From ea0cd87ecbe9fc3c5503ccad7f87a895a458d6d4 Mon Sep 17 00:00:00 2001 From: marha Date: Thu, 1 May 2014 16:56:41 +0200 Subject: xkeyboard-config libxcb xserver mesa git update 1 May 2014 xserver commit 2535b76c0d32bc1dd0ddaca06a419a68a4757df1 libxcb commit d978a4f69b30b630f28d07f1003cf290284d24d8 xkeyboard-config commit 5274a69ee85fb6c425c33c631fa8ea1310a8f097 mesa commit a773fdc64da8ba88d8c7f8e383c45248b0c3aa19 --- mesalib/src/mesa/main/texstate.c | 297 ++++++++++++++++++++++++++------------- 1 file changed, 196 insertions(+), 101 deletions(-) (limited to 'mesalib/src/mesa/main/texstate.c') diff --git a/mesalib/src/mesa/main/texstate.c b/mesalib/src/mesa/main/texstate.c index b68920ce1..91b290691 100644 --- a/mesalib/src/mesa/main/texstate.c +++ b/mesalib/src/mesa/main/texstate.c @@ -40,7 +40,7 @@ #include "teximage.h" #include "texstate.h" #include "mtypes.h" - +#include "bitset.h" /** @@ -108,6 +108,10 @@ _mesa_copy_texture_state( const struct gl_context *src, struct gl_context *dst ) for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { _mesa_reference_texobj(&dst->Texture.Unit[u].CurrentTex[tex], src->Texture.Unit[u].CurrentTex[tex]); + if (src->Texture.Unit[u].CurrentTex[tex]) { + dst->Texture.NumCurrentTexUsed = + MAX2(dst->Texture.NumCurrentTexUsed, u + 1); + } } _mesa_unlock_context_textures(dst); } @@ -371,7 +375,7 @@ update_texture_matrices( struct gl_context *ctx ) if (_math_matrix_is_dirty(ctx->TextureMatrixStack[u].Top)) { _math_matrix_analyse( ctx->TextureMatrixStack[u].Top ); - if (ctx->Texture.Unit[u]._ReallyEnabled && + if (ctx->Texture.Unit[u]._Current && ctx->TextureMatrixStack[u].Top->type != MATRIX_IDENTITY) ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(u); } @@ -515,83 +519,151 @@ update_texgen(struct gl_context *ctx) } } -/** - * \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 struct gl_texture_object * +update_single_program_texture(struct gl_context *ctx, struct gl_program *prog, + int s) +{ + gl_texture_index target_index; + struct gl_texture_unit *texUnit; + struct gl_texture_object *texObj; + struct gl_sampler_object *sampler; + int unit; + + if (!(prog->SamplersUsed & (1 << s))) + return NULL; + + unit = prog->SamplerUnits[s]; + texUnit = &ctx->Texture.Unit[unit]; + + /* Note: If more than one bit was set in TexturesUsed[unit], then we should + * have had the draw call rejected already. From the GL 4.4 specification, + * section 7.10 ("Samplers"): + * + * "It is not allowed to have variables of different sampler types + * pointing to the same texture image unit within a program + * object. This situation can only be detected at the next rendering + * command issued which triggers shader invocations, and an + * INVALID_OPERATION error will then be generated." + */ + target_index = ffs(prog->TexturesUsed[unit]) - 1; + texObj = texUnit->CurrentTex[target_index]; + + sampler = texUnit->Sampler ? + texUnit->Sampler : &texObj->Sampler; + + if (likely(texObj)) { + if (_mesa_is_texture_complete(texObj, sampler)) + return texObj; + + _mesa_test_texobj_completeness(ctx, texObj); + if (_mesa_is_texture_complete(texObj, sampler)) + return texObj; + } + + /* If we've reached this point, we didn't find a complete texture of the + * shader's target. From the GL 4.4 core specification, section 11.1.3.5 + * ("Texture Access"): + * + * "If a sampler is used in a shader and the sampler’s associated + * texture is not complete, as defined in section 8.17, (0, 0, 0, 1) + * will be returned for a non-shadow sampler and 0 for a shadow + * sampler." + * + * Mesa implements this by creating a hidden texture object with a pixel of + * that value. + */ + texObj = _mesa_get_fallback_texture(ctx, target_index); + assert(texObj); + + return texObj; +} + static void -update_texture_state( struct gl_context *ctx ) +update_program_texture_state(struct gl_context *ctx, struct gl_program **prog, + BITSET_WORD *enabled_texture_units) { - GLuint unit; - struct gl_program *prog[MESA_SHADER_STAGES]; - GLbitfield enabledFragUnits = 0x0; int i; for (i = 0; i < MESA_SHADER_STAGES; i++) { - if (ctx->_Shader->CurrentProgram[i] && - ctx->_Shader->CurrentProgram[i]->LinkStatus) { - prog[i] = ctx->_Shader->CurrentProgram[i]->_LinkedShaders[i]->Program; - } else { - if (i == MESA_SHADER_FRAGMENT && ctx->FragmentProgram._Enabled) - prog[i] = &ctx->FragmentProgram.Current->Base; - else - prog[i] = NULL; + int s; + + if (!prog[i]) + continue; + + /* We can't only do the shifting trick as the loop condition because if + * sampler 31 is active, the next iteration tries to shift by 32, which is + * undefined. + */ + for (s = 0; s < MAX_SAMPLERS && (1 << s) <= prog[i]->SamplersUsed; s++) { + struct gl_texture_object *texObj; + + texObj = update_single_program_texture(ctx, prog[i], s); + if (texObj) { + int unit = prog[i]->SamplerUnits[s]; + _mesa_reference_texobj(&ctx->Texture.Unit[unit]._Current, texObj); + BITSET_SET(enabled_texture_units, unit); + ctx->Texture._MaxEnabledTexImageUnit = + MAX2(ctx->Texture._MaxEnabledTexImageUnit, (int)unit); + } } } - /* TODO: only set this if there are actual changes */ - ctx->NewState |= _NEW_TEXTURE; + if (prog[MESA_SHADER_FRAGMENT]) { + const GLuint coordMask = (1 << MAX_TEXTURE_COORD_UNITS) - 1; + ctx->Texture._EnabledCoordUnits |= + (prog[MESA_SHADER_FRAGMENT]->InputsRead >> VARYING_SLOT_TEX0) & + coordMask; + } +} - ctx->Texture._EnabledUnits = 0x0; - ctx->Texture._GenFlags = 0x0; - ctx->Texture._TexMatEnabled = 0x0; - ctx->Texture._TexGenEnabled = 0x0; - ctx->Texture._MaxEnabledTexImageUnit = -1; +static void +update_ff_texture_state(struct gl_context *ctx, + BITSET_WORD *enabled_texture_units) +{ + int unit; - /* - * Update texture unit state. - */ - for (unit = 0; unit < ctx->Const.MaxCombinedTextureImageUnits; unit++) { + for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; - GLbitfield enabledTargetsByStage[MESA_SHADER_STAGES]; - 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 program/program. When multiple flags are set, we'll - * settle on the one with highest priority (see below). - */ - for (i = 0; i < MESA_SHADER_STAGES; i++) { - if (prog[i]) - enabledTargetsByStage[i] = prog[i]->TexturesUsed[unit]; - else if (i == MESA_SHADER_FRAGMENT) - enabledTargetsByStage[i] = texUnit->Enabled; - else - enabledTargetsByStage[i] = 0; - enabledTargets |= enabledTargetsByStage[i]; - } - - texUnit->_ReallyEnabled = 0x0; + if (texUnit->Enabled == 0x0) + continue; - if (enabledTargets == 0x0) { - /* neither vertex nor fragment processing uses this unit */ + /* If a shader already dictated what texture target was used for this + * unit, just go along with it. + */ + if (BITSET_TEST(enabled_texture_units, 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. + /* From the GL 4.4 compat specification, section 16.2 ("Texture Application"): + * + * "Texturing is enabled or disabled using the generic Enable and + * Disable commands, respectively, with the symbolic constants + * TEXTURE_1D, TEXTURE_2D, TEXTURE_RECTANGLE, TEXTURE_3D, or + * TEXTURE_CUBE_MAP to enable the one-, two-, rectangular, + * three-dimensional, or cube map texture, respectively. If more + * than one of these textures is enabled, the first one enabled + * from the following list is used: + * + * • cube map texture + * • three-dimensional texture + * • rectangular texture + * • two-dimensional texture + * • one-dimensional texture" * * Note that the TEXTURE_x_INDEX values are in high to low priority. + * Also: + * + * "If a texture unit is disabled or has an invalid or incomplete + * texture (as defined in section 8.17) bound to it, then blending + * is disabled for that texture unit. If the texture environment + * for a given enabled texture unit references a disabled texture + * unit, or an invalid or incomplete texture that is bound to + * another unit, then the results of texture blending are + * undefined." */ for (texIndex = 0; texIndex < NUM_TEXTURE_TARGETS; texIndex++) { - if (enabledTargets & (1 << texIndex)) { + if (texUnit->Enabled & (1 << texIndex)) { struct gl_texture_object *texObj = texUnit->CurrentTex[texIndex]; struct gl_sampler_object *sampler = texUnit->Sampler ? texUnit->Sampler : &texObj->Sampler; @@ -600,62 +672,84 @@ update_texture_state( struct gl_context *ctx ) _mesa_test_texobj_completeness(ctx, texObj); } if (_mesa_is_texture_complete(texObj, sampler)) { - texUnit->_ReallyEnabled = 1 << texIndex; _mesa_reference_texobj(&texUnit->_Current, texObj); break; } } } - if (!texUnit->_ReallyEnabled) { - if (prog[MESA_SHADER_FRAGMENT]) { - /* 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; - gl_texture_index texTarget; - - texTarget = (gl_texture_index) (ffs(enabledTargets) - 1); - texObj = _mesa_get_fallback_texture(ctx, texTarget); - - assert(texObj); - if (!texObj) { - /* invalid fallback texture: don't enable the texture unit */ - continue; - } - - _mesa_reference_texobj(&texUnit->_Current, texObj); - texUnit->_ReallyEnabled = 1 << texTarget; - } - else { - /* fixed-function: texture unit is really disabled */ - continue; - } - } + if (texIndex == NUM_TEXTURE_TARGETS) + continue; /* if we get here, we know this texture unit is enabled */ + BITSET_SET(enabled_texture_units, unit); + ctx->Texture._MaxEnabledTexImageUnit = + MAX2(ctx->Texture._MaxEnabledTexImageUnit, (int)unit); - ctx->Texture._EnabledUnits |= (1 << unit); - ctx->Texture._MaxEnabledTexImageUnit = unit; + ctx->Texture._EnabledCoordUnits |= 1 << unit; - if (enabledTargetsByStage[MESA_SHADER_FRAGMENT]) - enabledFragUnits |= (1 << unit); + update_tex_combine(ctx, texUnit); + } +} + +/** + * \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( struct gl_context *ctx ) +{ + struct gl_program *prog[MESA_SHADER_STAGES]; + int i; + int old_max_unit = ctx->Texture._MaxEnabledTexImageUnit; + BITSET_DECLARE(enabled_texture_units, MAX_COMBINED_TEXTURE_IMAGE_UNITS); - if (!prog[MESA_SHADER_FRAGMENT]) - update_tex_combine(ctx, texUnit); + for (i = 0; i < MESA_SHADER_STAGES; i++) { + if (ctx->_Shader->CurrentProgram[i] && + ctx->_Shader->CurrentProgram[i]->LinkStatus) { + prog[i] = ctx->_Shader->CurrentProgram[i]->_LinkedShaders[i]->Program; + } else { + if (i == MESA_SHADER_FRAGMENT && ctx->FragmentProgram._Enabled) + prog[i] = &ctx->FragmentProgram.Current->Base; + else + prog[i] = NULL; + } } + /* TODO: only set this if there are actual changes */ + ctx->NewState |= _NEW_TEXTURE; - /* Determine which texture coordinate sets are actually needed */ - if (prog[MESA_SHADER_FRAGMENT]) { - const GLuint coordMask = (1 << MAX_TEXTURE_COORD_UNITS) - 1; - ctx->Texture._EnabledCoordUnits - = (prog[MESA_SHADER_FRAGMENT]->InputsRead >> VARYING_SLOT_TEX0) & - coordMask; + ctx->Texture._GenFlags = 0x0; + ctx->Texture._TexMatEnabled = 0x0; + ctx->Texture._TexGenEnabled = 0x0; + ctx->Texture._MaxEnabledTexImageUnit = -1; + ctx->Texture._EnabledCoordUnits = 0x0; + + memset(&enabled_texture_units, 0, sizeof(enabled_texture_units)); + + /* First, walk over our programs pulling in all the textures for them. + * Programs dictate specific texture targets to be enabled, and for a draw + * call to be valid they can't conflict about which texture targets are + * used. + */ + update_program_texture_state(ctx, prog, enabled_texture_units); + + /* Also pull in any textures necessary for fixed function fragment shading. + */ + if (!prog[MESA_SHADER_FRAGMENT]) + update_ff_texture_state(ctx, enabled_texture_units); + + /* Now, clear out the _Current of any disabled texture units. */ + for (i = 0; i <= ctx->Texture._MaxEnabledTexImageUnit; i++) { + if (!BITSET_TEST(enabled_texture_units, i)) + _mesa_reference_texobj(&ctx->Texture.Unit[i]._Current, NULL); } - else { - ctx->Texture._EnabledCoordUnits = enabledFragUnits; + for (i = ctx->Texture._MaxEnabledTexImageUnit + 1; i <= old_max_unit; i++) { + _mesa_reference_texobj(&ctx->Texture.Unit[i]._Current, NULL); } if (!prog[MESA_SHADER_FRAGMENT] || !prog[MESA_SHADER_VERTEX]) @@ -796,7 +890,6 @@ _mesa_init_texture(struct gl_context *ctx) /* Texture group */ ctx->Texture.CurrentUnit = 0; /* multitexture */ - ctx->Texture._EnabledUnits = 0x0; /* Appendix F.2 of the OpenGL ES 3.0 spec says: * @@ -824,6 +917,8 @@ _mesa_init_texture(struct gl_context *ctx) _mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject, ctx->Shared->NullBufferObj); + ctx->Texture.NumCurrentTexUsed = 0; + return GL_TRUE; } -- cgit v1.2.3