114152e068
add new entrypoints, new texture format, etc translate in texenvprogram.c for drivers using the mesa-generated tex env fragment program also handled in swrast, but not tested (cannot work due to negative texel results not handled correctly)
811 lines
25 KiB
C
811 lines
25 KiB
C
/*
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* Mesa 3-D graphics library
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* Version: 7.5
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*
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* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/**
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* \file texstate.c
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*
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* Texture state handling.
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*/
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#include "glheader.h"
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#include "mfeatures.h"
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#include "colormac.h"
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#if FEATURE_colortable
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#include "colortab.h"
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#endif
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#include "context.h"
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#include "enums.h"
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#include "macros.h"
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#include "texcompress.h"
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#include "texobj.h"
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#include "teximage.h"
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#include "texstate.h"
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#include "texenvprogram.h"
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#include "mtypes.h"
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/**
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* Default texture combine environment state. This is used to initialize
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* a context's texture units and as the basis for converting "classic"
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* texture environmnets to ARB_texture_env_combine style values.
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*/
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static const struct gl_tex_env_combine_state default_combine_state = {
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GL_MODULATE, GL_MODULATE,
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{ GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT, GL_CONSTANT },
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{ GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT, GL_CONSTANT },
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{ GL_SRC_COLOR, GL_SRC_COLOR, GL_SRC_ALPHA, GL_SRC_ALPHA },
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{ GL_SRC_ALPHA, GL_SRC_ALPHA, GL_SRC_ALPHA, GL_SRC_ALPHA },
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0, 0,
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2, 2
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};
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/**
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* Used by glXCopyContext to copy texture state from one context to another.
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*/
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void
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_mesa_copy_texture_state( const GLcontext *src, GLcontext *dst )
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{
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GLuint u, tex;
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ASSERT(src);
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ASSERT(dst);
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dst->Texture.CurrentUnit = src->Texture.CurrentUnit;
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dst->Texture._GenFlags = src->Texture._GenFlags;
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dst->Texture._TexGenEnabled = src->Texture._TexGenEnabled;
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dst->Texture._TexMatEnabled = src->Texture._TexMatEnabled;
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dst->Texture.SharedPalette = src->Texture.SharedPalette;
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/* per-unit state */
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for (u = 0; u < src->Const.MaxTextureImageUnits; u++) {
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dst->Texture.Unit[u].Enabled = src->Texture.Unit[u].Enabled;
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dst->Texture.Unit[u].EnvMode = src->Texture.Unit[u].EnvMode;
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COPY_4V(dst->Texture.Unit[u].EnvColor, src->Texture.Unit[u].EnvColor);
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dst->Texture.Unit[u].TexGenEnabled = src->Texture.Unit[u].TexGenEnabled;
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dst->Texture.Unit[u].GenS = src->Texture.Unit[u].GenS;
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dst->Texture.Unit[u].GenT = src->Texture.Unit[u].GenT;
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dst->Texture.Unit[u].GenR = src->Texture.Unit[u].GenR;
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dst->Texture.Unit[u].GenQ = src->Texture.Unit[u].GenQ;
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dst->Texture.Unit[u].LodBias = src->Texture.Unit[u].LodBias;
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/* GL_EXT_texture_env_combine */
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dst->Texture.Unit[u].Combine = src->Texture.Unit[u].Combine;
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/* GL_ATI_envmap_bumpmap - need this? */
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dst->Texture.Unit[u].BumpTarget = src->Texture.Unit[u].BumpTarget;
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COPY_4V(dst->Texture.Unit[u].RotMatrix, src->Texture.Unit[u].RotMatrix);
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/* copy texture object bindings, not contents of texture objects */
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_mesa_lock_context_textures(dst);
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for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
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_mesa_reference_texobj(&dst->Texture.Unit[u].CurrentTex[tex],
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src->Texture.Unit[u].CurrentTex[tex]);
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}
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_mesa_unlock_context_textures(dst);
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}
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}
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/*
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* For debugging
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*/
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void
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_mesa_print_texunit_state( GLcontext *ctx, GLuint unit )
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{
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const struct gl_texture_unit *texUnit = ctx->Texture.Unit + unit;
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_mesa_printf("Texture Unit %d\n", unit);
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_mesa_printf(" GL_TEXTURE_ENV_MODE = %s\n", _mesa_lookup_enum_by_nr(texUnit->EnvMode));
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_mesa_printf(" GL_COMBINE_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.ModeRGB));
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_mesa_printf(" GL_COMBINE_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.ModeA));
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_mesa_printf(" GL_SOURCE0_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[0]));
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_mesa_printf(" GL_SOURCE1_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[1]));
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_mesa_printf(" GL_SOURCE2_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[2]));
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_mesa_printf(" GL_SOURCE0_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[0]));
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_mesa_printf(" GL_SOURCE1_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[1]));
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_mesa_printf(" GL_SOURCE2_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[2]));
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_mesa_printf(" GL_OPERAND0_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[0]));
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_mesa_printf(" GL_OPERAND1_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[1]));
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_mesa_printf(" GL_OPERAND2_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[2]));
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_mesa_printf(" GL_OPERAND0_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[0]));
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_mesa_printf(" GL_OPERAND1_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[1]));
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_mesa_printf(" GL_OPERAND2_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[2]));
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_mesa_printf(" GL_RGB_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftRGB);
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_mesa_printf(" GL_ALPHA_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftA);
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_mesa_printf(" GL_TEXTURE_ENV_COLOR = (%f, %f, %f, %f)\n", texUnit->EnvColor[0], texUnit->EnvColor[1], texUnit->EnvColor[2], texUnit->EnvColor[3]);
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}
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/**********************************************************************/
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/* Texture Environment */
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/**********************************************************************/
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/**
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* Convert "classic" texture environment to ARB_texture_env_combine style
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* environments.
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*
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* \param state texture_env_combine state vector to be filled-in.
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* \param mode Classic texture environment mode (i.e., \c GL_REPLACE,
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* \c GL_BLEND, \c GL_DECAL, etc.).
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* \param texBaseFormat Base format of the texture associated with the
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* texture unit.
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*/
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static void
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calculate_derived_texenv( struct gl_tex_env_combine_state *state,
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GLenum mode, GLenum texBaseFormat )
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{
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GLenum mode_rgb;
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GLenum mode_a;
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*state = default_combine_state;
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switch (texBaseFormat) {
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case GL_ALPHA:
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state->SourceRGB[0] = GL_PREVIOUS;
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break;
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case GL_LUMINANCE_ALPHA:
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case GL_INTENSITY:
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case GL_RGBA:
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break;
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case GL_LUMINANCE:
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case GL_RGB:
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case GL_YCBCR_MESA:
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state->SourceA[0] = GL_PREVIOUS;
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break;
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default:
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_mesa_problem(NULL, "Invalid texBaseFormat in calculate_derived_texenv");
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return;
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}
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if (mode == GL_REPLACE_EXT)
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mode = GL_REPLACE;
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switch (mode) {
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case GL_REPLACE:
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case GL_MODULATE:
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mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : mode;
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mode_a = mode;
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break;
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case GL_DECAL:
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mode_rgb = GL_INTERPOLATE;
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mode_a = GL_REPLACE;
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state->SourceA[0] = GL_PREVIOUS;
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/* Having alpha / luminance / intensity textures replace using the
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* incoming fragment color matches the definition in NV_texture_shader.
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* The 1.5 spec simply marks these as "undefined".
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*/
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switch (texBaseFormat) {
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case GL_ALPHA:
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case GL_LUMINANCE:
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case GL_LUMINANCE_ALPHA:
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case GL_INTENSITY:
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state->SourceRGB[0] = GL_PREVIOUS;
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break;
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case GL_RGB:
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case GL_YCBCR_MESA:
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mode_rgb = GL_REPLACE;
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break;
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case GL_RGBA:
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state->SourceRGB[2] = GL_TEXTURE;
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break;
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}
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break;
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case GL_BLEND:
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mode_rgb = GL_INTERPOLATE;
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mode_a = GL_MODULATE;
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switch (texBaseFormat) {
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case GL_ALPHA:
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mode_rgb = GL_REPLACE;
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break;
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case GL_INTENSITY:
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mode_a = GL_INTERPOLATE;
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state->SourceA[0] = GL_CONSTANT;
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state->OperandA[2] = GL_SRC_ALPHA;
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/* FALLTHROUGH */
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case GL_LUMINANCE:
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case GL_RGB:
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case GL_LUMINANCE_ALPHA:
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case GL_RGBA:
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case GL_YCBCR_MESA:
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state->SourceRGB[2] = GL_TEXTURE;
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state->SourceA[2] = GL_TEXTURE;
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state->SourceRGB[0] = GL_CONSTANT;
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state->OperandRGB[2] = GL_SRC_COLOR;
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break;
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}
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break;
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case GL_ADD:
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mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : GL_ADD;
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mode_a = (texBaseFormat == GL_INTENSITY) ? GL_ADD : GL_MODULATE;
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break;
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default:
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_mesa_problem(NULL,
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"Invalid texture env mode in calculate_derived_texenv");
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return;
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}
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state->ModeRGB = (state->SourceRGB[0] != GL_PREVIOUS)
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? mode_rgb : GL_REPLACE;
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state->ModeA = (state->SourceA[0] != GL_PREVIOUS)
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? mode_a : GL_REPLACE;
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}
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/* GL_ARB_multitexture */
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void GLAPIENTRY
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_mesa_ActiveTextureARB(GLenum texture)
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{
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GET_CURRENT_CONTEXT(ctx);
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const GLuint texUnit = texture - GL_TEXTURE0;
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ASSERT_OUTSIDE_BEGIN_END(ctx);
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if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
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_mesa_debug(ctx, "glActiveTexture %s\n",
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_mesa_lookup_enum_by_nr(texture));
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if (texUnit >= ctx->Const.MaxTextureImageUnits) {
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_mesa_error(ctx, GL_INVALID_ENUM, "glActiveTexture(texture)");
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return;
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}
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if (ctx->Texture.CurrentUnit == texUnit)
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return;
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FLUSH_VERTICES(ctx, _NEW_TEXTURE);
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ctx->Texture.CurrentUnit = texUnit;
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if (ctx->Transform.MatrixMode == GL_TEXTURE) {
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/* update current stack pointer */
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ctx->CurrentStack = &ctx->TextureMatrixStack[texUnit];
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}
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if (ctx->Driver.ActiveTexture) {
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(*ctx->Driver.ActiveTexture)( ctx, (GLuint) texUnit );
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}
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}
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/* GL_ARB_multitexture */
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void GLAPIENTRY
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_mesa_ClientActiveTextureARB(GLenum texture)
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{
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GET_CURRENT_CONTEXT(ctx);
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GLuint texUnit = texture - GL_TEXTURE0;
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ASSERT_OUTSIDE_BEGIN_END(ctx);
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if (texUnit >= ctx->Const.MaxTextureCoordUnits) {
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_mesa_error(ctx, GL_INVALID_ENUM, "glClientActiveTexture(texture)");
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return;
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}
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FLUSH_VERTICES(ctx, _NEW_ARRAY);
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ctx->Array.ActiveTexture = texUnit;
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}
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/**********************************************************************/
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/***** State management *****/
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/**********************************************************************/
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/**
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* \note This routine refers to derived texture attribute values to
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* compute the ENABLE_TEXMAT flags, but is only called on
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* _NEW_TEXTURE_MATRIX. On changes to _NEW_TEXTURE, the ENABLE_TEXMAT
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* flags are updated by _mesa_update_textures(), below.
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*
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* \param ctx GL context.
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*/
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static void
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update_texture_matrices( GLcontext *ctx )
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{
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GLuint u;
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ctx->Texture._TexMatEnabled = 0x0;
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for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
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if (_math_matrix_is_dirty(ctx->TextureMatrixStack[u].Top)) {
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_math_matrix_analyse( ctx->TextureMatrixStack[u].Top );
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if (ctx->Texture.Unit[u]._ReallyEnabled &&
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ctx->TextureMatrixStack[u].Top->type != MATRIX_IDENTITY)
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ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(u);
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if (ctx->Driver.TextureMatrix)
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ctx->Driver.TextureMatrix( ctx, u, ctx->TextureMatrixStack[u].Top);
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}
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}
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}
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/**
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* Examine texture unit's combine/env state to update derived state.
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*/
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static void
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update_tex_combine(GLcontext *ctx, struct gl_texture_unit *texUnit)
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{
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struct gl_tex_env_combine_state *combine;
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/* Set the texUnit->_CurrentCombine field to point to the user's combiner
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* state, or the combiner state which is derived from traditional texenv
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* mode.
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*/
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if (texUnit->EnvMode == GL_COMBINE ||
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texUnit->EnvMode == GL_COMBINE4_NV) {
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texUnit->_CurrentCombine = & texUnit->Combine;
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}
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else {
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const struct gl_texture_object *texObj = texUnit->_Current;
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GLenum format = texObj->Image[0][texObj->BaseLevel]->_BaseFormat;
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if (format == GL_COLOR_INDEX) {
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format = GL_RGBA; /* a bit of a hack */
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}
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else if (format == GL_DEPTH_COMPONENT ||
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format == GL_DEPTH_STENCIL_EXT) {
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format = texObj->DepthMode;
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}
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calculate_derived_texenv(&texUnit->_EnvMode, texUnit->EnvMode, format);
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texUnit->_CurrentCombine = & texUnit->_EnvMode;
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}
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combine = texUnit->_CurrentCombine;
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/* Determine number of source RGB terms in the combiner function */
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switch (combine->ModeRGB) {
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case GL_REPLACE:
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combine->_NumArgsRGB = 1;
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break;
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case GL_ADD:
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case GL_ADD_SIGNED:
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if (texUnit->EnvMode == GL_COMBINE4_NV)
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combine->_NumArgsRGB = 4;
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else
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combine->_NumArgsRGB = 2;
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break;
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case GL_MODULATE:
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case GL_SUBTRACT:
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case GL_DOT3_RGB:
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case GL_DOT3_RGBA:
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case GL_DOT3_RGB_EXT:
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case GL_DOT3_RGBA_EXT:
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combine->_NumArgsRGB = 2;
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break;
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case GL_INTERPOLATE:
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case GL_MODULATE_ADD_ATI:
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case GL_MODULATE_SIGNED_ADD_ATI:
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case GL_MODULATE_SUBTRACT_ATI:
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combine->_NumArgsRGB = 3;
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break;
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case GL_BUMP_ENVMAP_ATI:
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/* no real arguments for this case */
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combine->_NumArgsRGB = 0;
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break;
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default:
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combine->_NumArgsRGB = 0;
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_mesa_problem(ctx, "invalid RGB combine mode in update_texture_state");
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return;
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}
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/* Determine number of source Alpha terms in the combiner function */
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switch (combine->ModeA) {
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case GL_REPLACE:
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combine->_NumArgsA = 1;
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break;
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case GL_ADD:
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case GL_ADD_SIGNED:
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if (texUnit->EnvMode == GL_COMBINE4_NV)
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combine->_NumArgsA = 4;
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else
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combine->_NumArgsA = 2;
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break;
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case GL_MODULATE:
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case GL_SUBTRACT:
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combine->_NumArgsA = 2;
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break;
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case GL_INTERPOLATE:
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case GL_MODULATE_ADD_ATI:
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case GL_MODULATE_SIGNED_ADD_ATI:
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case GL_MODULATE_SUBTRACT_ATI:
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combine->_NumArgsA = 3;
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break;
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default:
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combine->_NumArgsA = 0;
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_mesa_problem(ctx, "invalid Alpha combine mode in update_texture_state");
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break;
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}
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}
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|
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/**
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* \note This routine refers to derived texture matrix values to
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* compute the ENABLE_TEXMAT flags, but is only called on
|
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* _NEW_TEXTURE. On changes to _NEW_TEXTURE_MATRIX, the ENABLE_TEXMAT
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* flags are updated by _mesa_update_texture_matrices, above.
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*
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* \param ctx GL context.
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*/
|
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static void
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update_texture_state( GLcontext *ctx )
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{
|
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GLuint unit;
|
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struct gl_fragment_program *fprog = NULL;
|
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struct gl_vertex_program *vprog = NULL;
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GLbitfield enabledFragUnits = 0x0;
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if (ctx->Shader.CurrentProgram &&
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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) {
|
|
_mesa_reference_texobj(&texUnit->_Current, NULL);
|
|
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 );
|
|
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++) {
|
|
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]);
|
|
}
|
|
}
|
|
}
|