->GenQ.Mode = GL_EYE_LINEAR;
+ texUnit->GenS._ModeBit = TEXGEN_EYE_LINEAR;
+ texUnit->GenT._ModeBit = TEXGEN_EYE_LINEAR;
+ texUnit->GenR._ModeBit = TEXGEN_EYE_LINEAR;
+ texUnit->GenQ._ModeBit = TEXGEN_EYE_LINEAR;
+
+ /* Yes, these plane coefficients are correct! */
+ ASSIGN_4V( texUnit->GenS.ObjectPlane, 1.0, 0.0, 0.0, 0.0 );
+ ASSIGN_4V( texUnit->GenT.ObjectPlane, 0.0, 1.0, 0.0, 0.0 );
+ ASSIGN_4V( texUnit->GenR.ObjectPlane, 0.0, 0.0, 0.0, 0.0 );
+ ASSIGN_4V( texUnit->GenQ.ObjectPlane, 0.0, 0.0, 0.0, 0.0 );
+ ASSIGN_4V( texUnit->GenS.EyePlane, 1.0, 0.0, 0.0, 0.0 );
+ ASSIGN_4V( texUnit->GenT.EyePlane, 0.0, 1.0, 0.0, 0.0 );
+ ASSIGN_4V( texUnit->GenR.EyePlane, 0.0, 0.0, 0.0, 0.0 );
+ ASSIGN_4V( texUnit->GenQ.EyePlane, 0.0, 0.0, 0.0, 0.0 );
+
+ /* no mention of this in spec, but maybe id matrix expected? */
+ ASSIGN_4V( texUnit->RotMatrix, 1.0, 0.0, 0.0, 1.0 );
+
+ /* initialize current texture object ptrs to the shared default objects */
+ for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
+ _mesa_reference_texobj(&texUnit->CurrentTex[tex],
+ ctx->Shared->DefaultTex[tex]);
+ }
+}
+
+
+/**
+ * Initialize texture state for the given context.
+ */
+GLboolean
+_mesa_init_texture(GLcontext *ctx)
+{
+ GLuint u;
+
+ /* Texture group */
+ ctx->Texture.CurrentUnit = 0; /* multitexture */
+ ctx->Texture._EnabledUnits = 0x0;
+ ctx->Texture.SharedPalette = GL_FALSE;
+#if FEATURE_colortable
+ _mesa_init_colortable(&ctx->Texture.Palette);
+#endif
+
+ for (u = 0; u < MAX_TEXTURE_UNITS; u++)
+ init_texture_unit(ctx, u);
+
+ /* After we're done initializing the context's texture state the default
+ * texture objects' refcounts should be at least MAX_TEXTURE_UNITS + 1.
+ */
+ assert(ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]->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++) {
+ /* The _Current texture could account for another reference */
+ _mesa_reference_texobj(&ctx->Texture.Unit[u]._Current, NULL);
+
+ for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
+ _mesa_reference_texobj(&ctx->Texture.Unit[u].CurrentTex[tgt], NULL);
+ }
+ }
+
+ /* Free proxy texture objects */
+ for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++)
+ ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
+
+#if FEATURE_colortable
+ for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++)
+ _mesa_free_colortable_data(&ctx->Texture.Unit[u].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 u, tex;
+
+ for (u = 0; u < MAX_TEXTURE_UNITS; u++) {
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u];
+ for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
+ _mesa_reference_texobj(&texUnit->CurrentTex[tex],
+ ctx->Shared->DefaultTex[tex]);
+ }
+ }
+}