3 * Texture object management.
7 * Mesa 3-D graphics library
10 * Copyright (C) 1999-2003 Brian Paul All Rights Reserved.
12 * Permission is hereby granted, free of charge, to any person obtaining a
13 * copy of this software and associated documentation files (the "Software"),
14 * to deal in the Software without restriction, including without limitation
15 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
16 * and/or sell copies of the Software, and to permit persons to whom the
17 * Software is furnished to do so, subject to the following conditions:
19 * The above copyright notice and this permission notice shall be included
20 * in all copies or substantial portions of the Software.
22 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
23 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
24 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
25 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
26 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
27 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
44 /**********************************************************************/
45 /** \name Internal functions */
49 * Allocate and initialize a new texture object. But don't put it into the
50 * texture object hash table.
52 * Called via ctx->Driver.NewTextureObject, unless overridden by a device
55 * \param shared the shared GL state structure to contain the texture object
56 * \param name integer name for the texture object
57 * \param target either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,
58 * GL_TEXTURE_CUBE_MAP_ARB or GL_TEXTURE_RECTANGLE_NV. zero is ok for the sake
61 * \return pointer to new texture object.
63 * Allocate and initialize a gl_texture_object structure, and insert in the
64 * shared state texture list while holding its mutex.
65 * If <tt>name > 0</tt> then also insert the new texture object into the hash
69 struct gl_texture_object
*
70 _mesa_new_texture_object( GLcontext
*ctx
, GLuint name
, GLenum target
)
72 struct gl_texture_object
*obj
;
73 obj
= CALLOC_STRUCT(gl_texture_object
);
74 _mesa_initialize_texture_object(obj
, name
, target
);
80 * Initialize a texture object to default values.
81 * \param obj the texture object
82 * \param name the texture name
83 * \param target the texture target
86 _mesa_initialize_texture_object( struct gl_texture_object
*obj
,
87 GLuint name
, GLenum target
)
90 target
== GL_TEXTURE_1D
||
91 target
== GL_TEXTURE_2D
||
92 target
== GL_TEXTURE_3D
||
93 target
== GL_TEXTURE_CUBE_MAP_ARB
||
94 target
== GL_TEXTURE_RECTANGLE_NV
);
96 /* init the non-zero fields */
97 _glthread_INIT_MUTEX(obj
->Mutex
);
100 obj
->Target
= target
;
101 obj
->Priority
= 1.0F
;
102 if (target
== GL_TEXTURE_RECTANGLE_NV
) {
103 obj
->WrapS
= GL_CLAMP_TO_EDGE
;
104 obj
->WrapT
= GL_CLAMP_TO_EDGE
;
105 obj
->WrapR
= GL_CLAMP_TO_EDGE
;
106 obj
->MinFilter
= GL_LINEAR
;
109 obj
->WrapS
= GL_REPEAT
;
110 obj
->WrapT
= GL_REPEAT
;
111 obj
->WrapR
= GL_REPEAT
;
112 obj
->MinFilter
= GL_NEAREST_MIPMAP_LINEAR
;
114 obj
->MagFilter
= GL_LINEAR
;
115 obj
->MinLod
= -1000.0;
116 obj
->MaxLod
= 1000.0;
119 obj
->MaxLevel
= 1000;
120 obj
->MaxAnisotropy
= 1.0;
121 obj
->CompareFlag
= GL_FALSE
; /* SGIX_shadow */
122 obj
->CompareOperator
= GL_TEXTURE_LEQUAL_R_SGIX
; /* SGIX_shadow */
123 obj
->CompareMode
= GL_NONE
; /* ARB_shadow */
124 obj
->CompareFunc
= GL_LEQUAL
; /* ARB_shadow */
125 obj
->DepthMode
= GL_LUMINANCE
; /* ARB_depth_texture */
126 obj
->ShadowAmbient
= 0.0F
; /* ARB/SGIX_shadow_ambient */
127 _mesa_init_colortable(&obj
->Palette
);
132 * Deallocate a texture object struct. It should have already been
133 * removed from the texture object pool.
135 * \param shared the shared GL state to which the object belongs.
136 * \param texOjb the texture object to delete.
138 * Unlink the texture object from the shared state texture linked list while
139 * holding its lock. If the texture is a name number it's also removed from the
140 * hash table. Finally frees the texture images and the object itself.
143 _mesa_delete_texture_object( GLcontext
*ctx
, struct gl_texture_object
*texObj
)
151 _mesa_free_colortable_data(&texObj
->Palette
);
153 /* free the texture images */
154 for (i
= 0; i
< MAX_TEXTURE_LEVELS
; i
++) {
155 if (texObj
->Image
[i
]) {
156 _mesa_delete_texture_image( texObj
->Image
[i
] );
160 /* destroy the mutex -- it may have allocated memory (eg on bsd) */
161 _glthread_DESTROY_MUTEX(texObj
->Mutex
);
163 /* free this object */
169 * Add the given texture object to the texture object pool.
172 _mesa_save_texture_object( GLcontext
*ctx
, struct gl_texture_object
*texObj
)
174 /* insert into linked list */
175 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
176 texObj
->Next
= ctx
->Shared
->TexObjectList
;
177 ctx
->Shared
->TexObjectList
= texObj
;
178 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
180 if (texObj
->Name
> 0) {
181 /* insert into hash table */
182 _mesa_HashInsert(ctx
->Shared
->TexObjects
, texObj
->Name
, texObj
);
188 * Remove the given texture object from the texture object pool.
189 * Do not deallocate the texture object though.
192 _mesa_remove_texture_object( GLcontext
*ctx
, struct gl_texture_object
*texObj
)
194 struct gl_texture_object
*tprev
, *tcurr
;
196 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
198 /* unlink from the linked list */
200 tcurr
= ctx
->Shared
->TexObjectList
;
202 if (tcurr
== texObj
) {
204 tprev
->Next
= texObj
->Next
;
207 ctx
->Shared
->TexObjectList
= texObj
->Next
;
215 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
217 if (texObj
->Name
> 0) {
218 /* remove from hash table */
219 _mesa_HashRemove(ctx
->Shared
->TexObjects
, texObj
->Name
);
224 * Copy texture object state from one texture object to another.
226 * \param dest destination texture object.
227 * \param src source texture object.
230 _mesa_copy_texture_object( struct gl_texture_object
*dest
,
231 const struct gl_texture_object
*src
)
233 dest
->Name
= src
->Name
;
234 dest
->Priority
= src
->Priority
;
235 dest
->BorderColor
[0] = src
->BorderColor
[0];
236 dest
->BorderColor
[1] = src
->BorderColor
[1];
237 dest
->BorderColor
[2] = src
->BorderColor
[2];
238 dest
->BorderColor
[3] = src
->BorderColor
[3];
239 dest
->WrapS
= src
->WrapS
;
240 dest
->WrapT
= src
->WrapT
;
241 dest
->WrapR
= src
->WrapR
;
242 dest
->MinFilter
= src
->MinFilter
;
243 dest
->MagFilter
= src
->MagFilter
;
244 dest
->MinLod
= src
->MinLod
;
245 dest
->MaxLod
= src
->MaxLod
;
246 dest
->LodBias
= src
->LodBias
;
247 dest
->BaseLevel
= src
->BaseLevel
;
248 dest
->MaxLevel
= src
->MaxLevel
;
249 dest
->MaxAnisotropy
= src
->MaxAnisotropy
;
250 dest
->CompareFlag
= src
->CompareFlag
;
251 dest
->CompareOperator
= src
->CompareOperator
;
252 dest
->ShadowAmbient
= src
->ShadowAmbient
;
253 dest
->CompareMode
= src
->CompareMode
;
254 dest
->CompareFunc
= src
->CompareFunc
;
255 dest
->DepthMode
= src
->DepthMode
;
256 dest
->_MaxLevel
= src
->_MaxLevel
;
257 dest
->_MaxLambda
= src
->_MaxLambda
;
258 dest
->GenerateMipmap
= src
->GenerateMipmap
;
259 dest
->Palette
= src
->Palette
;
260 dest
->Complete
= src
->Complete
;
261 dest
->_IsPowerOfTwo
= src
->_IsPowerOfTwo
;
266 * Report why a texture object is incomplete.
268 * \param t texture object.
269 * \param why string describing why it's incomplete.
271 * \note For debug purposes only.
275 incomplete(const struct gl_texture_object
*t
, const char *why
)
277 _mesa_printf("Texture Obj %d incomplete because: %s\n", t
->Name
, why
);
280 #define incomplete(t, why)
285 * Examine a texture object to determine if it is complete.
287 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
290 * \param ctx GL context.
291 * \param t texture object.
293 * According to the texture target, verifies that each of the mipmaps is
294 * present and has the expected size.
297 _mesa_test_texobj_completeness( const GLcontext
*ctx
,
298 struct gl_texture_object
*t
)
300 const GLint baseLevel
= t
->BaseLevel
;
301 GLint maxLog2
= 0, maxLevels
= 0;
303 t
->Complete
= GL_TRUE
; /* be optimistic */
304 t
->_IsPowerOfTwo
= GL_TRUE
; /* may be set FALSE below */
306 /* Always need the base level image */
307 if (!t
->Image
[baseLevel
]) {
308 incomplete(t
, "Image[baseLevel] == NULL");
309 t
->Complete
= GL_FALSE
;
313 /* Check width/height/depth for zero */
314 if (t
->Image
[baseLevel
]->Width
== 0 ||
315 t
->Image
[baseLevel
]->Height
== 0 ||
316 t
->Image
[baseLevel
]->Depth
== 0) {
317 incomplete(t
, "texture width = 0");
318 t
->Complete
= GL_FALSE
;
322 /* Compute _MaxLevel */
323 if (t
->Target
== GL_TEXTURE_1D
) {
324 maxLog2
= t
->Image
[baseLevel
]->WidthLog2
;
325 maxLevels
= ctx
->Const
.MaxTextureLevels
;
327 else if (t
->Target
== GL_TEXTURE_2D
) {
328 maxLog2
= MAX2(t
->Image
[baseLevel
]->WidthLog2
,
329 t
->Image
[baseLevel
]->HeightLog2
);
330 maxLevels
= ctx
->Const
.MaxTextureLevels
;
332 else if (t
->Target
== GL_TEXTURE_3D
) {
333 GLint max
= MAX2(t
->Image
[baseLevel
]->WidthLog2
,
334 t
->Image
[baseLevel
]->HeightLog2
);
335 maxLog2
= MAX2(max
, (GLint
)(t
->Image
[baseLevel
]->DepthLog2
));
336 maxLevels
= ctx
->Const
.Max3DTextureLevels
;
338 else if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
339 maxLog2
= MAX2(t
->Image
[baseLevel
]->WidthLog2
,
340 t
->Image
[baseLevel
]->HeightLog2
);
341 maxLevels
= ctx
->Const
.MaxCubeTextureLevels
;
343 else if (t
->Target
== GL_TEXTURE_RECTANGLE_NV
) {
344 maxLog2
= 0; /* not applicable */
345 maxLevels
= 1; /* no mipmapping */
348 _mesa_problem(ctx
, "Bad t->Target in _mesa_test_texobj_completeness");
352 ASSERT(maxLevels
> 0);
354 t
->_MaxLevel
= baseLevel
+ maxLog2
;
355 t
->_MaxLevel
= MIN2(t
->_MaxLevel
, t
->MaxLevel
);
356 t
->_MaxLevel
= MIN2(t
->_MaxLevel
, maxLevels
- 1);
358 /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
359 t
->_MaxLambda
= (GLfloat
) (t
->_MaxLevel
- t
->BaseLevel
);
361 if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
362 /* make sure that all six cube map level 0 images are the same size */
363 const GLuint w
= t
->Image
[baseLevel
]->Width2
;
364 const GLuint h
= t
->Image
[baseLevel
]->Height2
;
365 if (!t
->NegX
[baseLevel
] ||
366 t
->NegX
[baseLevel
]->Width2
!= w
||
367 t
->NegX
[baseLevel
]->Height2
!= h
||
368 !t
->PosY
[baseLevel
] ||
369 t
->PosY
[baseLevel
]->Width2
!= w
||
370 t
->PosY
[baseLevel
]->Height2
!= h
||
371 !t
->NegY
[baseLevel
] ||
372 t
->NegY
[baseLevel
]->Width2
!= w
||
373 t
->NegY
[baseLevel
]->Height2
!= h
||
374 !t
->PosZ
[baseLevel
] ||
375 t
->PosZ
[baseLevel
]->Width2
!= w
||
376 t
->PosZ
[baseLevel
]->Height2
!= h
||
377 !t
->NegZ
[baseLevel
] ||
378 t
->NegZ
[baseLevel
]->Width2
!= w
||
379 t
->NegZ
[baseLevel
]->Height2
!= h
) {
380 t
->Complete
= GL_FALSE
;
381 incomplete(t
, "Non-quare cubemap image");
386 /* check for non power of two */
387 if (!t
->Image
[baseLevel
]->_IsPowerOfTwo
) {
388 t
->_IsPowerOfTwo
= GL_FALSE
;
391 /* extra checking for mipmaps */
392 if (t
->MinFilter
!= GL_NEAREST
&& t
->MinFilter
!= GL_LINEAR
) {
394 * Mipmapping: determine if we have a complete set of mipmaps
397 GLint minLevel
= baseLevel
;
398 GLint maxLevel
= t
->_MaxLevel
;
400 if (minLevel
> maxLevel
) {
401 t
->Complete
= GL_FALSE
;
402 incomplete(t
, "minLevel > maxLevel");
406 /* Test dimension-independent attributes */
407 for (i
= minLevel
; i
<= maxLevel
; i
++) {
409 if (t
->Image
[i
]->TexFormat
!= t
->Image
[baseLevel
]->TexFormat
) {
410 t
->Complete
= GL_FALSE
;
411 incomplete(t
, "Format[i] != Format[baseLevel]");
414 if (t
->Image
[i
]->Border
!= t
->Image
[baseLevel
]->Border
) {
415 t
->Complete
= GL_FALSE
;
416 incomplete(t
, "Border[i] != Border[baseLevel]");
422 /* Test things which depend on number of texture image dimensions */
423 if (t
->Target
== GL_TEXTURE_1D
) {
424 /* Test 1-D mipmaps */
425 GLuint width
= t
->Image
[baseLevel
]->Width2
;
426 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
430 if (i
>= minLevel
&& i
<= maxLevel
) {
432 t
->Complete
= GL_FALSE
;
433 incomplete(t
, "1D Image[i] == NULL");
436 if (t
->Image
[i
]->Width2
!= width
) {
437 t
->Complete
= GL_FALSE
;
438 incomplete(t
, "1D Image[i] bad width");
443 return; /* found smallest needed mipmap, all done! */
447 else if (t
->Target
== GL_TEXTURE_2D
) {
448 /* Test 2-D mipmaps */
449 GLuint width
= t
->Image
[baseLevel
]->Width2
;
450 GLuint height
= t
->Image
[baseLevel
]->Height2
;
451 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
458 if (i
>= minLevel
&& i
<= maxLevel
) {
460 t
->Complete
= GL_FALSE
;
461 incomplete(t
, "2D Image[i] == NULL");
464 if (t
->Image
[i
]->Width2
!= width
) {
465 t
->Complete
= GL_FALSE
;
466 incomplete(t
, "2D Image[i] bad width");
469 if (t
->Image
[i
]->Height2
!= height
) {
470 t
->Complete
= GL_FALSE
;
471 incomplete(t
, "2D Image[i] bad height");
474 if (width
==1 && height
==1) {
475 return; /* found smallest needed mipmap, all done! */
480 else if (t
->Target
== GL_TEXTURE_3D
) {
481 /* Test 3-D mipmaps */
482 GLuint width
= t
->Image
[baseLevel
]->Width2
;
483 GLuint height
= t
->Image
[baseLevel
]->Height2
;
484 GLuint depth
= t
->Image
[baseLevel
]->Depth2
;
485 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
495 if (i
>= minLevel
&& i
<= maxLevel
) {
497 incomplete(t
, "3D Image[i] == NULL");
498 t
->Complete
= GL_FALSE
;
501 if (t
->Image
[i
]->Format
== GL_DEPTH_COMPONENT
) {
502 t
->Complete
= GL_FALSE
;
503 incomplete(t
, "GL_DEPTH_COMPONENT only works with 1/2D tex");
506 if (t
->Image
[i
]->Width2
!= width
) {
507 t
->Complete
= GL_FALSE
;
508 incomplete(t
, "3D Image[i] bad width");
511 if (t
->Image
[i
]->Height2
!= height
) {
512 t
->Complete
= GL_FALSE
;
513 incomplete(t
, "3D Image[i] bad height");
516 if (t
->Image
[i
]->Depth2
!= depth
) {
517 t
->Complete
= GL_FALSE
;
518 incomplete(t
, "3D Image[i] bad depth");
522 if (width
== 1 && height
== 1 && depth
== 1) {
523 return; /* found smallest needed mipmap, all done! */
527 else if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
528 /* make sure 6 cube faces are consistant */
529 GLuint width
= t
->Image
[baseLevel
]->Width2
;
530 GLuint height
= t
->Image
[baseLevel
]->Height2
;
531 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
538 if (i
>= minLevel
&& i
<= maxLevel
) {
539 /* check that we have images defined */
540 if (!t
->Image
[i
] || !t
->NegX
[i
] ||
541 !t
->PosY
[i
] || !t
->NegY
[i
] ||
542 !t
->PosZ
[i
] || !t
->NegZ
[i
]) {
543 t
->Complete
= GL_FALSE
;
544 incomplete(t
, "CubeMap Image[i] == NULL");
547 /* Don't support GL_DEPTH_COMPONENT for cube maps */
548 if (t
->Image
[i
]->Format
== GL_DEPTH_COMPONENT
) {
549 t
->Complete
= GL_FALSE
;
550 incomplete(t
, "GL_DEPTH_COMPONENT only works with 1/2D tex");
553 /* check that all six images have same size */
554 if (t
->NegX
[i
]->Width2
!=width
|| t
->NegX
[i
]->Height2
!=height
||
555 t
->PosY
[i
]->Width2
!=width
|| t
->PosY
[i
]->Height2
!=height
||
556 t
->NegY
[i
]->Width2
!=width
|| t
->NegY
[i
]->Height2
!=height
||
557 t
->PosZ
[i
]->Width2
!=width
|| t
->PosZ
[i
]->Height2
!=height
||
558 t
->NegZ
[i
]->Width2
!=width
|| t
->NegZ
[i
]->Height2
!=height
) {
559 t
->Complete
= GL_FALSE
;
560 incomplete(t
, "CubeMap Image[i] bad size");
564 if (width
== 1 && height
== 1) {
565 return; /* found smallest needed mipmap, all done! */
569 else if (t
->Target
== GL_TEXTURE_RECTANGLE_NV
) {
570 /* XXX special checking? */
574 _mesa_problem(ctx
, "Bug in gl_test_texture_object_completeness\n");
582 /***********************************************************************/
583 /** \name API functions */
587 * Texture name generation lock.
589 * Used by _mesa_GenTextures() to guarantee that the generation and allocation
590 * of texture IDs is atomic.
592 _glthread_DECLARE_STATIC_MUTEX(GenTexturesLock
);
595 * Generate texture names.
597 * \param n number of texture names to be generated.
598 * \param texName an array in which will hold the generated texture names.
600 * \sa glGenTextures().
602 * While holding the GenTexturesLock lock, calls _mesa_HashFindFreeKeyBlock()
603 * to find a block of free texture IDs which are stored in \p texName.
604 * Corresponding empty texture objects are also generated.
607 _mesa_GenTextures( GLsizei n
, GLuint
*texName
)
609 GET_CURRENT_CONTEXT(ctx
);
612 ASSERT_OUTSIDE_BEGIN_END(ctx
);
615 _mesa_error( ctx
, GL_INVALID_VALUE
, "glGenTextures" );
623 * This must be atomic (generation and allocation of texture IDs)
625 _glthread_LOCK_MUTEX(GenTexturesLock
);
627 first
= _mesa_HashFindFreeKeyBlock(ctx
->Shared
->TexObjects
, n
);
629 /* Allocate new, empty texture objects */
630 for (i
= 0; i
< n
; i
++) {
631 struct gl_texture_object
*texObj
;
632 GLuint name
= first
+ i
;
634 texObj
= (*ctx
->Driver
.NewTextureObject
)( ctx
, name
, target
);
636 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glGenTextures");
639 _mesa_save_texture_object(ctx
, texObj
);
643 _glthread_UNLOCK_MUTEX(GenTexturesLock
);
647 * Delete named textures.
649 * \param n number of textures to be deleted.
650 * \param texName array of textures names to be deleted.
652 * \sa glDeleteTextures().
654 * For each texture checks if its bound to any of the texture units, unbinding
655 * it and decrementing the reference count if so. If the texture reference
656 * count is zero, delete its object.
659 _mesa_DeleteTextures( GLsizei n
, const GLuint
*texName
)
661 GET_CURRENT_CONTEXT(ctx
);
663 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
); /* too complex */
669 if (texName
[i
] > 0) {
670 struct gl_texture_object
*delObj
= (struct gl_texture_object
*)
671 _mesa_HashLookup(ctx
->Shared
->TexObjects
, texName
[i
]);
673 /* First check if this texture is currently bound.
674 * If so, unbind it and decrement the reference count.
677 for (u
= 0; u
< MAX_TEXTURE_IMAGE_UNITS
; u
++) {
678 struct gl_texture_unit
*unit
= &ctx
->Texture
.Unit
[u
];
679 if (delObj
== unit
->Current1D
) {
680 unit
->Current1D
= ctx
->Shared
->Default1D
;
681 ctx
->Shared
->Default1D
->RefCount
++;
683 if (delObj
== unit
->_Current
)
684 unit
->_Current
= unit
->Current1D
;
686 else if (delObj
== unit
->Current2D
) {
687 unit
->Current2D
= ctx
->Shared
->Default2D
;
688 ctx
->Shared
->Default2D
->RefCount
++;
690 if (delObj
== unit
->_Current
)
691 unit
->_Current
= unit
->Current2D
;
693 else if (delObj
== unit
->Current3D
) {
694 unit
->Current3D
= ctx
->Shared
->Default3D
;
695 ctx
->Shared
->Default3D
->RefCount
++;
697 if (delObj
== unit
->_Current
)
698 unit
->_Current
= unit
->Current3D
;
700 else if (delObj
== unit
->CurrentCubeMap
) {
701 unit
->CurrentCubeMap
= ctx
->Shared
->DefaultCubeMap
;
702 ctx
->Shared
->DefaultCubeMap
->RefCount
++;
704 if (delObj
== unit
->_Current
)
705 unit
->_Current
= unit
->CurrentCubeMap
;
707 else if (delObj
== unit
->CurrentRect
) {
708 unit
->CurrentRect
= ctx
->Shared
->DefaultRect
;
709 ctx
->Shared
->DefaultRect
->RefCount
++;
711 if (delObj
== unit
->_Current
)
712 unit
->_Current
= unit
->CurrentRect
;
715 ctx
->NewState
|= _NEW_TEXTURE
;
717 /* Decrement reference count and delete if zero */
719 ASSERT(delObj
->RefCount
>= 0);
721 if (delObj
->RefCount
== 0) {
722 ASSERT(delObj
->Name
!= 0);
723 _mesa_remove_texture_object(ctx
, delObj
);
724 ASSERT(ctx
->Driver
.DeleteTexture
);
725 (*ctx
->Driver
.DeleteTexture
)(ctx
, delObj
);
733 * Bind a named texture to a texturing target.
735 * \param target texture target.
736 * \param texName texture name.
738 * \sa glBindTexture().
740 * Determines the old texture object bound and returns immediately if rebinding
741 * the same texture. Get the current texture which is either a default texture
742 * if name is null, a named texture from the hash, or a new texture if the
743 * given texture name is new. Increments its reference count, binds it, and
744 * calls dd_function_table::BindTexture. Decrements the old texture reference
745 * count and deletes it if it reaches zero.
748 _mesa_BindTexture( GLenum target
, GLuint texName
)
750 GET_CURRENT_CONTEXT(ctx
);
751 GLuint unit
= ctx
->Texture
.CurrentUnit
;
752 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[unit
];
753 struct gl_texture_object
*oldTexObj
;
754 struct gl_texture_object
*newTexObj
= 0;
755 ASSERT_OUTSIDE_BEGIN_END(ctx
);
757 if (MESA_VERBOSE
& (VERBOSE_API
|VERBOSE_TEXTURE
))
758 _mesa_debug(ctx
, "glBindTexture %s %d\n",
759 _mesa_lookup_enum_by_nr(target
), (GLint
) texName
);
763 oldTexObj
= texUnit
->Current1D
;
766 oldTexObj
= texUnit
->Current2D
;
769 oldTexObj
= texUnit
->Current3D
;
771 case GL_TEXTURE_CUBE_MAP_ARB
:
772 if (!ctx
->Extensions
.ARB_texture_cube_map
) {
773 _mesa_error( ctx
, GL_INVALID_ENUM
, "glBindTexture(target)" );
776 oldTexObj
= texUnit
->CurrentCubeMap
;
778 case GL_TEXTURE_RECTANGLE_NV
:
779 if (!ctx
->Extensions
.NV_texture_rectangle
) {
780 _mesa_error( ctx
, GL_INVALID_ENUM
, "glBindTexture(target)" );
783 oldTexObj
= texUnit
->CurrentRect
;
786 _mesa_error( ctx
, GL_INVALID_ENUM
, "glBindTexture(target)" );
790 if (oldTexObj
->Name
== texName
)
791 return; /* rebinding the same texture- no change */
794 * Get pointer to new texture object (newTexObj)
797 /* newTexObj = a default texture object */
800 newTexObj
= ctx
->Shared
->Default1D
;
803 newTexObj
= ctx
->Shared
->Default2D
;
806 newTexObj
= ctx
->Shared
->Default3D
;
808 case GL_TEXTURE_CUBE_MAP_ARB
:
809 newTexObj
= ctx
->Shared
->DefaultCubeMap
;
811 case GL_TEXTURE_RECTANGLE_NV
:
812 newTexObj
= ctx
->Shared
->DefaultRect
;
815 ; /* Bad targets are caught above */
819 /* non-default texture object */
820 const struct _mesa_HashTable
*hash
= ctx
->Shared
->TexObjects
;
821 newTexObj
= (struct gl_texture_object
*) _mesa_HashLookup(hash
, texName
);
824 if (newTexObj
->Target
!= 0 && newTexObj
->Target
!= target
) {
825 /* the named texture object's dimensions don't match the target */
826 _mesa_error( ctx
, GL_INVALID_OPERATION
,
827 "glBindTexture(wrong dimensionality)" );
830 if (newTexObj
->Target
== 0 && target
== GL_TEXTURE_RECTANGLE_NV
) {
831 /* have to init wrap and filter state here - kind of klunky */
832 newTexObj
->WrapS
= GL_CLAMP_TO_EDGE
;
833 newTexObj
->WrapT
= GL_CLAMP_TO_EDGE
;
834 newTexObj
->WrapR
= GL_CLAMP_TO_EDGE
;
835 newTexObj
->MinFilter
= GL_LINEAR
;
839 /* if this is a new texture id, allocate a texture object now */
840 newTexObj
= (*ctx
->Driver
.NewTextureObject
)(ctx
, texName
, target
);
842 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glBindTexture");
845 _mesa_save_texture_object(ctx
, newTexObj
);
847 newTexObj
->Target
= target
;
850 newTexObj
->RefCount
++;
852 /* do the actual binding, but first flush outstanding vertices:
854 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
858 texUnit
->Current1D
= newTexObj
;
861 texUnit
->Current2D
= newTexObj
;
864 texUnit
->Current3D
= newTexObj
;
866 case GL_TEXTURE_CUBE_MAP_ARB
:
867 texUnit
->CurrentCubeMap
= newTexObj
;
869 case GL_TEXTURE_RECTANGLE_NV
:
870 texUnit
->CurrentRect
= newTexObj
;
873 _mesa_problem(ctx
, "bad target in BindTexture");
877 /* Pass BindTexture call to device driver */
878 if (ctx
->Driver
.BindTexture
)
879 (*ctx
->Driver
.BindTexture
)( ctx
, target
, newTexObj
);
881 oldTexObj
->RefCount
--;
882 assert(oldTexObj
->RefCount
>= 0);
883 if (oldTexObj
->RefCount
== 0) {
884 assert(oldTexObj
->Name
!= 0);
885 _mesa_remove_texture_object(ctx
, oldTexObj
);
886 ASSERT(ctx
->Driver
.DeleteTexture
);
887 (*ctx
->Driver
.DeleteTexture
)( ctx
, oldTexObj
);
892 * Set texture priorities.
894 * \param n number of textures.
895 * \param texName texture names.
896 * \param priorities corresponding texture priorities.
898 * \sa glPrioritizeTextures().
900 * Looks up each texture in the hash, clamps the corresponding priority between
901 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
904 _mesa_PrioritizeTextures( GLsizei n
, const GLuint
*texName
,
905 const GLclampf
*priorities
)
907 GET_CURRENT_CONTEXT(ctx
);
909 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
912 _mesa_error( ctx
, GL_INVALID_VALUE
, "glPrioritizeTextures" );
919 for (i
= 0; i
< n
; i
++) {
920 if (texName
[i
] > 0) {
921 struct gl_texture_object
*t
= (struct gl_texture_object
*)
922 _mesa_HashLookup(ctx
->Shared
->TexObjects
, texName
[i
]);
924 t
->Priority
= CLAMP( priorities
[i
], 0.0F
, 1.0F
);
925 if (ctx
->Driver
.PrioritizeTexture
)
926 ctx
->Driver
.PrioritizeTexture( ctx
, t
, t
->Priority
);
931 ctx
->NewState
|= _NEW_TEXTURE
;
935 * See if textures are loaded in texture memory.
937 * \param n number of textures to query.
938 * \param texName array with the texture names.
939 * \param residences array which will hold the residence status.
941 * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
943 * \sa glAreTexturesResident().
945 * Looks up each texture in the hash and calls
946 * dd_function_table::IsTextureResident.
949 _mesa_AreTexturesResident(GLsizei n
, const GLuint
*texName
,
950 GLboolean
*residences
)
952 GET_CURRENT_CONTEXT(ctx
);
953 GLboolean allResident
= GL_TRUE
;
955 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
958 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident(n)");
962 if (!texName
|| !residences
)
965 for (i
= 0; i
< n
; i
++) {
966 struct gl_texture_object
*t
;
967 if (texName
[i
] == 0) {
968 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident");
971 t
= (struct gl_texture_object
*)
972 _mesa_HashLookup(ctx
->Shared
->TexObjects
, texName
[i
]);
974 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident");
977 if (!ctx
->Driver
.IsTextureResident
||
978 ctx
->Driver
.IsTextureResident(ctx
, t
)) {
979 /* The texture is resident */
981 residences
[i
] = GL_TRUE
;
984 /* The texture is not resident */
986 allResident
= GL_FALSE
;
987 for (j
= 0; j
< i
; j
++)
988 residences
[j
] = GL_TRUE
;
990 residences
[i
] = GL_FALSE
;
998 * See if a name corresponds to a texture.
1000 * \param texture texture name.
1002 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
1005 * \sa glIsTexture().
1007 * Calls _mesa_HashLookup().
1009 GLboolean GLAPIENTRY
1010 _mesa_IsTexture( GLuint texture
)
1012 GET_CURRENT_CONTEXT(ctx
);
1013 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
1014 return texture
> 0 && _mesa_HashLookup(ctx
->Shared
->TexObjects
, texture
);