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      1 /*
      2  * Mesa 3-D graphics library
      3  *
      4  * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.
      5  *
      6  * Permission is hereby granted, free of charge, to any person obtaining a
      7  * copy of this software and associated documentation files (the "Software"),
      8  * to deal in the Software without restriction, including without limitation
      9  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
     10  * and/or sell copies of the Software, and to permit persons to whom the
     11  * Software is furnished to do so, subject to the following conditions:
     12  *
     13  * The above copyright notice and this permission notice shall be included
     14  * in all copies or substantial portions of the Software.
     15  *
     16  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
     17  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
     18  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
     19  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
     20  * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
     21  * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
     22  * OTHER DEALINGS IN THE SOFTWARE.
     23  */
     24 
     25 /**
     26  * \file texstate.c
     27  *
     28  * Texture state handling.
     29  */
     30 
     31 #include <stdio.h>
     32 #include "glheader.h"
     33 #include "bufferobj.h"
     34 #include "context.h"
     35 #include "enums.h"
     36 #include "macros.h"
     37 #include "texobj.h"
     38 #include "teximage.h"
     39 #include "texstate.h"
     40 #include "mtypes.h"
     41 #include "util/bitscan.h"
     42 #include "util/bitset.h"
     43 
     44 
     45 /**
     46  * Default texture combine environment state.  This is used to initialize
     47  * a context's texture units and as the basis for converting "classic"
     48  * texture environmnets to ARB_texture_env_combine style values.
     49  */
     50 static const struct gl_tex_env_combine_state default_combine_state = {
     51    GL_MODULATE, GL_MODULATE,
     52    { GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT, GL_CONSTANT },
     53    { GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT, GL_CONSTANT },
     54    { GL_SRC_COLOR, GL_SRC_COLOR, GL_SRC_ALPHA, GL_SRC_ALPHA },
     55    { GL_SRC_ALPHA, GL_SRC_ALPHA, GL_SRC_ALPHA, GL_SRC_ALPHA },
     56    0, 0,
     57    2, 2
     58 };
     59 
     60 
     61 
     62 /**
     63  * Used by glXCopyContext to copy texture state from one context to another.
     64  */
     65 void
     66 _mesa_copy_texture_state( const struct gl_context *src, struct gl_context *dst )
     67 {
     68    GLuint u, tex;
     69 
     70    assert(src);
     71    assert(dst);
     72 
     73    dst->Texture.CurrentUnit = src->Texture.CurrentUnit;
     74    dst->Texture._GenFlags = src->Texture._GenFlags;
     75    dst->Texture._TexGenEnabled = src->Texture._TexGenEnabled;
     76    dst->Texture._TexMatEnabled = src->Texture._TexMatEnabled;
     77 
     78    /* per-unit state */
     79    for (u = 0; u < src->Const.MaxCombinedTextureImageUnits; u++) {
     80       dst->Texture.Unit[u].Enabled = src->Texture.Unit[u].Enabled;
     81       dst->Texture.Unit[u].EnvMode = src->Texture.Unit[u].EnvMode;
     82       COPY_4V(dst->Texture.Unit[u].EnvColor, src->Texture.Unit[u].EnvColor);
     83       dst->Texture.Unit[u].TexGenEnabled = src->Texture.Unit[u].TexGenEnabled;
     84       dst->Texture.Unit[u].GenS = src->Texture.Unit[u].GenS;
     85       dst->Texture.Unit[u].GenT = src->Texture.Unit[u].GenT;
     86       dst->Texture.Unit[u].GenR = src->Texture.Unit[u].GenR;
     87       dst->Texture.Unit[u].GenQ = src->Texture.Unit[u].GenQ;
     88       dst->Texture.Unit[u].LodBias = src->Texture.Unit[u].LodBias;
     89 
     90       /* GL_EXT_texture_env_combine */
     91       dst->Texture.Unit[u].Combine = src->Texture.Unit[u].Combine;
     92 
     93       /*
     94        * XXX strictly speaking, we should compare texture names/ids and
     95        * bind textures in the dest context according to id.  For now, only
     96        * copy bindings if the contexts share the same pool of textures to
     97        * avoid refcounting bugs.
     98        */
     99       if (dst->Shared == src->Shared) {
    100          /* copy texture object bindings, not contents of texture objects */
    101          _mesa_lock_context_textures(dst);
    102 
    103          for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
    104             _mesa_reference_texobj(&dst->Texture.Unit[u].CurrentTex[tex],
    105                                    src->Texture.Unit[u].CurrentTex[tex]);
    106             if (src->Texture.Unit[u].CurrentTex[tex]) {
    107                dst->Texture.NumCurrentTexUsed =
    108                   MAX2(dst->Texture.NumCurrentTexUsed, u + 1);
    109             }
    110          }
    111          dst->Texture.Unit[u]._BoundTextures = src->Texture.Unit[u]._BoundTextures;
    112          _mesa_unlock_context_textures(dst);
    113       }
    114    }
    115 }
    116 
    117 
    118 /*
    119  * For debugging
    120  */
    121 void
    122 _mesa_print_texunit_state( struct gl_context *ctx, GLuint unit )
    123 {
    124    const struct gl_texture_unit *texUnit = ctx->Texture.Unit + unit;
    125    printf("Texture Unit %d\n", unit);
    126    printf("  GL_TEXTURE_ENV_MODE = %s\n", _mesa_enum_to_string(texUnit->EnvMode));
    127    printf("  GL_COMBINE_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.ModeRGB));
    128    printf("  GL_COMBINE_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.ModeA));
    129    printf("  GL_SOURCE0_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.SourceRGB[0]));
    130    printf("  GL_SOURCE1_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.SourceRGB[1]));
    131    printf("  GL_SOURCE2_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.SourceRGB[2]));
    132    printf("  GL_SOURCE0_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.SourceA[0]));
    133    printf("  GL_SOURCE1_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.SourceA[1]));
    134    printf("  GL_SOURCE2_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.SourceA[2]));
    135    printf("  GL_OPERAND0_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.OperandRGB[0]));
    136    printf("  GL_OPERAND1_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.OperandRGB[1]));
    137    printf("  GL_OPERAND2_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.OperandRGB[2]));
    138    printf("  GL_OPERAND0_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.OperandA[0]));
    139    printf("  GL_OPERAND1_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.OperandA[1]));
    140    printf("  GL_OPERAND2_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.OperandA[2]));
    141    printf("  GL_RGB_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftRGB);
    142    printf("  GL_ALPHA_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftA);
    143    printf("  GL_TEXTURE_ENV_COLOR = (%f, %f, %f, %f)\n", texUnit->EnvColor[0], texUnit->EnvColor[1], texUnit->EnvColor[2], texUnit->EnvColor[3]);
    144 }
    145 
    146 
    147 
    148 /**********************************************************************/
    149 /*                       Texture Environment                          */
    150 /**********************************************************************/
    151 
    152 /**
    153  * Convert "classic" texture environment to ARB_texture_env_combine style
    154  * environments.
    155  *
    156  * \param state  texture_env_combine state vector to be filled-in.
    157  * \param mode   Classic texture environment mode (i.e., \c GL_REPLACE,
    158  *               \c GL_BLEND, \c GL_DECAL, etc.).
    159  * \param texBaseFormat  Base format of the texture associated with the
    160  *               texture unit.
    161  */
    162 static void
    163 calculate_derived_texenv( struct gl_tex_env_combine_state *state,
    164 			  GLenum mode, GLenum texBaseFormat )
    165 {
    166    GLenum mode_rgb;
    167    GLenum mode_a;
    168 
    169    *state = default_combine_state;
    170 
    171    switch (texBaseFormat) {
    172    case GL_ALPHA:
    173       state->SourceRGB[0] = GL_PREVIOUS;
    174       break;
    175 
    176    case GL_LUMINANCE_ALPHA:
    177    case GL_INTENSITY:
    178    case GL_RGBA:
    179       break;
    180 
    181    case GL_LUMINANCE:
    182    case GL_RED:
    183    case GL_RG:
    184    case GL_RGB:
    185    case GL_YCBCR_MESA:
    186       state->SourceA[0] = GL_PREVIOUS;
    187       break;
    188 
    189    default:
    190       _mesa_problem(NULL,
    191                     "Invalid texBaseFormat 0x%x in calculate_derived_texenv",
    192                     texBaseFormat);
    193       return;
    194    }
    195 
    196    if (mode == GL_REPLACE_EXT)
    197       mode = GL_REPLACE;
    198 
    199    switch (mode) {
    200    case GL_REPLACE:
    201    case GL_MODULATE:
    202       mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : mode;
    203       mode_a   = mode;
    204       break;
    205 
    206    case GL_DECAL:
    207       mode_rgb = GL_INTERPOLATE;
    208       mode_a   = GL_REPLACE;
    209 
    210       state->SourceA[0] = GL_PREVIOUS;
    211 
    212       /* Having alpha / luminance / intensity textures replace using the
    213        * incoming fragment color matches the definition in NV_texture_shader.
    214        * The 1.5 spec simply marks these as "undefined".
    215        */
    216       switch (texBaseFormat) {
    217       case GL_ALPHA:
    218       case GL_LUMINANCE:
    219       case GL_LUMINANCE_ALPHA:
    220       case GL_INTENSITY:
    221 	 state->SourceRGB[0] = GL_PREVIOUS;
    222 	 break;
    223       case GL_RED:
    224       case GL_RG:
    225       case GL_RGB:
    226       case GL_YCBCR_MESA:
    227 	 mode_rgb = GL_REPLACE;
    228 	 break;
    229       case GL_RGBA:
    230 	 state->SourceRGB[2] = GL_TEXTURE;
    231 	 break;
    232       }
    233       break;
    234 
    235    case GL_BLEND:
    236       mode_rgb = GL_INTERPOLATE;
    237       mode_a   = GL_MODULATE;
    238 
    239       switch (texBaseFormat) {
    240       case GL_ALPHA:
    241 	 mode_rgb = GL_REPLACE;
    242 	 break;
    243       case GL_INTENSITY:
    244 	 mode_a = GL_INTERPOLATE;
    245 	 state->SourceA[0] = GL_CONSTANT;
    246 	 state->OperandA[2] = GL_SRC_ALPHA;
    247 	 /* FALLTHROUGH */
    248       case GL_LUMINANCE:
    249       case GL_RED:
    250       case GL_RG:
    251       case GL_RGB:
    252       case GL_LUMINANCE_ALPHA:
    253       case GL_RGBA:
    254       case GL_YCBCR_MESA:
    255 	 state->SourceRGB[2] = GL_TEXTURE;
    256 	 state->SourceA[2]   = GL_TEXTURE;
    257 	 state->SourceRGB[0] = GL_CONSTANT;
    258 	 state->OperandRGB[2] = GL_SRC_COLOR;
    259 	 break;
    260       }
    261       break;
    262 
    263    case GL_ADD:
    264       mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : GL_ADD;
    265       mode_a   = (texBaseFormat == GL_INTENSITY) ? GL_ADD : GL_MODULATE;
    266       break;
    267 
    268    default:
    269       _mesa_problem(NULL,
    270                     "Invalid texture env mode 0x%x in calculate_derived_texenv",
    271                     mode);
    272       return;
    273    }
    274 
    275    state->ModeRGB = (state->SourceRGB[0] != GL_PREVIOUS)
    276        ? mode_rgb : GL_REPLACE;
    277    state->ModeA   = (state->SourceA[0]   != GL_PREVIOUS)
    278        ? mode_a   : GL_REPLACE;
    279 }
    280 
    281 
    282 
    283 
    284 /* GL_ARB_multitexture */
    285 void GLAPIENTRY
    286 _mesa_ActiveTexture(GLenum texture)
    287 {
    288    const GLuint texUnit = texture - GL_TEXTURE0;
    289    GLuint k;
    290    GET_CURRENT_CONTEXT(ctx);
    291 
    292    if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
    293       _mesa_debug(ctx, "glActiveTexture %s\n",
    294                   _mesa_enum_to_string(texture));
    295 
    296    if (ctx->Texture.CurrentUnit == texUnit)
    297       return;
    298 
    299    k = _mesa_max_tex_unit(ctx);
    300 
    301    assert(k <= ARRAY_SIZE(ctx->Texture.Unit));
    302 
    303    if (texUnit >= k) {
    304       _mesa_error(ctx, GL_INVALID_ENUM, "glActiveTexture(texture=%s)",
    305                   _mesa_enum_to_string(texture));
    306       return;
    307    }
    308 
    309    FLUSH_VERTICES(ctx, _NEW_TEXTURE);
    310 
    311    ctx->Texture.CurrentUnit = texUnit;
    312    if (ctx->Transform.MatrixMode == GL_TEXTURE) {
    313       /* update current stack pointer */
    314       ctx->CurrentStack = &ctx->TextureMatrixStack[texUnit];
    315    }
    316 }
    317 
    318 
    319 /* GL_ARB_multitexture */
    320 void GLAPIENTRY
    321 _mesa_ClientActiveTexture(GLenum texture)
    322 {
    323    GET_CURRENT_CONTEXT(ctx);
    324    GLuint texUnit = texture - GL_TEXTURE0;
    325 
    326    if (MESA_VERBOSE & (VERBOSE_API | VERBOSE_TEXTURE))
    327       _mesa_debug(ctx, "glClientActiveTexture %s\n",
    328                   _mesa_enum_to_string(texture));
    329 
    330    if (ctx->Array.ActiveTexture == texUnit)
    331       return;
    332 
    333    if (texUnit >= ctx->Const.MaxTextureCoordUnits) {
    334       _mesa_error(ctx, GL_INVALID_ENUM, "glClientActiveTexture(texture=%s)",
    335                   _mesa_enum_to_string(texture));
    336       return;
    337    }
    338 
    339    FLUSH_VERTICES(ctx, _NEW_ARRAY);
    340    ctx->Array.ActiveTexture = texUnit;
    341 }
    342 
    343 
    344 
    345 /**********************************************************************/
    346 /*****                    State management                        *****/
    347 /**********************************************************************/
    348 
    349 
    350 /**
    351  * \note This routine refers to derived texture attribute values to
    352  * compute the ENABLE_TEXMAT flags, but is only called on
    353  * _NEW_TEXTURE_MATRIX.  On changes to _NEW_TEXTURE, the ENABLE_TEXMAT
    354  * flags are updated by _mesa_update_textures(), below.
    355  *
    356  * \param ctx GL context.
    357  */
    358 static void
    359 update_texture_matrices( struct gl_context *ctx )
    360 {
    361    GLuint u;
    362 
    363    ctx->Texture._TexMatEnabled = 0x0;
    364 
    365    for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
    366       assert(u < ARRAY_SIZE(ctx->TextureMatrixStack));
    367       if (_math_matrix_is_dirty(ctx->TextureMatrixStack[u].Top)) {
    368 	 _math_matrix_analyse( ctx->TextureMatrixStack[u].Top );
    369 
    370 	 if (ctx->Texture.Unit[u]._Current &&
    371 	     ctx->TextureMatrixStack[u].Top->type != MATRIX_IDENTITY)
    372 	    ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(u);
    373       }
    374    }
    375 }
    376 
    377 
    378 /**
    379  * Examine texture unit's combine/env state to update derived state.
    380  */
    381 static void
    382 update_tex_combine(struct gl_context *ctx, struct gl_texture_unit *texUnit)
    383 {
    384    struct gl_tex_env_combine_state *combine;
    385 
    386    /* No combiners will apply to this. */
    387    if (texUnit->_Current->Target == GL_TEXTURE_BUFFER)
    388       return;
    389 
    390    /* Set the texUnit->_CurrentCombine field to point to the user's combiner
    391     * state, or the combiner state which is derived from traditional texenv
    392     * mode.
    393     */
    394    if (texUnit->EnvMode == GL_COMBINE ||
    395        texUnit->EnvMode == GL_COMBINE4_NV) {
    396       texUnit->_CurrentCombine = & texUnit->Combine;
    397    }
    398    else {
    399       const struct gl_texture_object *texObj = texUnit->_Current;
    400       GLenum format = texObj->Image[0][texObj->BaseLevel]->_BaseFormat;
    401 
    402       if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
    403          format = texObj->DepthMode;
    404       }
    405       calculate_derived_texenv(&texUnit->_EnvMode, texUnit->EnvMode, format);
    406       texUnit->_CurrentCombine = & texUnit->_EnvMode;
    407    }
    408 
    409    combine = texUnit->_CurrentCombine;
    410 
    411    /* Determine number of source RGB terms in the combiner function */
    412    switch (combine->ModeRGB) {
    413    case GL_REPLACE:
    414       combine->_NumArgsRGB = 1;
    415       break;
    416    case GL_ADD:
    417    case GL_ADD_SIGNED:
    418       if (texUnit->EnvMode == GL_COMBINE4_NV)
    419          combine->_NumArgsRGB = 4;
    420       else
    421          combine->_NumArgsRGB = 2;
    422       break;
    423    case GL_MODULATE:
    424    case GL_SUBTRACT:
    425    case GL_DOT3_RGB:
    426    case GL_DOT3_RGBA:
    427    case GL_DOT3_RGB_EXT:
    428    case GL_DOT3_RGBA_EXT:
    429       combine->_NumArgsRGB = 2;
    430       break;
    431    case GL_INTERPOLATE:
    432    case GL_MODULATE_ADD_ATI:
    433    case GL_MODULATE_SIGNED_ADD_ATI:
    434    case GL_MODULATE_SUBTRACT_ATI:
    435       combine->_NumArgsRGB = 3;
    436       break;
    437    default:
    438       combine->_NumArgsRGB = 0;
    439       _mesa_problem(ctx, "invalid RGB combine mode in update_texture_state");
    440       return;
    441    }
    442 
    443    /* Determine number of source Alpha terms in the combiner function */
    444    switch (combine->ModeA) {
    445    case GL_REPLACE:
    446       combine->_NumArgsA = 1;
    447       break;
    448    case GL_ADD:
    449    case GL_ADD_SIGNED:
    450       if (texUnit->EnvMode == GL_COMBINE4_NV)
    451          combine->_NumArgsA = 4;
    452       else
    453          combine->_NumArgsA = 2;
    454       break;
    455    case GL_MODULATE:
    456    case GL_SUBTRACT:
    457       combine->_NumArgsA = 2;
    458       break;
    459    case GL_INTERPOLATE:
    460    case GL_MODULATE_ADD_ATI:
    461    case GL_MODULATE_SIGNED_ADD_ATI:
    462    case GL_MODULATE_SUBTRACT_ATI:
    463       combine->_NumArgsA = 3;
    464       break;
    465    default:
    466       combine->_NumArgsA = 0;
    467       _mesa_problem(ctx, "invalid Alpha combine mode in update_texture_state");
    468       break;
    469    }
    470 }
    471 
    472 static void
    473 update_texgen(struct gl_context *ctx)
    474 {
    475    GLuint unit;
    476 
    477    /* Setup texgen for those texture coordinate sets that are in use */
    478    for (unit = 0; unit < ctx->Const.MaxTextureCoordUnits; unit++) {
    479       struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
    480 
    481       texUnit->_GenFlags = 0x0;
    482 
    483       if (!(ctx->Texture._EnabledCoordUnits & (1 << unit)))
    484 	 continue;
    485 
    486       if (texUnit->TexGenEnabled) {
    487 	 if (texUnit->TexGenEnabled & S_BIT) {
    488 	    texUnit->_GenFlags |= texUnit->GenS._ModeBit;
    489 	 }
    490 	 if (texUnit->TexGenEnabled & T_BIT) {
    491 	    texUnit->_GenFlags |= texUnit->GenT._ModeBit;
    492 	 }
    493 	 if (texUnit->TexGenEnabled & R_BIT) {
    494 	    texUnit->_GenFlags |= texUnit->GenR._ModeBit;
    495 	 }
    496 	 if (texUnit->TexGenEnabled & Q_BIT) {
    497 	    texUnit->_GenFlags |= texUnit->GenQ._ModeBit;
    498 	 }
    499 
    500 	 ctx->Texture._TexGenEnabled |= ENABLE_TEXGEN(unit);
    501 	 ctx->Texture._GenFlags |= texUnit->_GenFlags;
    502       }
    503 
    504       assert(unit < ARRAY_SIZE(ctx->TextureMatrixStack));
    505       if (ctx->TextureMatrixStack[unit].Top->type != MATRIX_IDENTITY)
    506 	 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(unit);
    507    }
    508 }
    509 
    510 static struct gl_texture_object *
    511 update_single_program_texture(struct gl_context *ctx, struct gl_program *prog,
    512                               int s)
    513 {
    514    gl_texture_index target_index;
    515    struct gl_texture_unit *texUnit;
    516    struct gl_texture_object *texObj;
    517    struct gl_sampler_object *sampler;
    518    int unit;
    519 
    520    if (!(prog->SamplersUsed & (1 << s)))
    521       return NULL;
    522 
    523    unit = prog->SamplerUnits[s];
    524    texUnit = &ctx->Texture.Unit[unit];
    525 
    526    /* Note: If more than one bit was set in TexturesUsed[unit], then we should
    527     * have had the draw call rejected already.  From the GL 4.4 specification,
    528     * section 7.10 ("Samplers"):
    529     *
    530     *     "It is not allowed to have variables of different sampler types
    531     *      pointing to the same texture image unit within a program
    532     *      object. This situation can only be detected at the next rendering
    533     *      command issued which triggers shader invocations, and an
    534     *      INVALID_OPERATION error will then be generated."
    535     */
    536    target_index = ffs(prog->TexturesUsed[unit]) - 1;
    537    texObj = texUnit->CurrentTex[target_index];
    538 
    539    sampler = texUnit->Sampler ?
    540       texUnit->Sampler : &texObj->Sampler;
    541 
    542    if (likely(texObj)) {
    543       if (_mesa_is_texture_complete(texObj, sampler))
    544          return texObj;
    545 
    546       _mesa_test_texobj_completeness(ctx, texObj);
    547       if (_mesa_is_texture_complete(texObj, sampler))
    548          return texObj;
    549    }
    550 
    551    /* If we've reached this point, we didn't find a complete texture of the
    552     * shader's target.  From the GL 4.4 core specification, section 11.1.3.5
    553     * ("Texture Access"):
    554     *
    555     *     "If a sampler is used in a shader and the samplers associated
    556     *      texture is not complete, as defined in section 8.17, (0, 0, 0, 1)
    557     *      will be returned for a non-shadow sampler and 0 for a shadow
    558     *      sampler."
    559     *
    560     * Mesa implements this by creating a hidden texture object with a pixel of
    561     * that value.
    562     */
    563    texObj = _mesa_get_fallback_texture(ctx, target_index);
    564    assert(texObj);
    565 
    566    return texObj;
    567 }
    568 
    569 static void
    570 update_program_texture_state(struct gl_context *ctx, struct gl_program **prog,
    571                              BITSET_WORD *enabled_texture_units)
    572 {
    573    int i;
    574 
    575    for (i = 0; i < MESA_SHADER_STAGES; i++) {
    576       int s;
    577 
    578       if (!prog[i])
    579          continue;
    580 
    581       /* We can't only do the shifting trick as the loop condition because if
    582        * sampler 31 is active, the next iteration tries to shift by 32, which is
    583        * undefined.
    584        */
    585       for (s = 0; s < MAX_SAMPLERS && (1 << s) <= prog[i]->SamplersUsed; s++) {
    586          struct gl_texture_object *texObj;
    587 
    588          texObj = update_single_program_texture(ctx, prog[i], s);
    589          if (texObj) {
    590             int unit = prog[i]->SamplerUnits[s];
    591             _mesa_reference_texobj(&ctx->Texture.Unit[unit]._Current, texObj);
    592             BITSET_SET(enabled_texture_units, unit);
    593             ctx->Texture._MaxEnabledTexImageUnit =
    594                MAX2(ctx->Texture._MaxEnabledTexImageUnit, (int)unit);
    595          }
    596       }
    597    }
    598 
    599    if (prog[MESA_SHADER_FRAGMENT]) {
    600       const GLuint coordMask = (1 << MAX_TEXTURE_COORD_UNITS) - 1;
    601       ctx->Texture._EnabledCoordUnits |=
    602          (prog[MESA_SHADER_FRAGMENT]->info.inputs_read >> VARYING_SLOT_TEX0) &
    603          coordMask;
    604    }
    605 }
    606 
    607 static void
    608 update_ff_texture_state(struct gl_context *ctx,
    609                         BITSET_WORD *enabled_texture_units)
    610 {
    611    int unit;
    612 
    613    for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
    614       struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
    615       GLbitfield mask;
    616       bool complete;
    617 
    618       if (texUnit->Enabled == 0x0)
    619          continue;
    620 
    621       /* If a shader already dictated what texture target was used for this
    622        * unit, just go along with it.
    623        */
    624       if (BITSET_TEST(enabled_texture_units, unit))
    625          continue;
    626 
    627       /* From the GL 4.4 compat specification, section 16.2 ("Texture Application"):
    628        *
    629        *     "Texturing is enabled or disabled using the generic Enable and
    630        *      Disable commands, respectively, with the symbolic constants
    631        *      TEXTURE_1D, TEXTURE_2D, TEXTURE_RECTANGLE, TEXTURE_3D, or
    632        *      TEXTURE_CUBE_MAP to enable the one-, two-, rectangular,
    633        *      three-dimensional, or cube map texture, respectively. If more
    634        *      than one of these textures is enabled, the first one enabled
    635        *      from the following list is used:
    636        *
    637        *       cube map texture
    638        *       three-dimensional texture
    639        *       rectangular texture
    640        *       two-dimensional texture
    641        *       one-dimensional texture"
    642        *
    643        * Note that the TEXTURE_x_INDEX values are in high to low priority.
    644        * Also:
    645        *
    646        *     "If a texture unit is disabled or has an invalid or incomplete
    647        *      texture (as defined in section 8.17) bound to it, then blending
    648        *      is disabled for that texture unit. If the texture environment
    649        *      for a given enabled texture unit references a disabled texture
    650        *      unit, or an invalid or incomplete texture that is bound to
    651        *      another unit, then the results of texture blending are
    652        *      undefined."
    653        */
    654       complete = false;
    655       mask = texUnit->Enabled;
    656       while (mask) {
    657          const int texIndex = u_bit_scan(&mask);
    658          struct gl_texture_object *texObj = texUnit->CurrentTex[texIndex];
    659          struct gl_sampler_object *sampler = texUnit->Sampler ?
    660             texUnit->Sampler : &texObj->Sampler;
    661 
    662          if (!_mesa_is_texture_complete(texObj, sampler)) {
    663             _mesa_test_texobj_completeness(ctx, texObj);
    664          }
    665          if (_mesa_is_texture_complete(texObj, sampler)) {
    666             _mesa_reference_texobj(&texUnit->_Current, texObj);
    667             complete = true;
    668             break;
    669          }
    670       }
    671 
    672       if (!complete)
    673          continue;
    674 
    675       /* if we get here, we know this texture unit is enabled */
    676       BITSET_SET(enabled_texture_units, unit);
    677       ctx->Texture._MaxEnabledTexImageUnit =
    678          MAX2(ctx->Texture._MaxEnabledTexImageUnit, (int)unit);
    679 
    680       ctx->Texture._EnabledCoordUnits |= 1 << unit;
    681 
    682       update_tex_combine(ctx, texUnit);
    683    }
    684 }
    685 
    686 /**
    687  * \note This routine refers to derived texture matrix values to
    688  * compute the ENABLE_TEXMAT flags, but is only called on
    689  * _NEW_TEXTURE.  On changes to _NEW_TEXTURE_MATRIX, the ENABLE_TEXMAT
    690  * flags are updated by _mesa_update_texture_matrices, above.
    691  *
    692  * \param ctx GL context.
    693  */
    694 static void
    695 update_texture_state( struct gl_context *ctx )
    696 {
    697    struct gl_program *prog[MESA_SHADER_STAGES];
    698    int i;
    699    int old_max_unit = ctx->Texture._MaxEnabledTexImageUnit;
    700    BITSET_DECLARE(enabled_texture_units, MAX_COMBINED_TEXTURE_IMAGE_UNITS);
    701 
    702    for (i = 0; i < MESA_SHADER_STAGES; i++) {
    703       if (ctx->_Shader->CurrentProgram[i] &&
    704           ctx->_Shader->CurrentProgram[i]->data->LinkStatus) {
    705          prog[i] = ctx->_Shader->CurrentProgram[i]->_LinkedShaders[i]->Program;
    706       } else {
    707          if (i == MESA_SHADER_FRAGMENT && ctx->FragmentProgram._Enabled)
    708             prog[i] = ctx->FragmentProgram.Current;
    709          else
    710             prog[i] = NULL;
    711       }
    712    }
    713 
    714    /* TODO: only set this if there are actual changes */
    715    ctx->NewState |= _NEW_TEXTURE;
    716 
    717    ctx->Texture._GenFlags = 0x0;
    718    ctx->Texture._TexMatEnabled = 0x0;
    719    ctx->Texture._TexGenEnabled = 0x0;
    720    ctx->Texture._MaxEnabledTexImageUnit = -1;
    721    ctx->Texture._EnabledCoordUnits = 0x0;
    722 
    723    memset(&enabled_texture_units, 0, sizeof(enabled_texture_units));
    724 
    725    /* First, walk over our programs pulling in all the textures for them.
    726     * Programs dictate specific texture targets to be enabled, and for a draw
    727     * call to be valid they can't conflict about which texture targets are
    728     * used.
    729     */
    730    update_program_texture_state(ctx, prog, enabled_texture_units);
    731 
    732    /* Also pull in any textures necessary for fixed function fragment shading.
    733     */
    734    if (!prog[MESA_SHADER_FRAGMENT])
    735       update_ff_texture_state(ctx, enabled_texture_units);
    736 
    737    /* Now, clear out the _Current of any disabled texture units. */
    738    for (i = 0; i <= ctx->Texture._MaxEnabledTexImageUnit; i++) {
    739       if (!BITSET_TEST(enabled_texture_units, i))
    740          _mesa_reference_texobj(&ctx->Texture.Unit[i]._Current, NULL);
    741    }
    742    for (i = ctx->Texture._MaxEnabledTexImageUnit + 1; i <= old_max_unit; i++) {
    743       _mesa_reference_texobj(&ctx->Texture.Unit[i]._Current, NULL);
    744    }
    745 
    746    if (!prog[MESA_SHADER_FRAGMENT] || !prog[MESA_SHADER_VERTEX])
    747       update_texgen(ctx);
    748 }
    749 
    750 
    751 /**
    752  * Update texture-related derived state.
    753  */
    754 void
    755 _mesa_update_texture( struct gl_context *ctx, GLuint new_state )
    756 {
    757    if (new_state & _NEW_TEXTURE_MATRIX)
    758       update_texture_matrices( ctx );
    759 
    760    if (new_state & (_NEW_TEXTURE | _NEW_PROGRAM))
    761       update_texture_state( ctx );
    762 }
    763 
    764 
    765 /**********************************************************************/
    766 /*****                      Initialization                        *****/
    767 /**********************************************************************/
    768 
    769 /**
    770  * Allocate the proxy textures for the given context.
    771  *
    772  * \param ctx the context to allocate proxies for.
    773  *
    774  * \return GL_TRUE on success, or GL_FALSE on failure
    775  *
    776  * If run out of memory part way through the allocations, clean up and return
    777  * GL_FALSE.
    778  */
    779 static GLboolean
    780 alloc_proxy_textures( struct gl_context *ctx )
    781 {
    782    /* NOTE: these values must be in the same order as the TEXTURE_x_INDEX
    783     * values!
    784     */
    785    static const GLenum targets[] = {
    786       GL_TEXTURE_2D_MULTISAMPLE,
    787       GL_TEXTURE_2D_MULTISAMPLE_ARRAY,
    788       GL_TEXTURE_CUBE_MAP_ARRAY,
    789       GL_TEXTURE_BUFFER,
    790       GL_TEXTURE_2D_ARRAY_EXT,
    791       GL_TEXTURE_1D_ARRAY_EXT,
    792       GL_TEXTURE_EXTERNAL_OES,
    793       GL_TEXTURE_CUBE_MAP,
    794       GL_TEXTURE_3D,
    795       GL_TEXTURE_RECTANGLE_NV,
    796       GL_TEXTURE_2D,
    797       GL_TEXTURE_1D,
    798    };
    799    GLint tgt;
    800 
    801    STATIC_ASSERT(ARRAY_SIZE(targets) == NUM_TEXTURE_TARGETS);
    802    assert(targets[TEXTURE_2D_INDEX] == GL_TEXTURE_2D);
    803    assert(targets[TEXTURE_CUBE_INDEX] == GL_TEXTURE_CUBE_MAP);
    804 
    805    for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
    806       if (!(ctx->Texture.ProxyTex[tgt]
    807             = ctx->Driver.NewTextureObject(ctx, 0, targets[tgt]))) {
    808          /* out of memory, free what we did allocate */
    809          while (--tgt >= 0) {
    810             ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
    811          }
    812          return GL_FALSE;
    813       }
    814    }
    815 
    816    assert(ctx->Texture.ProxyTex[0]->RefCount == 1); /* sanity check */
    817    return GL_TRUE;
    818 }
    819 
    820 
    821 /**
    822  * Initialize a texture unit.
    823  *
    824  * \param ctx GL context.
    825  * \param unit texture unit number to be initialized.
    826  */
    827 static void
    828 init_texture_unit( struct gl_context *ctx, GLuint unit )
    829 {
    830    struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
    831    GLuint tex;
    832 
    833    texUnit->EnvMode = GL_MODULATE;
    834    ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
    835 
    836    texUnit->Combine = default_combine_state;
    837    texUnit->_EnvMode = default_combine_state;
    838    texUnit->_CurrentCombine = & texUnit->_EnvMode;
    839 
    840    texUnit->TexGenEnabled = 0x0;
    841    texUnit->GenS.Mode = GL_EYE_LINEAR;
    842    texUnit->GenT.Mode = GL_EYE_LINEAR;
    843    texUnit->GenR.Mode = GL_EYE_LINEAR;
    844    texUnit->GenQ.Mode = GL_EYE_LINEAR;
    845    texUnit->GenS._ModeBit = TEXGEN_EYE_LINEAR;
    846    texUnit->GenT._ModeBit = TEXGEN_EYE_LINEAR;
    847    texUnit->GenR._ModeBit = TEXGEN_EYE_LINEAR;
    848    texUnit->GenQ._ModeBit = TEXGEN_EYE_LINEAR;
    849 
    850    /* Yes, these plane coefficients are correct! */
    851    ASSIGN_4V( texUnit->GenS.ObjectPlane, 1.0, 0.0, 0.0, 0.0 );
    852    ASSIGN_4V( texUnit->GenT.ObjectPlane, 0.0, 1.0, 0.0, 0.0 );
    853    ASSIGN_4V( texUnit->GenR.ObjectPlane, 0.0, 0.0, 0.0, 0.0 );
    854    ASSIGN_4V( texUnit->GenQ.ObjectPlane, 0.0, 0.0, 0.0, 0.0 );
    855    ASSIGN_4V( texUnit->GenS.EyePlane, 1.0, 0.0, 0.0, 0.0 );
    856    ASSIGN_4V( texUnit->GenT.EyePlane, 0.0, 1.0, 0.0, 0.0 );
    857    ASSIGN_4V( texUnit->GenR.EyePlane, 0.0, 0.0, 0.0, 0.0 );
    858    ASSIGN_4V( texUnit->GenQ.EyePlane, 0.0, 0.0, 0.0, 0.0 );
    859 
    860    /* initialize current texture object ptrs to the shared default objects */
    861    for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
    862       _mesa_reference_texobj(&texUnit->CurrentTex[tex],
    863                              ctx->Shared->DefaultTex[tex]);
    864    }
    865 
    866    texUnit->_BoundTextures = 0;
    867 }
    868 
    869 
    870 /**
    871  * Initialize texture state for the given context.
    872  */
    873 GLboolean
    874 _mesa_init_texture(struct gl_context *ctx)
    875 {
    876    GLuint u;
    877 
    878    /* Texture group */
    879    ctx->Texture.CurrentUnit = 0;      /* multitexture */
    880 
    881    /* Appendix F.2 of the OpenGL ES 3.0 spec says:
    882     *
    883     *     "OpenGL ES 3.0 requires that all cube map filtering be
    884     *     seamless. OpenGL ES 2.0 specified that a single cube map face be
    885     *     selected and used for filtering."
    886     *
    887     * Unfortunatley, a call to _mesa_is_gles3 below will only work if
    888     * the driver has already computed and set ctx->Version, however drivers
    889     * seem to call _mesa_initialize_context (which calls this) early
    890     * in the CreateContext hook and _mesa_compute_version much later (since
    891     * it needs information about available extensions). So, we will
    892     * enable seamless cubemaps by default since GLES2. This should work
    893     * for most implementations and drivers that don't support seamless
    894     * cubemaps for GLES2 can still disable it.
    895     */
    896    ctx->Texture.CubeMapSeamless = ctx->API == API_OPENGLES2;
    897 
    898    for (u = 0; u < ARRAY_SIZE(ctx->Texture.Unit); u++)
    899       init_texture_unit(ctx, u);
    900 
    901    /* After we're done initializing the context's texture state the default
    902     * texture objects' refcounts should be at least
    903     * MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1.
    904     */
    905    assert(ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]->RefCount
    906           >= MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1);
    907 
    908    /* Allocate proxy textures */
    909    if (!alloc_proxy_textures( ctx ))
    910       return GL_FALSE;
    911 
    912    /* GL_ARB_texture_buffer_object */
    913    _mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject,
    914                                  ctx->Shared->NullBufferObj);
    915 
    916    ctx->Texture.NumCurrentTexUsed = 0;
    917 
    918    return GL_TRUE;
    919 }
    920 
    921 
    922 /**
    923  * Free dynamically-allocted texture data attached to the given context.
    924  */
    925 void
    926 _mesa_free_texture_data(struct gl_context *ctx)
    927 {
    928    GLuint u, tgt;
    929 
    930    /* unreference current textures */
    931    for (u = 0; u < ARRAY_SIZE(ctx->Texture.Unit); u++) {
    932       /* The _Current texture could account for another reference */
    933       _mesa_reference_texobj(&ctx->Texture.Unit[u]._Current, NULL);
    934 
    935       for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
    936          _mesa_reference_texobj(&ctx->Texture.Unit[u].CurrentTex[tgt], NULL);
    937       }
    938    }
    939 
    940    /* Free proxy texture objects */
    941    for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++)
    942       ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
    943 
    944    /* GL_ARB_texture_buffer_object */
    945    _mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject, NULL);
    946 
    947    for (u = 0; u < ARRAY_SIZE(ctx->Texture.Unit); u++) {
    948       _mesa_reference_sampler_object(ctx, &ctx->Texture.Unit[u].Sampler, NULL);
    949    }
    950 }
    951 
    952 
    953 /**
    954  * Update the default texture objects in the given context to reference those
    955  * specified in the shared state and release those referencing the old
    956  * shared state.
    957  */
    958 void
    959 _mesa_update_default_objects_texture(struct gl_context *ctx)
    960 {
    961    GLuint u, tex;
    962 
    963    for (u = 0; u < ARRAY_SIZE(ctx->Texture.Unit); u++) {
    964       struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u];
    965       for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
    966          _mesa_reference_texobj(&texUnit->CurrentTex[tex],
    967                                 ctx->Shared->DefaultTex[tex]);
    968       }
    969    }
    970 }
    971