Example #1
0
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;
}
Example #2
0
static void
update_ff_texture_state(struct gl_context *ctx,
                        BITSET_WORD *enabled_texture_units)
{
    int unit;

    for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
        struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
        GLbitfield mask;
        bool complete;

        if (texUnit->Enabled == 0x0)
            continue;

        /* 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;

        /* 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."
         */
        complete = false;
        mask = texUnit->Enabled;
        while (mask) {
            const int texIndex = u_bit_scan(&mask);
            struct gl_texture_object *texObj = texUnit->CurrentTex[texIndex];
            struct gl_sampler_object *sampler = texUnit->Sampler ?
                                                    texUnit->Sampler : &texObj->Sampler;

            if (!_mesa_is_texture_complete(texObj, sampler)) {
                _mesa_test_texobj_completeness(ctx, texObj);
            }
            if (_mesa_is_texture_complete(texObj, sampler)) {
                _mesa_reference_texobj(&texUnit->_Current, texObj);
                complete = true;
                break;
            }
        }

        if (!complete)
            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._EnabledCoordUnits |= 1 << unit;

        update_tex_combine(ctx, texUnit);
    }
}
Example #3
0
/**
 * \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 )
{
   GLuint unit;
   struct gl_program *fprog = NULL;
   struct gl_program *vprog = NULL;
   GLbitfield enabledFragUnits = 0x0;

   if (ctx->Shader.CurrentVertexProgram &&
       ctx->Shader.CurrentVertexProgram->LinkStatus) {
      vprog = ctx->Shader.CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
   } else if (ctx->VertexProgram._Enabled) {
      /* XXX enable this if/when non-shader vertex programs get
       * texture fetches:
       vprog = &ctx->VertexProgram.Current->Base;
       */
   }

   if (ctx->Shader.CurrentFragmentProgram &&
       ctx->Shader.CurrentFragmentProgram->LinkStatus) {
      fprog = ctx->Shader.CurrentFragmentProgram->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program;
   }
   else if (ctx->FragmentProgram._Enabled) {
      fprog = &ctx->FragmentProgram.Current->Base;
   }

   /* FINISHME: Geometry shader texture accesses should also be considered
    * FINISHME: here.
    */

   /* 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.MaxCombinedTextureImageUnits; 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 program/program.  When multiple flags are set, we'll
       * settle on the one with highest priority (see below).
       */
      if (vprog) {
         enabledVertTargets |= vprog->TexturesUsed[unit];
      }

      if (fprog) {
         enabledFragTargets |= fprog->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];
            struct gl_sampler_object *sampler = texUnit->Sampler ?
               texUnit->Sampler : &texObj->Sampler;

            if (!_mesa_is_texture_complete(texObj, sampler)) {
               _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 (fprog) {
            /* If we get here it means the shader is expecting a texture
             * object, but there isn't one (or it's incomplete).  Use the
             * fallback texture.
             */
            struct gl_texture_object *texObj;
            gl_texture_index texTarget;

            assert(_mesa_bitcount(enabledTargets) == 1);

            texTarget = (gl_texture_index) (ffs(enabledTargets) - 1);
            texObj = _mesa_get_fallback_texture(ctx, texTarget);
            _mesa_reference_texobj(&texUnit->_Current, texObj);
            texUnit->_ReallyEnabled = 1 << texTarget;
         }
         else {
            /* fixed-function: texture unit is really disabled */
            continue;
         }
      }

      /* if we get here, we know this texture unit is enabled */

      ctx->Texture._EnabledUnits |= (1 << unit);

      if (enabledFragTargets)
         enabledFragUnits |= (1 << unit);

      update_tex_combine(ctx, texUnit);
   }


   /* Determine which texture coordinate sets are actually needed */
   if (fprog) {
      const GLuint coordMask = (1 << MAX_TEXTURE_COORD_UNITS) - 1;
      ctx->Texture._EnabledCoordUnits
         = (fprog->InputsRead >> FRAG_ATTRIB_TEX0) & coordMask;
   }
   else {
Example #4
0
/**
 * Called during state validation.  When this function is finished,
 * the texture object should be ready for rendering.
 * \return GL_TRUE for success, GL_FALSE for failure (out of mem)
 */
GLboolean
st_finalize_texture(struct gl_context *ctx,
		    struct pipe_context *pipe,
		    struct gl_texture_object *tObj)
{
   struct st_context *st = st_context(ctx);
   struct st_texture_object *stObj = st_texture_object(tObj);
   const GLuint nr_faces = (stObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
   GLuint face;
   struct st_texture_image *firstImage;
   enum pipe_format firstImageFormat;
   GLuint ptWidth, ptHeight, ptDepth, ptLayers;

   if (_mesa_is_texture_complete(tObj, &tObj->Sampler)) {
      /* The texture is complete and we know exactly how many mipmap levels
       * are present/needed.  This is conditional because we may be called
       * from the st_generate_mipmap() function when the texture object is
       * incomplete.  In that case, we'll have set stObj->lastLevel before
       * we get here.
       */
      if (stObj->base.Sampler.MinFilter == GL_LINEAR ||
          stObj->base.Sampler.MinFilter == GL_NEAREST)
         stObj->lastLevel = stObj->base.BaseLevel;
      else
         stObj->lastLevel = stObj->base._MaxLevel;
   }

   firstImage = st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]);
   assert(firstImage);

   /* If both firstImage and stObj point to a texture which can contain
    * all active images, favour firstImage.  Note that because of the
    * completeness requirement, we know that the image dimensions
    * will match.
    */
   if (firstImage->pt &&
       firstImage->pt != stObj->pt &&
       (!stObj->pt || firstImage->pt->last_level >= stObj->pt->last_level)) {
      pipe_resource_reference(&stObj->pt, firstImage->pt);
      pipe_sampler_view_release(st->pipe, &stObj->sampler_view);
   }

   /* Find gallium format for the Mesa texture */
   firstImageFormat = st_mesa_format_to_pipe_format(firstImage->base.TexFormat);

   /* Find size of level=0 Gallium mipmap image, plus number of texture layers */
   {
      GLuint width, height, depth;
      if (!guess_base_level_size(stObj->base.Target,
                                 firstImage->base.Width2,
                                 firstImage->base.Height2,
                                 firstImage->base.Depth2,
                                 firstImage->base.Level,
                                 &width, &height, &depth)) {
         width = stObj->width0;
         height = stObj->height0;
         depth = stObj->depth0;
      }
      /* convert GL dims to Gallium dims */
      st_gl_texture_dims_to_pipe_dims(stObj->base.Target, width, height, depth,
                                      &ptWidth, &ptHeight, &ptDepth, &ptLayers);
   }

   /* If we already have a gallium texture, check that it matches the texture
    * object's format, target, size, num_levels, etc.
    */
   if (stObj->pt) {
      if (stObj->pt->target != gl_target_to_pipe(stObj->base.Target) ||
          !st_sampler_compat_formats(stObj->pt->format, firstImageFormat) ||
          stObj->pt->last_level < stObj->lastLevel ||
          stObj->pt->width0 != ptWidth ||
          stObj->pt->height0 != ptHeight ||
          stObj->pt->depth0 != ptDepth ||
          stObj->pt->array_size != ptLayers)
      {
         /* The gallium texture does not match the Mesa texture so delete the
          * gallium texture now.  We'll make a new one below.
          */
         pipe_resource_reference(&stObj->pt, NULL);
         pipe_sampler_view_release(st->pipe, &stObj->sampler_view);
         st->dirty.st |= ST_NEW_FRAMEBUFFER;
      }
   }

   /* May need to create a new gallium texture:
    */
   if (!stObj->pt) {
      GLuint bindings = default_bindings(st, firstImageFormat);

      stObj->pt = st_texture_create(st,
                                    gl_target_to_pipe(stObj->base.Target),
                                    firstImageFormat,
                                    stObj->lastLevel,
                                    ptWidth,
                                    ptHeight,
                                    ptDepth,
                                    ptLayers,
                                    bindings);

      if (!stObj->pt) {
         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
         return GL_FALSE;
      }
   }

   /* Pull in any images not in the object's texture:
    */
   for (face = 0; face < nr_faces; face++) {
      GLuint level;
      for (level = stObj->base.BaseLevel; level <= stObj->lastLevel; level++) {
         struct st_texture_image *stImage =
            st_texture_image(stObj->base.Image[face][level]);

         /* Need to import images in main memory or held in other textures.
          */
         if (stImage && stObj->pt != stImage->pt) {
            if (level == 0 ||
                (stImage->base.Width == u_minify(stObj->width0, level) &&
                 stImage->base.Height == u_minify(stObj->height0, level) &&
                 stImage->base.Depth == u_minify(stObj->depth0, level))) {
               /* src image fits expected dest mipmap level size */
               copy_image_data_to_texture(st, stObj, level, stImage);
            }
         }
      }
   }

   return GL_TRUE;
}
Example #5
0
/**
 * \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 )
{
   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;
      }
   }

   /* 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.MaxCombinedTextureImageUnits; 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 (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.
       *
       * 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];
            struct gl_sampler_object *sampler = texUnit->Sampler ?
               texUnit->Sampler : &texObj->Sampler;

            if (!_mesa_is_texture_complete(texObj, sampler)) {
               _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 we get here, we know this texture unit is enabled */

      ctx->Texture._EnabledUnits |= (1 << unit);

      if (enabledTargetsByStage[MESA_SHADER_FRAGMENT])
         enabledFragUnits |= (1 << unit);

      if (!prog[MESA_SHADER_FRAGMENT])
         update_tex_combine(ctx, texUnit);
   }


   /* 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;
   }
   else {