| /** |
| * \file texobj.c |
| * Texture object management. |
| */ |
| |
| /* |
| * Mesa 3-D graphics library |
| * Version: 7.1 |
| * |
| * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. |
| * |
| * Permission is hereby granted, free of charge, to any person obtaining a |
| * copy of this software and associated documentation files (the "Software"), |
| * to deal in the Software without restriction, including without limitation |
| * the rights to use, copy, modify, merge, publish, distribute, sublicense, |
| * and/or sell copies of the Software, and to permit persons to whom the |
| * Software is furnished to do so, subject to the following conditions: |
| * |
| * The above copyright notice and this permission notice shall be included |
| * in all copies or substantial portions of the Software. |
| * |
| * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
| * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
| * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN |
| * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN |
| * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
| */ |
| |
| |
| #include "glheader.h" |
| #if FEATURE_colortable |
| #include "colortab.h" |
| #endif |
| #include "context.h" |
| #include "enums.h" |
| #include "fbobject.h" |
| #include "hash.h" |
| #include "imports.h" |
| #include "macros.h" |
| #include "teximage.h" |
| #include "texstate.h" |
| #include "texobj.h" |
| #include "mtypes.h" |
| |
| |
| /**********************************************************************/ |
| /** \name Internal functions */ |
| /*@{*/ |
| |
| |
| /** |
| * Return the gl_texture_object for a given ID. |
| */ |
| struct gl_texture_object * |
| _mesa_lookup_texture(GLcontext *ctx, GLuint id) |
| { |
| return (struct gl_texture_object *) |
| _mesa_HashLookup(ctx->Shared->TexObjects, id); |
| } |
| |
| |
| |
| /** |
| * Allocate and initialize a new texture object. But don't put it into the |
| * texture object hash table. |
| * |
| * Called via ctx->Driver.NewTextureObject, unless overridden by a device |
| * driver. |
| * |
| * \param shared the shared GL state structure to contain the texture object |
| * \param name integer name for the texture object |
| * \param target either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, |
| * GL_TEXTURE_CUBE_MAP_ARB or GL_TEXTURE_RECTANGLE_NV. zero is ok for the sake |
| * of GenTextures() |
| * |
| * \return pointer to new texture object. |
| */ |
| struct gl_texture_object * |
| _mesa_new_texture_object( GLcontext *ctx, GLuint name, GLenum target ) |
| { |
| struct gl_texture_object *obj; |
| (void) ctx; |
| obj = MALLOC_STRUCT(gl_texture_object); |
| _mesa_initialize_texture_object(obj, name, target); |
| return obj; |
| } |
| |
| |
| /** |
| * Initialize a new texture object to default values. |
| * \param obj the texture object |
| * \param name the texture name |
| * \param target the texture target |
| */ |
| void |
| _mesa_initialize_texture_object( struct gl_texture_object *obj, |
| GLuint name, GLenum target ) |
| { |
| ASSERT(target == 0 || |
| target == GL_TEXTURE_1D || |
| target == GL_TEXTURE_2D || |
| target == GL_TEXTURE_3D || |
| target == GL_TEXTURE_CUBE_MAP_ARB || |
| target == GL_TEXTURE_RECTANGLE_NV || |
| target == GL_TEXTURE_1D_ARRAY_EXT || |
| target == GL_TEXTURE_2D_ARRAY_EXT); |
| |
| _mesa_bzero(obj, sizeof(*obj)); |
| /* init the non-zero fields */ |
| _glthread_INIT_MUTEX(obj->Mutex); |
| obj->RefCount = 1; |
| obj->Name = name; |
| obj->Target = target; |
| obj->Priority = 1.0F; |
| if (target == GL_TEXTURE_RECTANGLE_NV) { |
| obj->WrapS = GL_CLAMP_TO_EDGE; |
| obj->WrapT = GL_CLAMP_TO_EDGE; |
| obj->WrapR = GL_CLAMP_TO_EDGE; |
| obj->MinFilter = GL_LINEAR; |
| } |
| else { |
| obj->WrapS = GL_REPEAT; |
| obj->WrapT = GL_REPEAT; |
| obj->WrapR = GL_REPEAT; |
| obj->MinFilter = GL_NEAREST_MIPMAP_LINEAR; |
| } |
| obj->MagFilter = GL_LINEAR; |
| obj->MinLod = -1000.0; |
| obj->MaxLod = 1000.0; |
| obj->LodBias = 0.0; |
| obj->BaseLevel = 0; |
| obj->MaxLevel = 1000; |
| obj->MaxAnisotropy = 1.0; |
| obj->CompareFlag = GL_FALSE; /* SGIX_shadow */ |
| obj->CompareOperator = GL_TEXTURE_LEQUAL_R_SGIX; /* SGIX_shadow */ |
| obj->CompareMode = GL_NONE; /* ARB_shadow */ |
| obj->CompareFunc = GL_LEQUAL; /* ARB_shadow */ |
| obj->DepthMode = GL_LUMINANCE; /* ARB_depth_texture */ |
| obj->ShadowAmbient = 0.0F; /* ARB/SGIX_shadow_ambient */ |
| } |
| |
| |
| /** |
| * Some texture initialization can't be finished until we know which |
| * target it's getting bound to (GL_TEXTURE_1D/2D/etc). |
| */ |
| static void |
| finish_texture_init(GLcontext *ctx, GLenum target, |
| struct gl_texture_object *obj) |
| { |
| assert(obj->Target == 0); |
| |
| if (target == GL_TEXTURE_RECTANGLE_NV) { |
| /* have to init wrap and filter state here - kind of klunky */ |
| obj->WrapS = GL_CLAMP_TO_EDGE; |
| obj->WrapT = GL_CLAMP_TO_EDGE; |
| obj->WrapR = GL_CLAMP_TO_EDGE; |
| obj->MinFilter = GL_LINEAR; |
| if (ctx->Driver.TexParameter) { |
| static const GLfloat fparam_wrap[1] = {(GLfloat) GL_CLAMP_TO_EDGE}; |
| static const GLfloat fparam_filter[1] = {(GLfloat) GL_LINEAR}; |
| ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_S, fparam_wrap); |
| ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_T, fparam_wrap); |
| ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_R, fparam_wrap); |
| ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_MIN_FILTER, fparam_filter); |
| } |
| } |
| } |
| |
| |
| /** |
| * Deallocate a texture object struct. It should have already been |
| * removed from the texture object pool. |
| * Called via ctx->Driver.DeleteTexture() if not overriden by a driver. |
| * |
| * \param shared the shared GL state to which the object belongs. |
| * \param texOjb the texture object to delete. |
| */ |
| void |
| _mesa_delete_texture_object( GLcontext *ctx, struct gl_texture_object *texObj ) |
| { |
| GLuint i, face; |
| |
| (void) ctx; |
| |
| /* Set Target to an invalid value. With some assertions elsewhere |
| * we can try to detect possible use of deleted textures. |
| */ |
| texObj->Target = 0x99; |
| |
| #if FEATURE_colortable |
| _mesa_free_colortable_data(&texObj->Palette); |
| #endif |
| |
| /* free the texture images */ |
| for (face = 0; face < 6; face++) { |
| for (i = 0; i < MAX_TEXTURE_LEVELS; i++) { |
| if (texObj->Image[face][i]) { |
| _mesa_delete_texture_image( ctx, texObj->Image[face][i] ); |
| } |
| } |
| } |
| |
| /* destroy the mutex -- it may have allocated memory (eg on bsd) */ |
| _glthread_DESTROY_MUTEX(texObj->Mutex); |
| |
| /* free this object */ |
| _mesa_free(texObj); |
| } |
| |
| |
| |
| |
| /** |
| * Copy texture object state from one texture object to another. |
| * Use for glPush/PopAttrib. |
| * |
| * \param dest destination texture object. |
| * \param src source texture object. |
| */ |
| void |
| _mesa_copy_texture_object( struct gl_texture_object *dest, |
| const struct gl_texture_object *src ) |
| { |
| dest->Target = src->Target; |
| dest->Name = src->Name; |
| dest->Priority = src->Priority; |
| dest->BorderColor[0] = src->BorderColor[0]; |
| dest->BorderColor[1] = src->BorderColor[1]; |
| dest->BorderColor[2] = src->BorderColor[2]; |
| dest->BorderColor[3] = src->BorderColor[3]; |
| dest->WrapS = src->WrapS; |
| dest->WrapT = src->WrapT; |
| dest->WrapR = src->WrapR; |
| dest->MinFilter = src->MinFilter; |
| dest->MagFilter = src->MagFilter; |
| dest->MinLod = src->MinLod; |
| dest->MaxLod = src->MaxLod; |
| dest->LodBias = src->LodBias; |
| dest->BaseLevel = src->BaseLevel; |
| dest->MaxLevel = src->MaxLevel; |
| dest->MaxAnisotropy = src->MaxAnisotropy; |
| dest->CompareFlag = src->CompareFlag; |
| dest->CompareOperator = src->CompareOperator; |
| dest->ShadowAmbient = src->ShadowAmbient; |
| dest->CompareMode = src->CompareMode; |
| dest->CompareFunc = src->CompareFunc; |
| dest->DepthMode = src->DepthMode; |
| dest->_MaxLevel = src->_MaxLevel; |
| dest->_MaxLambda = src->_MaxLambda; |
| dest->GenerateMipmap = src->GenerateMipmap; |
| dest->Palette = src->Palette; |
| dest->_Complete = src->_Complete; |
| } |
| |
| |
| /** |
| * Check if the given texture object is valid by examining its Target field. |
| * For debugging only. |
| */ |
| static GLboolean |
| valid_texture_object(const struct gl_texture_object *tex) |
| { |
| switch (tex->Target) { |
| case 0: |
| case GL_TEXTURE_1D: |
| case GL_TEXTURE_2D: |
| case GL_TEXTURE_3D: |
| case GL_TEXTURE_CUBE_MAP_ARB: |
| case GL_TEXTURE_RECTANGLE_NV: |
| case GL_TEXTURE_1D_ARRAY_EXT: |
| case GL_TEXTURE_2D_ARRAY_EXT: |
| return GL_TRUE; |
| case 0x99: |
| _mesa_problem(NULL, "invalid reference to a deleted texture object"); |
| return GL_FALSE; |
| default: |
| _mesa_problem(NULL, "invalid texture object Target value"); |
| return GL_FALSE; |
| } |
| } |
| |
| |
| /** |
| * Reference (or unreference) a texture object. |
| * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero). |
| * If 'tex' is non-null, increment its refcount. |
| */ |
| void |
| _mesa_reference_texobj(struct gl_texture_object **ptr, |
| struct gl_texture_object *tex) |
| { |
| assert(ptr); |
| if (*ptr == tex) { |
| /* no change */ |
| return; |
| } |
| |
| if (*ptr) { |
| /* Unreference the old texture */ |
| GLboolean deleteFlag = GL_FALSE; |
| struct gl_texture_object *oldTex = *ptr; |
| |
| assert(valid_texture_object(oldTex)); |
| |
| _glthread_LOCK_MUTEX(oldTex->Mutex); |
| ASSERT(oldTex->RefCount > 0); |
| oldTex->RefCount--; |
| |
| deleteFlag = (oldTex->RefCount == 0); |
| _glthread_UNLOCK_MUTEX(oldTex->Mutex); |
| |
| if (deleteFlag) { |
| GET_CURRENT_CONTEXT(ctx); |
| if (ctx) |
| ctx->Driver.DeleteTexture(ctx, oldTex); |
| else |
| _mesa_problem(NULL, "Unable to delete texture, no context"); |
| } |
| |
| *ptr = NULL; |
| } |
| assert(!*ptr); |
| |
| if (tex) { |
| /* reference new texture */ |
| assert(valid_texture_object(tex)); |
| _glthread_LOCK_MUTEX(tex->Mutex); |
| if (tex->RefCount == 0) { |
| /* this texture's being deleted (look just above) */ |
| /* Not sure this can every really happen. Warn if it does. */ |
| _mesa_problem(NULL, "referencing deleted texture object"); |
| *ptr = NULL; |
| } |
| else { |
| tex->RefCount++; |
| *ptr = tex; |
| } |
| _glthread_UNLOCK_MUTEX(tex->Mutex); |
| } |
| } |
| |
| |
| |
| /** |
| * Report why a texture object is incomplete. |
| * |
| * \param t texture object. |
| * \param why string describing why it's incomplete. |
| * |
| * \note For debug purposes only. |
| */ |
| #if 0 |
| static void |
| incomplete(const struct gl_texture_object *t, const char *why) |
| { |
| _mesa_printf("Texture Obj %d incomplete because: %s\n", t->Name, why); |
| } |
| #else |
| #define incomplete(t, why) |
| #endif |
| |
| |
| /** |
| * Examine a texture object to determine if it is complete. |
| * |
| * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE |
| * accordingly. |
| * |
| * \param ctx GL context. |
| * \param t texture object. |
| * |
| * According to the texture target, verifies that each of the mipmaps is |
| * present and has the expected size. |
| */ |
| void |
| _mesa_test_texobj_completeness( const GLcontext *ctx, |
| struct gl_texture_object *t ) |
| { |
| const GLint baseLevel = t->BaseLevel; |
| GLint maxLog2 = 0, maxLevels = 0; |
| |
| t->_Complete = GL_TRUE; /* be optimistic */ |
| |
| /* Always need the base level image */ |
| if (!t->Image[0][baseLevel]) { |
| char s[100]; |
| _mesa_sprintf(s, "obj %p (%d) Image[baseLevel=%d] == NULL", |
| (void *) t, t->Name, baseLevel); |
| incomplete(t, s); |
| t->_Complete = GL_FALSE; |
| return; |
| } |
| |
| /* Check width/height/depth for zero */ |
| if (t->Image[0][baseLevel]->Width == 0 || |
| t->Image[0][baseLevel]->Height == 0 || |
| t->Image[0][baseLevel]->Depth == 0) { |
| incomplete(t, "texture width = 0"); |
| t->_Complete = GL_FALSE; |
| return; |
| } |
| |
| /* Compute _MaxLevel */ |
| if ((t->Target == GL_TEXTURE_1D) || |
| (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) { |
| maxLog2 = t->Image[0][baseLevel]->WidthLog2; |
| maxLevels = ctx->Const.MaxTextureLevels; |
| } |
| else if ((t->Target == GL_TEXTURE_2D) || |
| (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) { |
| maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2, |
| t->Image[0][baseLevel]->HeightLog2); |
| maxLevels = ctx->Const.MaxTextureLevels; |
| } |
| else if (t->Target == GL_TEXTURE_3D) { |
| GLint max = MAX2(t->Image[0][baseLevel]->WidthLog2, |
| t->Image[0][baseLevel]->HeightLog2); |
| maxLog2 = MAX2(max, (GLint)(t->Image[0][baseLevel]->DepthLog2)); |
| maxLevels = ctx->Const.Max3DTextureLevels; |
| } |
| else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) { |
| maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2, |
| t->Image[0][baseLevel]->HeightLog2); |
| maxLevels = ctx->Const.MaxCubeTextureLevels; |
| } |
| else if (t->Target == GL_TEXTURE_RECTANGLE_NV) { |
| maxLog2 = 0; /* not applicable */ |
| maxLevels = 1; /* no mipmapping */ |
| } |
| else { |
| _mesa_problem(ctx, "Bad t->Target in _mesa_test_texobj_completeness"); |
| return; |
| } |
| |
| ASSERT(maxLevels > 0); |
| |
| t->_MaxLevel = baseLevel + maxLog2; |
| t->_MaxLevel = MIN2(t->_MaxLevel, t->MaxLevel); |
| t->_MaxLevel = MIN2(t->_MaxLevel, maxLevels - 1); |
| |
| /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */ |
| t->_MaxLambda = (GLfloat) (t->_MaxLevel - t->BaseLevel); |
| |
| if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) { |
| /* make sure that all six cube map level 0 images are the same size */ |
| const GLuint w = t->Image[0][baseLevel]->Width2; |
| const GLuint h = t->Image[0][baseLevel]->Height2; |
| GLuint face; |
| for (face = 1; face < 6; face++) { |
| if (t->Image[face][baseLevel] == NULL || |
| t->Image[face][baseLevel]->Width2 != w || |
| t->Image[face][baseLevel]->Height2 != h) { |
| t->_Complete = GL_FALSE; |
| incomplete(t, "Non-quare cubemap image"); |
| return; |
| } |
| } |
| } |
| |
| /* extra checking for mipmaps */ |
| if (t->MinFilter != GL_NEAREST && t->MinFilter != GL_LINEAR) { |
| /* |
| * Mipmapping: determine if we have a complete set of mipmaps |
| */ |
| GLint i; |
| GLint minLevel = baseLevel; |
| GLint maxLevel = t->_MaxLevel; |
| |
| if (minLevel > maxLevel) { |
| t->_Complete = GL_FALSE; |
| incomplete(t, "minLevel > maxLevel"); |
| return; |
| } |
| |
| /* Test dimension-independent attributes */ |
| for (i = minLevel; i <= maxLevel; i++) { |
| if (t->Image[0][i]) { |
| if (t->Image[0][i]->TexFormat != t->Image[0][baseLevel]->TexFormat) { |
| t->_Complete = GL_FALSE; |
| incomplete(t, "Format[i] != Format[baseLevel]"); |
| return; |
| } |
| if (t->Image[0][i]->Border != t->Image[0][baseLevel]->Border) { |
| t->_Complete = GL_FALSE; |
| incomplete(t, "Border[i] != Border[baseLevel]"); |
| return; |
| } |
| } |
| } |
| |
| /* Test things which depend on number of texture image dimensions */ |
| if ((t->Target == GL_TEXTURE_1D) || |
| (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) { |
| /* Test 1-D mipmaps */ |
| GLuint width = t->Image[0][baseLevel]->Width2; |
| for (i = baseLevel + 1; i < maxLevels; i++) { |
| if (width > 1) { |
| width /= 2; |
| } |
| if (i >= minLevel && i <= maxLevel) { |
| if (!t->Image[0][i]) { |
| t->_Complete = GL_FALSE; |
| incomplete(t, "1D Image[0][i] == NULL"); |
| return; |
| } |
| if (t->Image[0][i]->Width2 != width ) { |
| t->_Complete = GL_FALSE; |
| incomplete(t, "1D Image[0][i] bad width"); |
| return; |
| } |
| } |
| if (width == 1) { |
| return; /* found smallest needed mipmap, all done! */ |
| } |
| } |
| } |
| else if ((t->Target == GL_TEXTURE_2D) || |
| (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) { |
| /* Test 2-D mipmaps */ |
| GLuint width = t->Image[0][baseLevel]->Width2; |
| GLuint height = t->Image[0][baseLevel]->Height2; |
| for (i = baseLevel + 1; i < maxLevels; i++) { |
| if (width > 1) { |
| width /= 2; |
| } |
| if (height > 1) { |
| height /= 2; |
| } |
| if (i >= minLevel && i <= maxLevel) { |
| if (!t->Image[0][i]) { |
| t->_Complete = GL_FALSE; |
| incomplete(t, "2D Image[0][i] == NULL"); |
| return; |
| } |
| if (t->Image[0][i]->Width2 != width) { |
| t->_Complete = GL_FALSE; |
| incomplete(t, "2D Image[0][i] bad width"); |
| return; |
| } |
| if (t->Image[0][i]->Height2 != height) { |
| t->_Complete = GL_FALSE; |
| incomplete(t, "2D Image[0][i] bad height"); |
| return; |
| } |
| if (width==1 && height==1) { |
| return; /* found smallest needed mipmap, all done! */ |
| } |
| } |
| } |
| } |
| else if (t->Target == GL_TEXTURE_3D) { |
| /* Test 3-D mipmaps */ |
| GLuint width = t->Image[0][baseLevel]->Width2; |
| GLuint height = t->Image[0][baseLevel]->Height2; |
| GLuint depth = t->Image[0][baseLevel]->Depth2; |
| for (i = baseLevel + 1; i < maxLevels; i++) { |
| if (width > 1) { |
| width /= 2; |
| } |
| if (height > 1) { |
| height /= 2; |
| } |
| if (depth > 1) { |
| depth /= 2; |
| } |
| if (i >= minLevel && i <= maxLevel) { |
| if (!t->Image[0][i]) { |
| incomplete(t, "3D Image[0][i] == NULL"); |
| t->_Complete = GL_FALSE; |
| return; |
| } |
| if (t->Image[0][i]->_BaseFormat == GL_DEPTH_COMPONENT) { |
| t->_Complete = GL_FALSE; |
| incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex"); |
| return; |
| } |
| if (t->Image[0][i]->Width2 != width) { |
| t->_Complete = GL_FALSE; |
| incomplete(t, "3D Image[0][i] bad width"); |
| return; |
| } |
| if (t->Image[0][i]->Height2 != height) { |
| t->_Complete = GL_FALSE; |
| incomplete(t, "3D Image[0][i] bad height"); |
| return; |
| } |
| if (t->Image[0][i]->Depth2 != depth) { |
| t->_Complete = GL_FALSE; |
| incomplete(t, "3D Image[0][i] bad depth"); |
| return; |
| } |
| } |
| if (width == 1 && height == 1 && depth == 1) { |
| return; /* found smallest needed mipmap, all done! */ |
| } |
| } |
| } |
| else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) { |
| /* make sure 6 cube faces are consistant */ |
| GLuint width = t->Image[0][baseLevel]->Width2; |
| GLuint height = t->Image[0][baseLevel]->Height2; |
| for (i = baseLevel + 1; i < maxLevels; i++) { |
| if (width > 1) { |
| width /= 2; |
| } |
| if (height > 1) { |
| height /= 2; |
| } |
| if (i >= minLevel && i <= maxLevel) { |
| GLuint face; |
| for (face = 0; face < 6; face++) { |
| /* check that we have images defined */ |
| if (!t->Image[face][i]) { |
| t->_Complete = GL_FALSE; |
| incomplete(t, "CubeMap Image[n][i] == NULL"); |
| return; |
| } |
| /* Don't support GL_DEPTH_COMPONENT for cube maps */ |
| if (t->Image[face][i]->_BaseFormat == GL_DEPTH_COMPONENT) { |
| t->_Complete = GL_FALSE; |
| incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex"); |
| return; |
| } |
| /* check that all six images have same size */ |
| if (t->Image[face][i]->Width2!=width || |
| t->Image[face][i]->Height2!=height) { |
| t->_Complete = GL_FALSE; |
| incomplete(t, "CubeMap Image[n][i] bad size"); |
| return; |
| } |
| } |
| } |
| if (width == 1 && height == 1) { |
| return; /* found smallest needed mipmap, all done! */ |
| } |
| } |
| } |
| else if (t->Target == GL_TEXTURE_RECTANGLE_NV) { |
| /* XXX special checking? */ |
| } |
| else { |
| /* Target = ??? */ |
| _mesa_problem(ctx, "Bug in gl_test_texture_object_completeness\n"); |
| } |
| } |
| } |
| |
| /*@}*/ |
| |
| |
| /***********************************************************************/ |
| /** \name API functions */ |
| /*@{*/ |
| |
| |
| /** |
| * Generate texture names. |
| * |
| * \param n number of texture names to be generated. |
| * \param textures an array in which will hold the generated texture names. |
| * |
| * \sa glGenTextures(). |
| * |
| * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture |
| * IDs which are stored in \p textures. Corresponding empty texture |
| * objects are also generated. |
| */ |
| void GLAPIENTRY |
| _mesa_GenTextures( GLsizei n, GLuint *textures ) |
| { |
| GET_CURRENT_CONTEXT(ctx); |
| GLuint first; |
| GLint i; |
| ASSERT_OUTSIDE_BEGIN_END(ctx); |
| |
| if (n < 0) { |
| _mesa_error( ctx, GL_INVALID_VALUE, "glGenTextures" ); |
| return; |
| } |
| |
| if (!textures) |
| return; |
| |
| /* |
| * This must be atomic (generation and allocation of texture IDs) |
| */ |
| _glthread_LOCK_MUTEX(ctx->Shared->Mutex); |
| |
| first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n); |
| |
| /* Allocate new, empty texture objects */ |
| for (i = 0; i < n; i++) { |
| struct gl_texture_object *texObj; |
| GLuint name = first + i; |
| GLenum target = 0; |
| texObj = (*ctx->Driver.NewTextureObject)( ctx, name, target); |
| if (!texObj) { |
| _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex); |
| _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures"); |
| return; |
| } |
| |
| /* insert into hash table */ |
| _mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj); |
| |
| textures[i] = name; |
| } |
| |
| _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex); |
| } |
| |
| |
| /** |
| * Check if the given texture object is bound to the current draw or |
| * read framebuffer. If so, Unbind it. |
| */ |
| static void |
| unbind_texobj_from_fbo(GLcontext *ctx, struct gl_texture_object *texObj) |
| { |
| const GLuint n = (ctx->DrawBuffer == ctx->ReadBuffer) ? 1 : 2; |
| GLuint i; |
| |
| for (i = 0; i < n; i++) { |
| struct gl_framebuffer *fb = (i == 0) ? ctx->DrawBuffer : ctx->ReadBuffer; |
| if (fb->Name) { |
| GLuint j; |
| for (j = 0; j < BUFFER_COUNT; j++) { |
| if (fb->Attachment[j].Type == GL_TEXTURE && |
| fb->Attachment[j].Texture == texObj) { |
| _mesa_remove_attachment(ctx, fb->Attachment + j); |
| } |
| } |
| } |
| } |
| } |
| |
| |
| /** |
| * Check if the given texture object is bound to any texture image units and |
| * unbind it if so (revert to default textures). |
| */ |
| static void |
| unbind_texobj_from_texunits(GLcontext *ctx, struct gl_texture_object *texObj) |
| { |
| GLuint u; |
| |
| for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++) { |
| struct gl_texture_unit *unit = &ctx->Texture.Unit[u]; |
| if (texObj == unit->Current1D) { |
| _mesa_reference_texobj(&unit->Current1D, ctx->Shared->Default1D); |
| } |
| else if (texObj == unit->Current2D) { |
| _mesa_reference_texobj(&unit->Current2D, ctx->Shared->Default2D); |
| } |
| else if (texObj == unit->Current3D) { |
| _mesa_reference_texobj(&unit->Current3D, ctx->Shared->Default3D); |
| } |
| else if (texObj == unit->CurrentCubeMap) { |
| _mesa_reference_texobj(&unit->CurrentCubeMap, ctx->Shared->DefaultCubeMap); |
| } |
| else if (texObj == unit->CurrentRect) { |
| _mesa_reference_texobj(&unit->CurrentRect, ctx->Shared->DefaultRect); |
| } |
| else if (texObj == unit->Current1DArray) { |
| _mesa_reference_texobj(&unit->Current1DArray, ctx->Shared->Default1DArray); |
| } |
| else if (texObj == unit->Current2DArray) { |
| _mesa_reference_texobj(&unit->Current2DArray, ctx->Shared->Default2DArray); |
| } |
| } |
| } |
| |
| |
| /** |
| * Delete named textures. |
| * |
| * \param n number of textures to be deleted. |
| * \param textures array of texture IDs to be deleted. |
| * |
| * \sa glDeleteTextures(). |
| * |
| * If we're about to delete a texture that's currently bound to any |
| * texture unit, unbind the texture first. Decrement the reference |
| * count on the texture object and delete it if it's zero. |
| * Recall that texture objects can be shared among several rendering |
| * contexts. |
| */ |
| void GLAPIENTRY |
| _mesa_DeleteTextures( GLsizei n, const GLuint *textures) |
| { |
| GET_CURRENT_CONTEXT(ctx); |
| GLint i; |
| ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* too complex */ |
| |
| if (!textures) |
| return; |
| |
| for (i = 0; i < n; i++) { |
| if (textures[i] > 0) { |
| struct gl_texture_object *delObj |
| = _mesa_lookup_texture(ctx, textures[i]); |
| |
| if (delObj) { |
| _mesa_lock_texture(ctx, delObj); |
| |
| /* Check if texture is bound to any framebuffer objects. |
| * If so, unbind. |
| * See section 4.4.2.3 of GL_EXT_framebuffer_object. |
| */ |
| unbind_texobj_from_fbo(ctx, delObj); |
| |
| /* Check if this texture is currently bound to any texture units. |
| * If so, unbind it. |
| */ |
| unbind_texobj_from_texunits(ctx, delObj); |
| |
| _mesa_unlock_texture(ctx, delObj); |
| |
| ctx->NewState |= _NEW_TEXTURE; |
| |
| /* The texture _name_ is now free for re-use. |
| * Remove it from the hash table now. |
| */ |
| _glthread_LOCK_MUTEX(ctx->Shared->Mutex); |
| _mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name); |
| _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex); |
| |
| /* Unreference the texobj. If refcount hits zero, the texture |
| * will be deleted. |
| */ |
| _mesa_reference_texobj(&delObj, NULL); |
| } |
| } |
| } |
| } |
| |
| |
| /** |
| * Bind a named texture to a texturing target. |
| * |
| * \param target texture target. |
| * \param texName texture name. |
| * |
| * \sa glBindTexture(). |
| * |
| * Determines the old texture object bound and returns immediately if rebinding |
| * the same texture. Get the current texture which is either a default texture |
| * if name is null, a named texture from the hash, or a new texture if the |
| * given texture name is new. Increments its reference count, binds it, and |
| * calls dd_function_table::BindTexture. Decrements the old texture reference |
| * count and deletes it if it reaches zero. |
| */ |
| void GLAPIENTRY |
| _mesa_BindTexture( GLenum target, GLuint texName ) |
| { |
| GET_CURRENT_CONTEXT(ctx); |
| const GLuint unit = ctx->Texture.CurrentUnit; |
| struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; |
| struct gl_texture_object *newTexObj = NULL, *defaultTexObj = NULL; |
| ASSERT_OUTSIDE_BEGIN_END(ctx); |
| |
| if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE)) |
| _mesa_debug(ctx, "glBindTexture %s %d\n", |
| _mesa_lookup_enum_by_nr(target), (GLint) texName); |
| |
| switch (target) { |
| case GL_TEXTURE_1D: |
| defaultTexObj = ctx->Shared->Default1D; |
| break; |
| case GL_TEXTURE_2D: |
| defaultTexObj = ctx->Shared->Default2D; |
| break; |
| case GL_TEXTURE_3D: |
| defaultTexObj = ctx->Shared->Default3D; |
| break; |
| case GL_TEXTURE_CUBE_MAP_ARB: |
| defaultTexObj = ctx->Shared->DefaultCubeMap; |
| break; |
| case GL_TEXTURE_RECTANGLE_NV: |
| defaultTexObj = ctx->Shared->DefaultRect; |
| break; |
| case GL_TEXTURE_1D_ARRAY_EXT: |
| defaultTexObj = ctx->Shared->Default1DArray; |
| break; |
| case GL_TEXTURE_2D_ARRAY_EXT: |
| defaultTexObj = ctx->Shared->Default2DArray; |
| break; |
| default: |
| _mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)"); |
| return; |
| } |
| |
| /* |
| * Get pointer to new texture object (newTexObj) |
| */ |
| if (texName == 0) { |
| newTexObj = defaultTexObj; |
| } |
| else { |
| /* non-default texture object */ |
| newTexObj = _mesa_lookup_texture(ctx, texName); |
| if (newTexObj) { |
| /* error checking */ |
| if (newTexObj->Target != 0 && newTexObj->Target != target) { |
| /* the named texture object's target doesn't match the given target */ |
| _mesa_error( ctx, GL_INVALID_OPERATION, |
| "glBindTexture(target mismatch)" ); |
| return; |
| } |
| if (newTexObj->Target == 0) { |
| finish_texture_init(ctx, target, newTexObj); |
| } |
| } |
| else { |
| /* if this is a new texture id, allocate a texture object now */ |
| newTexObj = (*ctx->Driver.NewTextureObject)(ctx, texName, target); |
| if (!newTexObj) { |
| _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture"); |
| return; |
| } |
| |
| /* and insert it into hash table */ |
| _glthread_LOCK_MUTEX(ctx->Shared->Mutex); |
| _mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj); |
| _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex); |
| } |
| newTexObj->Target = target; |
| } |
| |
| assert(valid_texture_object(newTexObj)); |
| |
| /* flush before changing binding */ |
| FLUSH_VERTICES(ctx, _NEW_TEXTURE); |
| |
| /* Do the actual binding. The refcount on the previously bound |
| * texture object will be decremented. It'll be deleted if the |
| * count hits zero. |
| */ |
| switch (target) { |
| case GL_TEXTURE_1D: |
| _mesa_reference_texobj(&texUnit->Current1D, newTexObj); |
| break; |
| case GL_TEXTURE_2D: |
| _mesa_reference_texobj(&texUnit->Current2D, newTexObj); |
| break; |
| case GL_TEXTURE_3D: |
| _mesa_reference_texobj(&texUnit->Current3D, newTexObj); |
| break; |
| case GL_TEXTURE_CUBE_MAP_ARB: |
| _mesa_reference_texobj(&texUnit->CurrentCubeMap, newTexObj); |
| break; |
| case GL_TEXTURE_RECTANGLE_NV: |
| _mesa_reference_texobj(&texUnit->CurrentRect, newTexObj); |
| break; |
| case GL_TEXTURE_1D_ARRAY_EXT: |
| texUnit->Current1DArray = newTexObj; |
| break; |
| case GL_TEXTURE_2D_ARRAY_EXT: |
| texUnit->Current2DArray = newTexObj; |
| break; |
| default: |
| /* Bad target should be caught above */ |
| _mesa_problem(ctx, "bad target in BindTexture"); |
| return; |
| } |
| |
| /* Pass BindTexture call to device driver */ |
| if (ctx->Driver.BindTexture) |
| (*ctx->Driver.BindTexture)( ctx, target, newTexObj ); |
| } |
| |
| |
| /** |
| * Set texture priorities. |
| * |
| * \param n number of textures. |
| * \param texName texture names. |
| * \param priorities corresponding texture priorities. |
| * |
| * \sa glPrioritizeTextures(). |
| * |
| * Looks up each texture in the hash, clamps the corresponding priority between |
| * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture. |
| */ |
| void GLAPIENTRY |
| _mesa_PrioritizeTextures( GLsizei n, const GLuint *texName, |
| const GLclampf *priorities ) |
| { |
| GET_CURRENT_CONTEXT(ctx); |
| GLint i; |
| ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); |
| |
| if (n < 0) { |
| _mesa_error( ctx, GL_INVALID_VALUE, "glPrioritizeTextures" ); |
| return; |
| } |
| |
| if (!priorities) |
| return; |
| |
| for (i = 0; i < n; i++) { |
| if (texName[i] > 0) { |
| struct gl_texture_object *t = _mesa_lookup_texture(ctx, texName[i]); |
| if (t) { |
| t->Priority = CLAMP( priorities[i], 0.0F, 1.0F ); |
| if (ctx->Driver.PrioritizeTexture) |
| ctx->Driver.PrioritizeTexture( ctx, t, t->Priority ); |
| } |
| } |
| } |
| |
| ctx->NewState |= _NEW_TEXTURE; |
| } |
| |
| /** |
| * See if textures are loaded in texture memory. |
| * |
| * \param n number of textures to query. |
| * \param texName array with the texture names. |
| * \param residences array which will hold the residence status. |
| * |
| * \return GL_TRUE if all textures are resident and \p residences is left unchanged, |
| * |
| * \sa glAreTexturesResident(). |
| * |
| * Looks up each texture in the hash and calls |
| * dd_function_table::IsTextureResident. |
| */ |
| GLboolean GLAPIENTRY |
| _mesa_AreTexturesResident(GLsizei n, const GLuint *texName, |
| GLboolean *residences) |
| { |
| GET_CURRENT_CONTEXT(ctx); |
| GLboolean allResident = GL_TRUE; |
| GLint i, j; |
| ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE); |
| |
| if (n < 0) { |
| _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)"); |
| return GL_FALSE; |
| } |
| |
| if (!texName || !residences) |
| return GL_FALSE; |
| |
| for (i = 0; i < n; i++) { |
| struct gl_texture_object *t; |
| if (texName[i] == 0) { |
| _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident"); |
| return GL_FALSE; |
| } |
| t = _mesa_lookup_texture(ctx, texName[i]); |
| if (!t) { |
| _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident"); |
| return GL_FALSE; |
| } |
| if (!ctx->Driver.IsTextureResident || |
| ctx->Driver.IsTextureResident(ctx, t)) { |
| /* The texture is resident */ |
| if (!allResident) |
| residences[i] = GL_TRUE; |
| } |
| else { |
| /* The texture is not resident */ |
| if (allResident) { |
| allResident = GL_FALSE; |
| for (j = 0; j < i; j++) |
| residences[j] = GL_TRUE; |
| } |
| residences[i] = GL_FALSE; |
| } |
| } |
| |
| return allResident; |
| } |
| |
| /** |
| * See if a name corresponds to a texture. |
| * |
| * \param texture texture name. |
| * |
| * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE |
| * otherwise. |
| * |
| * \sa glIsTexture(). |
| * |
| * Calls _mesa_HashLookup(). |
| */ |
| GLboolean GLAPIENTRY |
| _mesa_IsTexture( GLuint texture ) |
| { |
| struct gl_texture_object *t; |
| GET_CURRENT_CONTEXT(ctx); |
| ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE); |
| |
| if (!texture) |
| return GL_FALSE; |
| |
| t = _mesa_lookup_texture(ctx, texture); |
| |
| /* IsTexture is true only after object has been bound once. */ |
| return t && t->Target; |
| } |
| |
| |
| /** |
| * Simplest implementation of texture locking: Grab the a new mutex in |
| * the shared context. Examine the shared context state timestamp and |
| * if there has been a change, set the appropriate bits in |
| * ctx->NewState. |
| * |
| * This is used to deal with synchronizing things when a texture object |
| * is used/modified by different contexts (or threads) which are sharing |
| * the texture. |
| * |
| * See also _mesa_lock/unlock_texture() in teximage.h |
| */ |
| void |
| _mesa_lock_context_textures( GLcontext *ctx ) |
| { |
| _glthread_LOCK_MUTEX(ctx->Shared->TexMutex); |
| |
| if (ctx->Shared->TextureStateStamp != ctx->TextureStateTimestamp) { |
| ctx->NewState |= _NEW_TEXTURE; |
| ctx->TextureStateTimestamp = ctx->Shared->TextureStateStamp; |
| } |
| } |
| |
| |
| void |
| _mesa_unlock_context_textures( GLcontext *ctx ) |
| { |
| assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp); |
| _glthread_UNLOCK_MUTEX(ctx->Shared->TexMutex); |
| } |
| |
| /*@}*/ |
| |
| |