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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 "state.h"
42 #include "util/bitscan.h"
43 #include "util/bitset.h"
44 
45 
46 /**
47  * Default texture combine environment state.  This is used to initialize
48  * a context's texture units and as the basis for converting "classic"
49  * texture environmnets to ARB_texture_env_combine style values.
50  */
51 static const struct gl_tex_env_combine_state default_combine_state = {
52    GL_MODULATE, GL_MODULATE,
53    { GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT, GL_CONSTANT },
54    { GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT, GL_CONSTANT },
55    { GL_SRC_COLOR, GL_SRC_COLOR, GL_SRC_ALPHA, GL_SRC_ALPHA },
56    { GL_SRC_ALPHA, GL_SRC_ALPHA, GL_SRC_ALPHA, GL_SRC_ALPHA },
57    0, 0,
58    2, 2
59 };
60 
61 
62 
63 /**
64  * Used by glXCopyContext to copy texture state from one context to another.
65  */
66 void
_mesa_copy_texture_state(const struct gl_context * src,struct gl_context * dst)67 _mesa_copy_texture_state( const struct gl_context *src, struct gl_context *dst )
68 {
69    GLuint u, tex;
70 
71    assert(src);
72    assert(dst);
73 
74    dst->Texture.CurrentUnit = src->Texture.CurrentUnit;
75    dst->Texture._GenFlags = src->Texture._GenFlags;
76    dst->Texture._TexGenEnabled = src->Texture._TexGenEnabled;
77    dst->Texture._TexMatEnabled = src->Texture._TexMatEnabled;
78 
79    /* per-unit state */
80    for (u = 0; u < src->Const.MaxCombinedTextureImageUnits; u++) {
81       dst->Texture.Unit[u].LodBias = src->Texture.Unit[u].LodBias;
82 
83       /*
84        * XXX strictly speaking, we should compare texture names/ids and
85        * bind textures in the dest context according to id.  For now, only
86        * copy bindings if the contexts share the same pool of textures to
87        * avoid refcounting bugs.
88        */
89       if (dst->Shared == src->Shared) {
90          /* copy texture object bindings, not contents of texture objects */
91          _mesa_lock_context_textures(dst);
92 
93          for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
94             _mesa_reference_texobj(&dst->Texture.Unit[u].CurrentTex[tex],
95                                    src->Texture.Unit[u].CurrentTex[tex]);
96             if (src->Texture.Unit[u].CurrentTex[tex]) {
97                dst->Texture.NumCurrentTexUsed =
98                   MAX2(dst->Texture.NumCurrentTexUsed, u + 1);
99             }
100          }
101          dst->Texture.Unit[u]._BoundTextures = src->Texture.Unit[u]._BoundTextures;
102          _mesa_unlock_context_textures(dst);
103       }
104    }
105 
106    for (u = 0; u < src->Const.MaxTextureCoordUnits; u++) {
107       dst->Texture.FixedFuncUnit[u].Enabled = src->Texture.FixedFuncUnit[u].Enabled;
108       dst->Texture.FixedFuncUnit[u].EnvMode = src->Texture.FixedFuncUnit[u].EnvMode;
109       COPY_4V(dst->Texture.FixedFuncUnit[u].EnvColor, src->Texture.FixedFuncUnit[u].EnvColor);
110       dst->Texture.FixedFuncUnit[u].TexGenEnabled = src->Texture.FixedFuncUnit[u].TexGenEnabled;
111       dst->Texture.FixedFuncUnit[u].GenS = src->Texture.FixedFuncUnit[u].GenS;
112       dst->Texture.FixedFuncUnit[u].GenT = src->Texture.FixedFuncUnit[u].GenT;
113       dst->Texture.FixedFuncUnit[u].GenR = src->Texture.FixedFuncUnit[u].GenR;
114       dst->Texture.FixedFuncUnit[u].GenQ = src->Texture.FixedFuncUnit[u].GenQ;
115 
116       /* GL_EXT_texture_env_combine */
117       dst->Texture.FixedFuncUnit[u].Combine = src->Texture.FixedFuncUnit[u].Combine;
118    }
119 }
120 
121 
122 /*
123  * For debugging
124  */
125 void
_mesa_print_texunit_state(struct gl_context * ctx,GLuint unit)126 _mesa_print_texunit_state( struct gl_context *ctx, GLuint unit )
127 {
128    const struct gl_fixedfunc_texture_unit *texUnit = ctx->Texture.FixedFuncUnit + unit;
129    printf("Texture Unit %d\n", unit);
130    printf("  GL_TEXTURE_ENV_MODE = %s\n", _mesa_enum_to_string(texUnit->EnvMode));
131    printf("  GL_COMBINE_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.ModeRGB));
132    printf("  GL_COMBINE_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.ModeA));
133    printf("  GL_SOURCE0_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.SourceRGB[0]));
134    printf("  GL_SOURCE1_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.SourceRGB[1]));
135    printf("  GL_SOURCE2_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.SourceRGB[2]));
136    printf("  GL_SOURCE0_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.SourceA[0]));
137    printf("  GL_SOURCE1_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.SourceA[1]));
138    printf("  GL_SOURCE2_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.SourceA[2]));
139    printf("  GL_OPERAND0_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.OperandRGB[0]));
140    printf("  GL_OPERAND1_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.OperandRGB[1]));
141    printf("  GL_OPERAND2_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.OperandRGB[2]));
142    printf("  GL_OPERAND0_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.OperandA[0]));
143    printf("  GL_OPERAND1_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.OperandA[1]));
144    printf("  GL_OPERAND2_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.OperandA[2]));
145    printf("  GL_RGB_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftRGB);
146    printf("  GL_ALPHA_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftA);
147    printf("  GL_TEXTURE_ENV_COLOR = (%f, %f, %f, %f)\n", texUnit->EnvColor[0], texUnit->EnvColor[1], texUnit->EnvColor[2], texUnit->EnvColor[3]);
148 }
149 
150 
151 
152 /**********************************************************************/
153 /*                       Texture Environment                          */
154 /**********************************************************************/
155 
156 /**
157  * Convert "classic" texture environment to ARB_texture_env_combine style
158  * environments.
159  *
160  * \param state  texture_env_combine state vector to be filled-in.
161  * \param mode   Classic texture environment mode (i.e., \c GL_REPLACE,
162  *               \c GL_BLEND, \c GL_DECAL, etc.).
163  * \param texBaseFormat  Base format of the texture associated with the
164  *               texture unit.
165  */
166 static void
calculate_derived_texenv(struct gl_tex_env_combine_state * state,GLenum mode,GLenum texBaseFormat)167 calculate_derived_texenv( struct gl_tex_env_combine_state *state,
168 			  GLenum mode, GLenum texBaseFormat )
169 {
170    GLenum mode_rgb;
171    GLenum mode_a;
172 
173    *state = default_combine_state;
174 
175    switch (texBaseFormat) {
176    case GL_ALPHA:
177       state->SourceRGB[0] = GL_PREVIOUS;
178       break;
179 
180    case GL_LUMINANCE_ALPHA:
181    case GL_INTENSITY:
182    case GL_RGBA:
183       break;
184 
185    case GL_LUMINANCE:
186    case GL_RED:
187    case GL_RG:
188    case GL_RGB:
189    case GL_YCBCR_MESA:
190       state->SourceA[0] = GL_PREVIOUS;
191       break;
192 
193    default:
194       _mesa_problem(NULL,
195                     "Invalid texBaseFormat 0x%x in calculate_derived_texenv",
196                     texBaseFormat);
197       return;
198    }
199 
200    if (mode == GL_REPLACE_EXT)
201       mode = GL_REPLACE;
202 
203    switch (mode) {
204    case GL_REPLACE:
205    case GL_MODULATE:
206       mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : mode;
207       mode_a   = mode;
208       break;
209 
210    case GL_DECAL:
211       mode_rgb = GL_INTERPOLATE;
212       mode_a   = GL_REPLACE;
213 
214       state->SourceA[0] = GL_PREVIOUS;
215 
216       /* Having alpha / luminance / intensity textures replace using the
217        * incoming fragment color matches the definition in NV_texture_shader.
218        * The 1.5 spec simply marks these as "undefined".
219        */
220       switch (texBaseFormat) {
221       case GL_ALPHA:
222       case GL_LUMINANCE:
223       case GL_LUMINANCE_ALPHA:
224       case GL_INTENSITY:
225 	 state->SourceRGB[0] = GL_PREVIOUS;
226 	 break;
227       case GL_RED:
228       case GL_RG:
229       case GL_RGB:
230       case GL_YCBCR_MESA:
231 	 mode_rgb = GL_REPLACE;
232 	 break;
233       case GL_RGBA:
234 	 state->SourceRGB[2] = GL_TEXTURE;
235 	 break;
236       }
237       break;
238 
239    case GL_BLEND:
240       mode_rgb = GL_INTERPOLATE;
241       mode_a   = GL_MODULATE;
242 
243       switch (texBaseFormat) {
244       case GL_ALPHA:
245 	 mode_rgb = GL_REPLACE;
246 	 break;
247       case GL_INTENSITY:
248 	 mode_a = GL_INTERPOLATE;
249 	 state->SourceA[0] = GL_CONSTANT;
250 	 state->OperandA[2] = GL_SRC_ALPHA;
251 	 /* FALLTHROUGH */
252       case GL_LUMINANCE:
253       case GL_RED:
254       case GL_RG:
255       case GL_RGB:
256       case GL_LUMINANCE_ALPHA:
257       case GL_RGBA:
258       case GL_YCBCR_MESA:
259 	 state->SourceRGB[2] = GL_TEXTURE;
260 	 state->SourceA[2]   = GL_TEXTURE;
261 	 state->SourceRGB[0] = GL_CONSTANT;
262 	 state->OperandRGB[2] = GL_SRC_COLOR;
263 	 break;
264       }
265       break;
266 
267    case GL_ADD:
268       mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : GL_ADD;
269       mode_a   = (texBaseFormat == GL_INTENSITY) ? GL_ADD : GL_MODULATE;
270       break;
271 
272    default:
273       _mesa_problem(NULL,
274                     "Invalid texture env mode 0x%x in calculate_derived_texenv",
275                     mode);
276       return;
277    }
278 
279    state->ModeRGB = (state->SourceRGB[0] != GL_PREVIOUS)
280        ? mode_rgb : GL_REPLACE;
281    state->ModeA   = (state->SourceA[0]   != GL_PREVIOUS)
282        ? mode_a   : GL_REPLACE;
283 }
284 
285 
286 /* GL_ARB_multitexture */
287 static ALWAYS_INLINE void
active_texture(GLenum texture,bool no_error)288 active_texture(GLenum texture, bool no_error)
289 {
290    const GLuint texUnit = texture - GL_TEXTURE0;
291 
292    GET_CURRENT_CONTEXT(ctx);
293 
294    if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
295       _mesa_debug(ctx, "glActiveTexture %s\n",
296                   _mesa_enum_to_string(texture));
297 
298    if (ctx->Texture.CurrentUnit == texUnit)
299       return;
300 
301    if (!no_error) {
302       GLuint k = _mesa_max_tex_unit(ctx);
303 
304       assert(k <= ARRAY_SIZE(ctx->Texture.Unit));
305 
306       if (texUnit >= k) {
307          _mesa_error(ctx, GL_INVALID_ENUM, "glActiveTexture(texture=%s)",
308                      _mesa_enum_to_string(texture));
309          return;
310       }
311    }
312 
313 
314    /* The below flush call seems useless because
315     * gl_context::Texture::CurrentUnit is not used by
316     * _mesa_update_texture_state() and friends.
317     *
318     * However removing the flush
319     * introduced some blinking textures in UT2004. More investigation is
320     * needed to find the root cause.
321     *
322     * https://bugs.freedesktop.org/show_bug.cgi?id=105436
323     */
324    FLUSH_VERTICES(ctx, _NEW_TEXTURE_STATE);
325 
326    ctx->Texture.CurrentUnit = texUnit;
327    if (ctx->Transform.MatrixMode == GL_TEXTURE) {
328       /* update current stack pointer */
329       ctx->CurrentStack = &ctx->TextureMatrixStack[texUnit];
330    }
331 }
332 
333 
334 void GLAPIENTRY
_mesa_ActiveTexture_no_error(GLenum texture)335 _mesa_ActiveTexture_no_error(GLenum texture)
336 {
337    active_texture(texture, true);
338 }
339 
340 
341 void GLAPIENTRY
_mesa_ActiveTexture(GLenum texture)342 _mesa_ActiveTexture(GLenum texture)
343 {
344    active_texture(texture, false);
345 }
346 
347 
348 /* GL_ARB_multitexture */
349 void GLAPIENTRY
_mesa_ClientActiveTexture(GLenum texture)350 _mesa_ClientActiveTexture(GLenum texture)
351 {
352    GET_CURRENT_CONTEXT(ctx);
353    GLuint texUnit = texture - GL_TEXTURE0;
354 
355    if (MESA_VERBOSE & (VERBOSE_API | VERBOSE_TEXTURE))
356       _mesa_debug(ctx, "glClientActiveTexture %s\n",
357                   _mesa_enum_to_string(texture));
358 
359    if (ctx->Array.ActiveTexture == texUnit)
360       return;
361 
362    if (texUnit >= ctx->Const.MaxTextureCoordUnits) {
363       _mesa_error(ctx, GL_INVALID_ENUM, "glClientActiveTexture(texture=%s)",
364                   _mesa_enum_to_string(texture));
365       return;
366    }
367 
368    /* Don't flush vertices. This is a "latched" state. */
369    ctx->Array.ActiveTexture = texUnit;
370 }
371 
372 
373 
374 /**********************************************************************/
375 /*****                    State management                        *****/
376 /**********************************************************************/
377 
378 
379 /**
380  * \note This routine refers to derived texture attribute values to
381  * compute the ENABLE_TEXMAT flags, but is only called on
382  * _NEW_TEXTURE_MATRIX.  On changes to _NEW_TEXTURE_OBJECT/STATE,
383  * the ENABLE_TEXMAT flags are updated by _mesa_update_textures(), below.
384  *
385  * \param ctx GL context.
386  */
387 void
_mesa_update_texture_matrices(struct gl_context * ctx)388 _mesa_update_texture_matrices(struct gl_context *ctx)
389 {
390    GLuint u;
391 
392    ctx->Texture._TexMatEnabled = 0x0;
393 
394    for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
395       assert(u < ARRAY_SIZE(ctx->TextureMatrixStack));
396       if (_math_matrix_is_dirty(ctx->TextureMatrixStack[u].Top)) {
397 	 _math_matrix_analyse( ctx->TextureMatrixStack[u].Top );
398 
399 	 if (ctx->Texture.Unit[u]._Current &&
400 	     ctx->TextureMatrixStack[u].Top->type != MATRIX_IDENTITY)
401 	    ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(u);
402       }
403    }
404 }
405 
406 
407 /**
408  * Translate GL combiner state into a MODE_x value
409  */
410 static uint32_t
tex_combine_translate_mode(GLenum envMode,GLenum mode)411 tex_combine_translate_mode(GLenum envMode, GLenum mode)
412 {
413    switch (mode) {
414    case GL_REPLACE: return TEXENV_MODE_REPLACE;
415    case GL_MODULATE: return TEXENV_MODE_MODULATE;
416    case GL_ADD:
417       if (envMode == GL_COMBINE4_NV)
418 	 return TEXENV_MODE_ADD_PRODUCTS_NV;
419       else
420 	 return TEXENV_MODE_ADD;
421    case GL_ADD_SIGNED:
422       if (envMode == GL_COMBINE4_NV)
423 	 return TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV;
424       else
425 	 return TEXENV_MODE_ADD_SIGNED;
426    case GL_INTERPOLATE: return TEXENV_MODE_INTERPOLATE;
427    case GL_SUBTRACT: return TEXENV_MODE_SUBTRACT;
428    case GL_DOT3_RGB: return TEXENV_MODE_DOT3_RGB;
429    case GL_DOT3_RGB_EXT: return TEXENV_MODE_DOT3_RGB_EXT;
430    case GL_DOT3_RGBA: return TEXENV_MODE_DOT3_RGBA;
431    case GL_DOT3_RGBA_EXT: return TEXENV_MODE_DOT3_RGBA_EXT;
432    case GL_MODULATE_ADD_ATI: return TEXENV_MODE_MODULATE_ADD_ATI;
433    case GL_MODULATE_SIGNED_ADD_ATI: return TEXENV_MODE_MODULATE_SIGNED_ADD_ATI;
434    case GL_MODULATE_SUBTRACT_ATI: return TEXENV_MODE_MODULATE_SUBTRACT_ATI;
435    default:
436       unreachable("Invalid TexEnv Combine mode");
437    }
438 }
439 
440 
441 static uint8_t
tex_combine_translate_source(GLenum src)442 tex_combine_translate_source(GLenum src)
443 {
444    switch (src) {
445    case GL_TEXTURE0:
446    case GL_TEXTURE1:
447    case GL_TEXTURE2:
448    case GL_TEXTURE3:
449    case GL_TEXTURE4:
450    case GL_TEXTURE5:
451    case GL_TEXTURE6:
452    case GL_TEXTURE7: return TEXENV_SRC_TEXTURE0 + (src - GL_TEXTURE0);
453    case GL_TEXTURE: return TEXENV_SRC_TEXTURE;
454    case GL_PREVIOUS: return TEXENV_SRC_PREVIOUS;
455    case GL_PRIMARY_COLOR: return TEXENV_SRC_PRIMARY_COLOR;
456    case GL_CONSTANT: return TEXENV_SRC_CONSTANT;
457    case GL_ZERO: return TEXENV_SRC_ZERO;
458    case GL_ONE: return TEXENV_SRC_ONE;
459    default:
460       unreachable("Invalid TexEnv Combine argument source");
461    }
462 }
463 
464 
465 static uint8_t
tex_combine_translate_operand(GLenum operand)466 tex_combine_translate_operand(GLenum operand)
467 {
468    switch (operand) {
469    case GL_SRC_COLOR: return TEXENV_OPR_COLOR;
470    case GL_ONE_MINUS_SRC_COLOR: return TEXENV_OPR_ONE_MINUS_COLOR;
471    case GL_SRC_ALPHA: return TEXENV_OPR_ALPHA;
472    case GL_ONE_MINUS_SRC_ALPHA: return TEXENV_OPR_ONE_MINUS_ALPHA;
473    default:
474       unreachable("Invalid TexEnv Combine argument source");
475    }
476 }
477 
478 
479 static void
pack_tex_combine(struct gl_fixedfunc_texture_unit * texUnit)480 pack_tex_combine(struct gl_fixedfunc_texture_unit *texUnit)
481 {
482    struct gl_tex_env_combine_state *state = texUnit->_CurrentCombine;
483    struct gl_tex_env_combine_packed *packed = &texUnit->_CurrentCombinePacked;
484 
485    memset(packed, 0, sizeof *packed);
486 
487    packed->ModeRGB = tex_combine_translate_mode(texUnit->EnvMode, state->ModeRGB);
488    packed->ModeA = tex_combine_translate_mode(texUnit->EnvMode, state->ModeA);
489    packed->ScaleShiftRGB = state->ScaleShiftRGB;
490    packed->ScaleShiftA = state->ScaleShiftA;
491    packed->NumArgsRGB = state->_NumArgsRGB;
492    packed->NumArgsA = state->_NumArgsA;
493 
494    for (int i = 0; i < state->_NumArgsRGB; ++i)
495    {
496       packed->ArgsRGB[i].Source = tex_combine_translate_source(state->SourceRGB[i]);
497       packed->ArgsRGB[i].Operand = tex_combine_translate_operand(state->OperandRGB[i]);
498    }
499 
500    for (int i = 0; i < state->_NumArgsA; ++i)
501    {
502       packed->ArgsA[i].Source = tex_combine_translate_source(state->SourceA[i]);
503       packed->ArgsA[i].Operand = tex_combine_translate_operand(state->OperandA[i]);
504    }
505 }
506 
507 
508 /**
509  * Examine texture unit's combine/env state to update derived state.
510  */
511 static void
update_tex_combine(struct gl_context * ctx,struct gl_texture_unit * texUnit,struct gl_fixedfunc_texture_unit * fftexUnit)512 update_tex_combine(struct gl_context *ctx,
513                    struct gl_texture_unit *texUnit,
514                    struct gl_fixedfunc_texture_unit *fftexUnit)
515 {
516    struct gl_tex_env_combine_state *combine;
517 
518    /* No combiners will apply to this. */
519    if (texUnit->_Current->Target == GL_TEXTURE_BUFFER)
520       return;
521 
522    /* Set the texUnit->_CurrentCombine field to point to the user's combiner
523     * state, or the combiner state which is derived from traditional texenv
524     * mode.
525     */
526    if (fftexUnit->EnvMode == GL_COMBINE ||
527        fftexUnit->EnvMode == GL_COMBINE4_NV) {
528       fftexUnit->_CurrentCombine = & fftexUnit->Combine;
529    }
530    else {
531       const struct gl_texture_object *texObj = texUnit->_Current;
532       GLenum format = texObj->Image[0][texObj->BaseLevel]->_BaseFormat;
533 
534       if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
535          format = texObj->DepthMode;
536       }
537       calculate_derived_texenv(&fftexUnit->_EnvMode, fftexUnit->EnvMode, format);
538       fftexUnit->_CurrentCombine = & fftexUnit->_EnvMode;
539    }
540 
541    combine = fftexUnit->_CurrentCombine;
542 
543    /* Determine number of source RGB terms in the combiner function */
544    switch (combine->ModeRGB) {
545    case GL_REPLACE:
546       combine->_NumArgsRGB = 1;
547       break;
548    case GL_ADD:
549    case GL_ADD_SIGNED:
550       if (fftexUnit->EnvMode == GL_COMBINE4_NV)
551          combine->_NumArgsRGB = 4;
552       else
553          combine->_NumArgsRGB = 2;
554       break;
555    case GL_MODULATE:
556    case GL_SUBTRACT:
557    case GL_DOT3_RGB:
558    case GL_DOT3_RGBA:
559    case GL_DOT3_RGB_EXT:
560    case GL_DOT3_RGBA_EXT:
561       combine->_NumArgsRGB = 2;
562       break;
563    case GL_INTERPOLATE:
564    case GL_MODULATE_ADD_ATI:
565    case GL_MODULATE_SIGNED_ADD_ATI:
566    case GL_MODULATE_SUBTRACT_ATI:
567       combine->_NumArgsRGB = 3;
568       break;
569    default:
570       combine->_NumArgsRGB = 0;
571       _mesa_problem(ctx, "invalid RGB combine mode in update_texture_state");
572       return;
573    }
574 
575    /* Determine number of source Alpha terms in the combiner function */
576    switch (combine->ModeA) {
577    case GL_REPLACE:
578       combine->_NumArgsA = 1;
579       break;
580    case GL_ADD:
581    case GL_ADD_SIGNED:
582       if (fftexUnit->EnvMode == GL_COMBINE4_NV)
583          combine->_NumArgsA = 4;
584       else
585          combine->_NumArgsA = 2;
586       break;
587    case GL_MODULATE:
588    case GL_SUBTRACT:
589       combine->_NumArgsA = 2;
590       break;
591    case GL_INTERPOLATE:
592    case GL_MODULATE_ADD_ATI:
593    case GL_MODULATE_SIGNED_ADD_ATI:
594    case GL_MODULATE_SUBTRACT_ATI:
595       combine->_NumArgsA = 3;
596       break;
597    default:
598       combine->_NumArgsA = 0;
599       _mesa_problem(ctx, "invalid Alpha combine mode in update_texture_state");
600       break;
601    }
602 
603    pack_tex_combine(fftexUnit);
604 }
605 
606 static void
update_texgen(struct gl_context * ctx)607 update_texgen(struct gl_context *ctx)
608 {
609    GLuint unit;
610 
611    /* Setup texgen for those texture coordinate sets that are in use */
612    for (unit = 0; unit < ctx->Const.MaxTextureCoordUnits; unit++) {
613       struct gl_fixedfunc_texture_unit *texUnit =
614          &ctx->Texture.FixedFuncUnit[unit];
615 
616       texUnit->_GenFlags = 0x0;
617 
618       if (!(ctx->Texture._EnabledCoordUnits & (1 << unit)))
619 	 continue;
620 
621       if (texUnit->TexGenEnabled) {
622 	 if (texUnit->TexGenEnabled & S_BIT) {
623 	    texUnit->_GenFlags |= texUnit->GenS._ModeBit;
624 	 }
625 	 if (texUnit->TexGenEnabled & T_BIT) {
626 	    texUnit->_GenFlags |= texUnit->GenT._ModeBit;
627 	 }
628 	 if (texUnit->TexGenEnabled & R_BIT) {
629 	    texUnit->_GenFlags |= texUnit->GenR._ModeBit;
630 	 }
631 	 if (texUnit->TexGenEnabled & Q_BIT) {
632 	    texUnit->_GenFlags |= texUnit->GenQ._ModeBit;
633 	 }
634 
635 	 ctx->Texture._TexGenEnabled |= ENABLE_TEXGEN(unit);
636 	 ctx->Texture._GenFlags |= texUnit->_GenFlags;
637       }
638 
639       assert(unit < ARRAY_SIZE(ctx->TextureMatrixStack));
640       if (ctx->TextureMatrixStack[unit].Top->type != MATRIX_IDENTITY)
641 	 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(unit);
642    }
643 }
644 
645 static struct gl_texture_object *
update_single_program_texture(struct gl_context * ctx,struct gl_program * prog,int unit)646 update_single_program_texture(struct gl_context *ctx, struct gl_program *prog,
647                               int unit)
648 {
649    gl_texture_index target_index;
650    struct gl_texture_unit *texUnit;
651    struct gl_texture_object *texObj;
652    struct gl_sampler_object *sampler;
653 
654    texUnit = &ctx->Texture.Unit[unit];
655 
656    /* Note: If more than one bit was set in TexturesUsed[unit], then we should
657     * have had the draw call rejected already.  From the GL 4.4 specification,
658     * section 7.10 ("Samplers"):
659     *
660     *     "It is not allowed to have variables of different sampler types
661     *      pointing to the same texture image unit within a program
662     *      object. This situation can only be detected at the next rendering
663     *      command issued which triggers shader invocations, and an
664     *      INVALID_OPERATION error will then be generated."
665     */
666    target_index = ffs(prog->TexturesUsed[unit]) - 1;
667    texObj = texUnit->CurrentTex[target_index];
668 
669    sampler = texUnit->Sampler ?
670       texUnit->Sampler : &texObj->Sampler;
671 
672    if (likely(texObj)) {
673       if (_mesa_is_texture_complete(texObj, sampler,
674                                     ctx->Const.ForceIntegerTexNearest))
675          return texObj;
676 
677       _mesa_test_texobj_completeness(ctx, texObj);
678       if (_mesa_is_texture_complete(texObj, sampler,
679                                     ctx->Const.ForceIntegerTexNearest))
680          return texObj;
681    }
682 
683    /* If we've reached this point, we didn't find a complete texture of the
684     * shader's target.  From the GL 4.4 core specification, section 11.1.3.5
685     * ("Texture Access"):
686     *
687     *     "If a sampler is used in a shader and the sampler’s associated
688     *      texture is not complete, as defined in section 8.17, (0, 0, 0, 1)
689     *      will be returned for a non-shadow sampler and 0 for a shadow
690     *      sampler."
691     *
692     * Mesa implements this by creating a hidden texture object with a pixel of
693     * that value.
694     */
695    texObj = _mesa_get_fallback_texture(ctx, target_index);
696    assert(texObj);
697 
698    return texObj;
699 }
700 
701 static inline void
update_single_program_texture_state(struct gl_context * ctx,struct gl_program * prog,int unit,BITSET_WORD * enabled_texture_units)702 update_single_program_texture_state(struct gl_context *ctx,
703                                     struct gl_program *prog,
704                                     int unit,
705                                     BITSET_WORD *enabled_texture_units)
706 {
707    struct gl_texture_object *texObj;
708 
709    texObj = update_single_program_texture(ctx, prog, unit);
710 
711    _mesa_reference_texobj(&ctx->Texture.Unit[unit]._Current, texObj);
712    BITSET_SET(enabled_texture_units, unit);
713    ctx->Texture._MaxEnabledTexImageUnit =
714       MAX2(ctx->Texture._MaxEnabledTexImageUnit, (int)unit);
715 }
716 
717 static void
update_program_texture_state(struct gl_context * ctx,struct gl_program ** prog,BITSET_WORD * enabled_texture_units)718 update_program_texture_state(struct gl_context *ctx, struct gl_program **prog,
719                              BITSET_WORD *enabled_texture_units)
720 {
721    int i;
722 
723    for (i = 0; i < MESA_SHADER_STAGES; i++) {
724       GLbitfield mask;
725       GLuint s;
726 
727       if (!prog[i])
728          continue;
729 
730       mask = prog[i]->SamplersUsed;
731 
732       while (mask) {
733          s = u_bit_scan(&mask);
734 
735          update_single_program_texture_state(ctx, prog[i],
736                                              prog[i]->SamplerUnits[s],
737                                              enabled_texture_units);
738       }
739 
740       if (unlikely(prog[i]->sh.HasBoundBindlessSampler)) {
741          /* Loop over bindless samplers bound to texture units.
742           */
743          for (s = 0; s < prog[i]->sh.NumBindlessSamplers; s++) {
744             struct gl_bindless_sampler *sampler =
745                &prog[i]->sh.BindlessSamplers[s];
746 
747             if (!sampler->bound)
748                continue;
749 
750             update_single_program_texture_state(ctx, prog[i], sampler->unit,
751                                                 enabled_texture_units);
752          }
753       }
754    }
755 
756    if (prog[MESA_SHADER_FRAGMENT]) {
757       const GLuint coordMask = (1 << MAX_TEXTURE_COORD_UNITS) - 1;
758       ctx->Texture._EnabledCoordUnits |=
759          (prog[MESA_SHADER_FRAGMENT]->info.inputs_read >> VARYING_SLOT_TEX0) &
760          coordMask;
761    }
762 }
763 
764 static void
update_ff_texture_state(struct gl_context * ctx,BITSET_WORD * enabled_texture_units)765 update_ff_texture_state(struct gl_context *ctx,
766                         BITSET_WORD *enabled_texture_units)
767 {
768    int unit;
769 
770    for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
771       struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
772       struct gl_fixedfunc_texture_unit *fftexUnit =
773          &ctx->Texture.FixedFuncUnit[unit];
774       GLbitfield mask;
775       bool complete;
776 
777       if (fftexUnit->Enabled == 0x0)
778          continue;
779 
780       /* If a shader already dictated what texture target was used for this
781        * unit, just go along with it.
782        */
783       if (BITSET_TEST(enabled_texture_units, unit))
784          continue;
785 
786       /* From the GL 4.4 compat specification, section 16.2 ("Texture Application"):
787        *
788        *     "Texturing is enabled or disabled using the generic Enable and
789        *      Disable commands, respectively, with the symbolic constants
790        *      TEXTURE_1D, TEXTURE_2D, TEXTURE_RECTANGLE, TEXTURE_3D, or
791        *      TEXTURE_CUBE_MAP to enable the one-, two-, rectangular,
792        *      three-dimensional, or cube map texture, respectively. If more
793        *      than one of these textures is enabled, the first one enabled
794        *      from the following list is used:
795        *
796        *      • cube map texture
797        *      • three-dimensional texture
798        *      • rectangular texture
799        *      • two-dimensional texture
800        *      • one-dimensional texture"
801        *
802        * Note that the TEXTURE_x_INDEX values are in high to low priority.
803        * Also:
804        *
805        *     "If a texture unit is disabled or has an invalid or incomplete
806        *      texture (as defined in section 8.17) bound to it, then blending
807        *      is disabled for that texture unit. If the texture environment
808        *      for a given enabled texture unit references a disabled texture
809        *      unit, or an invalid or incomplete texture that is bound to
810        *      another unit, then the results of texture blending are
811        *      undefined."
812        */
813       complete = false;
814       mask = fftexUnit->Enabled;
815       while (mask) {
816          const int texIndex = u_bit_scan(&mask);
817          struct gl_texture_object *texObj = texUnit->CurrentTex[texIndex];
818          struct gl_sampler_object *sampler = texUnit->Sampler ?
819             texUnit->Sampler : &texObj->Sampler;
820 
821          if (!_mesa_is_texture_complete(texObj, sampler,
822                                         ctx->Const.ForceIntegerTexNearest)) {
823             _mesa_test_texobj_completeness(ctx, texObj);
824          }
825          if (_mesa_is_texture_complete(texObj, sampler,
826                                        ctx->Const.ForceIntegerTexNearest)) {
827             _mesa_reference_texobj(&texUnit->_Current, texObj);
828             complete = true;
829             break;
830          }
831       }
832 
833       if (!complete)
834          continue;
835 
836       /* if we get here, we know this texture unit is enabled */
837       BITSET_SET(enabled_texture_units, unit);
838       ctx->Texture._MaxEnabledTexImageUnit =
839          MAX2(ctx->Texture._MaxEnabledTexImageUnit, (int)unit);
840 
841       ctx->Texture._EnabledCoordUnits |= 1 << unit;
842 
843       update_tex_combine(ctx, texUnit, fftexUnit);
844    }
845 }
846 
847 static void
fix_missing_textures_for_atifs(struct gl_context * ctx,struct gl_program * prog,BITSET_WORD * enabled_texture_units)848 fix_missing_textures_for_atifs(struct gl_context *ctx,
849                                struct gl_program *prog,
850                                BITSET_WORD *enabled_texture_units)
851 {
852    GLbitfield mask = prog->SamplersUsed;
853 
854    while (mask) {
855       const int s = u_bit_scan(&mask);
856       const int unit = prog->SamplerUnits[s];
857       const gl_texture_index target_index = ffs(prog->TexturesUsed[unit]) - 1;
858 
859       if (!ctx->Texture.Unit[unit]._Current) {
860          struct gl_texture_object *texObj =
861             _mesa_get_fallback_texture(ctx, target_index);
862          _mesa_reference_texobj(&ctx->Texture.Unit[unit]._Current, texObj);
863          BITSET_SET(enabled_texture_units, unit);
864          ctx->Texture._MaxEnabledTexImageUnit =
865             MAX2(ctx->Texture._MaxEnabledTexImageUnit, (int)unit);
866       }
867    }
868 }
869 
870 /**
871  * \note This routine refers to derived texture matrix values to
872  * compute the ENABLE_TEXMAT flags, but is only called on
873  * _NEW_TEXTURE_OBJECT/STATE.  On changes to _NEW_TEXTURE_MATRIX,
874  * the ENABLE_TEXMAT flags are updated by _mesa_update_texture_matrices,
875  * above.
876  *
877  * \param ctx GL context.
878  */
879 void
_mesa_update_texture_state(struct gl_context * ctx)880 _mesa_update_texture_state(struct gl_context *ctx)
881 {
882    struct gl_program *prog[MESA_SHADER_STAGES];
883    int i;
884    int old_max_unit = ctx->Texture._MaxEnabledTexImageUnit;
885    BITSET_DECLARE(enabled_texture_units, MAX_COMBINED_TEXTURE_IMAGE_UNITS);
886 
887    memcpy(prog, ctx->_Shader->CurrentProgram, sizeof(prog));
888 
889    if (prog[MESA_SHADER_FRAGMENT] == NULL &&
890        _mesa_arb_fragment_program_enabled(ctx)) {
891       prog[MESA_SHADER_FRAGMENT] = ctx->FragmentProgram.Current;
892    }
893 
894    /* TODO: only set this if there are actual changes */
895    ctx->NewState |= _NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE;
896 
897    ctx->Texture._GenFlags = 0x0;
898    ctx->Texture._TexMatEnabled = 0x0;
899    ctx->Texture._TexGenEnabled = 0x0;
900    ctx->Texture._MaxEnabledTexImageUnit = -1;
901    ctx->Texture._EnabledCoordUnits = 0x0;
902 
903    memset(&enabled_texture_units, 0, sizeof(enabled_texture_units));
904 
905    /* First, walk over our programs pulling in all the textures for them.
906     * Programs dictate specific texture targets to be enabled, and for a draw
907     * call to be valid they can't conflict about which texture targets are
908     * used.
909     */
910    update_program_texture_state(ctx, prog, enabled_texture_units);
911 
912    /* Also pull in any textures necessary for fixed function fragment shading.
913     */
914    if (!prog[MESA_SHADER_FRAGMENT])
915       update_ff_texture_state(ctx, enabled_texture_units);
916 
917    /* Now, clear out the _Current of any disabled texture units. */
918    for (i = 0; i <= ctx->Texture._MaxEnabledTexImageUnit; i++) {
919       if (!BITSET_TEST(enabled_texture_units, i))
920          _mesa_reference_texobj(&ctx->Texture.Unit[i]._Current, NULL);
921    }
922    for (i = ctx->Texture._MaxEnabledTexImageUnit + 1; i <= old_max_unit; i++) {
923       _mesa_reference_texobj(&ctx->Texture.Unit[i]._Current, NULL);
924    }
925 
926    /* add fallback texture for SampleMapATI if there is nothing */
927    if (_mesa_ati_fragment_shader_enabled(ctx) &&
928        ctx->ATIFragmentShader.Current->Program)
929       fix_missing_textures_for_atifs(ctx,
930                                      ctx->ATIFragmentShader.Current->Program,
931                                      enabled_texture_units);
932 
933    if (!prog[MESA_SHADER_FRAGMENT] || !prog[MESA_SHADER_VERTEX])
934       update_texgen(ctx);
935 }
936 
937 
938 /**********************************************************************/
939 /*****                      Initialization                        *****/
940 /**********************************************************************/
941 
942 /**
943  * Allocate the proxy textures for the given context.
944  *
945  * \param ctx the context to allocate proxies for.
946  *
947  * \return GL_TRUE on success, or GL_FALSE on failure
948  *
949  * If run out of memory part way through the allocations, clean up and return
950  * GL_FALSE.
951  */
952 static GLboolean
alloc_proxy_textures(struct gl_context * ctx)953 alloc_proxy_textures( struct gl_context *ctx )
954 {
955    /* NOTE: these values must be in the same order as the TEXTURE_x_INDEX
956     * values!
957     */
958    static const GLenum targets[] = {
959       GL_TEXTURE_2D_MULTISAMPLE,
960       GL_TEXTURE_2D_MULTISAMPLE_ARRAY,
961       GL_TEXTURE_CUBE_MAP_ARRAY,
962       GL_TEXTURE_BUFFER,
963       GL_TEXTURE_2D_ARRAY_EXT,
964       GL_TEXTURE_1D_ARRAY_EXT,
965       GL_TEXTURE_EXTERNAL_OES,
966       GL_TEXTURE_CUBE_MAP,
967       GL_TEXTURE_3D,
968       GL_TEXTURE_RECTANGLE_NV,
969       GL_TEXTURE_2D,
970       GL_TEXTURE_1D,
971    };
972    GLint tgt;
973 
974    STATIC_ASSERT(ARRAY_SIZE(targets) == NUM_TEXTURE_TARGETS);
975    assert(targets[TEXTURE_2D_INDEX] == GL_TEXTURE_2D);
976    assert(targets[TEXTURE_CUBE_INDEX] == GL_TEXTURE_CUBE_MAP);
977 
978    for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
979       if (!(ctx->Texture.ProxyTex[tgt]
980             = ctx->Driver.NewTextureObject(ctx, 0, targets[tgt]))) {
981          /* out of memory, free what we did allocate */
982          while (--tgt >= 0) {
983             ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
984          }
985          return GL_FALSE;
986       }
987    }
988 
989    assert(ctx->Texture.ProxyTex[0]->RefCount == 1); /* sanity check */
990    return GL_TRUE;
991 }
992 
993 
994 /**
995  * Initialize texture state for the given context.
996  */
997 GLboolean
_mesa_init_texture(struct gl_context * ctx)998 _mesa_init_texture(struct gl_context *ctx)
999 {
1000    GLuint u;
1001 
1002    /* Texture group */
1003    ctx->Texture.CurrentUnit = 0;      /* multitexture */
1004 
1005    /* Appendix F.2 of the OpenGL ES 3.0 spec says:
1006     *
1007     *     "OpenGL ES 3.0 requires that all cube map filtering be
1008     *     seamless. OpenGL ES 2.0 specified that a single cube map face be
1009     *     selected and used for filtering."
1010     *
1011     * Unfortunatley, a call to _mesa_is_gles3 below will only work if
1012     * the driver has already computed and set ctx->Version, however drivers
1013     * seem to call _mesa_initialize_context (which calls this) early
1014     * in the CreateContext hook and _mesa_compute_version much later (since
1015     * it needs information about available extensions). So, we will
1016     * enable seamless cubemaps by default since GLES2. This should work
1017     * for most implementations and drivers that don't support seamless
1018     * cubemaps for GLES2 can still disable it.
1019     */
1020    ctx->Texture.CubeMapSeamless = ctx->API == API_OPENGLES2;
1021 
1022    for (u = 0; u < ARRAY_SIZE(ctx->Texture.Unit); u++) {
1023       struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u];
1024       GLuint tex;
1025 
1026       /* initialize current texture object ptrs to the shared default objects */
1027       for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
1028          _mesa_reference_texobj(&texUnit->CurrentTex[tex],
1029                                 ctx->Shared->DefaultTex[tex]);
1030       }
1031 
1032       texUnit->_BoundTextures = 0;
1033    }
1034 
1035    for (u = 0; u < ARRAY_SIZE(ctx->Texture.FixedFuncUnit); u++) {
1036       struct gl_fixedfunc_texture_unit *texUnit =
1037          &ctx->Texture.FixedFuncUnit[u];
1038 
1039       texUnit->EnvMode = GL_MODULATE;
1040       ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
1041 
1042       texUnit->Combine = default_combine_state;
1043       texUnit->_EnvMode = default_combine_state;
1044       texUnit->_CurrentCombine = & texUnit->_EnvMode;
1045 
1046       texUnit->TexGenEnabled = 0x0;
1047       texUnit->GenS.Mode = GL_EYE_LINEAR;
1048       texUnit->GenT.Mode = GL_EYE_LINEAR;
1049       texUnit->GenR.Mode = GL_EYE_LINEAR;
1050       texUnit->GenQ.Mode = GL_EYE_LINEAR;
1051       texUnit->GenS._ModeBit = TEXGEN_EYE_LINEAR;
1052       texUnit->GenT._ModeBit = TEXGEN_EYE_LINEAR;
1053       texUnit->GenR._ModeBit = TEXGEN_EYE_LINEAR;
1054       texUnit->GenQ._ModeBit = TEXGEN_EYE_LINEAR;
1055 
1056       /* Yes, these plane coefficients are correct! */
1057       ASSIGN_4V( texUnit->GenS.ObjectPlane, 1.0, 0.0, 0.0, 0.0 );
1058       ASSIGN_4V( texUnit->GenT.ObjectPlane, 0.0, 1.0, 0.0, 0.0 );
1059       ASSIGN_4V( texUnit->GenR.ObjectPlane, 0.0, 0.0, 0.0, 0.0 );
1060       ASSIGN_4V( texUnit->GenQ.ObjectPlane, 0.0, 0.0, 0.0, 0.0 );
1061       ASSIGN_4V( texUnit->GenS.EyePlane, 1.0, 0.0, 0.0, 0.0 );
1062       ASSIGN_4V( texUnit->GenT.EyePlane, 0.0, 1.0, 0.0, 0.0 );
1063       ASSIGN_4V( texUnit->GenR.EyePlane, 0.0, 0.0, 0.0, 0.0 );
1064       ASSIGN_4V( texUnit->GenQ.EyePlane, 0.0, 0.0, 0.0, 0.0 );
1065    }
1066 
1067    /* After we're done initializing the context's texture state the default
1068     * texture objects' refcounts should be at least
1069     * MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1.
1070     */
1071    assert(ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]->RefCount
1072           >= MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1);
1073 
1074    /* Allocate proxy textures */
1075    if (!alloc_proxy_textures( ctx ))
1076       return GL_FALSE;
1077 
1078    /* GL_ARB_texture_buffer_object */
1079    _mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject, NULL);
1080 
1081    ctx->Texture.NumCurrentTexUsed = 0;
1082 
1083    return GL_TRUE;
1084 }
1085 
1086 
1087 /**
1088  * Free dynamically-allocted texture data attached to the given context.
1089  */
1090 void
_mesa_free_texture_data(struct gl_context * ctx)1091 _mesa_free_texture_data(struct gl_context *ctx)
1092 {
1093    GLuint u, tgt;
1094 
1095    /* unreference current textures */
1096    for (u = 0; u < ARRAY_SIZE(ctx->Texture.Unit); u++) {
1097       /* The _Current texture could account for another reference */
1098       _mesa_reference_texobj(&ctx->Texture.Unit[u]._Current, NULL);
1099 
1100       for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1101          _mesa_reference_texobj(&ctx->Texture.Unit[u].CurrentTex[tgt], NULL);
1102       }
1103    }
1104 
1105    /* Free proxy texture objects */
1106    for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++)
1107       ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
1108 
1109    /* GL_ARB_texture_buffer_object */
1110    _mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject, NULL);
1111 
1112    for (u = 0; u < ARRAY_SIZE(ctx->Texture.Unit); u++) {
1113       _mesa_reference_sampler_object(ctx, &ctx->Texture.Unit[u].Sampler, NULL);
1114    }
1115 }
1116 
1117 
1118 /**
1119  * Update the default texture objects in the given context to reference those
1120  * specified in the shared state and release those referencing the old
1121  * shared state.
1122  */
1123 void
_mesa_update_default_objects_texture(struct gl_context * ctx)1124 _mesa_update_default_objects_texture(struct gl_context *ctx)
1125 {
1126    GLuint u, tex;
1127 
1128    for (u = 0; u < ARRAY_SIZE(ctx->Texture.Unit); u++) {
1129       struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u];
1130       for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
1131          _mesa_reference_texobj(&texUnit->CurrentTex[tex],
1132                                 ctx->Shared->DefaultTex[tex]);
1133       }
1134    }
1135 }
1136