3 * Texture object management.
7 * Mesa 3-D graphics library
10 * Copyright (C) 1999-2007 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.
31 #include "mfeatures.h"
32 #include "bufferobj.h"
45 #include "program/prog_instruction.h"
49 /**********************************************************************/
50 /** \name Internal functions */
55 * Return the gl_texture_object for a given ID.
57 struct gl_texture_object
*
58 _mesa_lookup_texture(struct gl_context
*ctx
, GLuint id
)
60 return (struct gl_texture_object
*)
61 _mesa_HashLookup(ctx
->Shared
->TexObjects
, id
);
67 * Allocate and initialize a new texture object. But don't put it into the
68 * texture object hash table.
70 * Called via ctx->Driver.NewTextureObject, unless overridden by a device
73 * \param shared the shared GL state structure to contain the texture object
74 * \param name integer name for the texture object
75 * \param target either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,
76 * GL_TEXTURE_CUBE_MAP_ARB or GL_TEXTURE_RECTANGLE_NV. zero is ok for the sake
79 * \return pointer to new texture object.
81 struct gl_texture_object
*
82 _mesa_new_texture_object( struct gl_context
*ctx
, GLuint name
, GLenum target
)
84 struct gl_texture_object
*obj
;
86 obj
= MALLOC_STRUCT(gl_texture_object
);
87 _mesa_initialize_texture_object(obj
, name
, target
);
93 * Initialize a new texture object to default values.
94 * \param obj the texture object
95 * \param name the texture name
96 * \param target the texture target
99 _mesa_initialize_texture_object( struct gl_texture_object
*obj
,
100 GLuint name
, GLenum target
)
102 ASSERT(target
== 0 ||
103 target
== GL_TEXTURE_1D
||
104 target
== GL_TEXTURE_2D
||
105 target
== GL_TEXTURE_3D
||
106 target
== GL_TEXTURE_CUBE_MAP_ARB
||
107 target
== GL_TEXTURE_RECTANGLE_NV
||
108 target
== GL_TEXTURE_1D_ARRAY_EXT
||
109 target
== GL_TEXTURE_2D_ARRAY_EXT
||
110 target
== GL_TEXTURE_BUFFER
);
112 memset(obj
, 0, sizeof(*obj
));
113 /* init the non-zero fields */
114 _glthread_INIT_MUTEX(obj
->Mutex
);
117 obj
->Target
= target
;
118 obj
->Priority
= 1.0F
;
120 obj
->MaxLevel
= 1000;
123 if (target
== GL_TEXTURE_RECTANGLE_NV
) {
124 obj
->Sampler
.WrapS
= GL_CLAMP_TO_EDGE
;
125 obj
->Sampler
.WrapT
= GL_CLAMP_TO_EDGE
;
126 obj
->Sampler
.WrapR
= GL_CLAMP_TO_EDGE
;
127 obj
->Sampler
.MinFilter
= GL_LINEAR
;
130 obj
->Sampler
.WrapS
= GL_REPEAT
;
131 obj
->Sampler
.WrapT
= GL_REPEAT
;
132 obj
->Sampler
.WrapR
= GL_REPEAT
;
133 obj
->Sampler
.MinFilter
= GL_NEAREST_MIPMAP_LINEAR
;
135 obj
->Sampler
.MagFilter
= GL_LINEAR
;
136 obj
->Sampler
.MinLod
= -1000.0;
137 obj
->Sampler
.MaxLod
= 1000.0;
138 obj
->Sampler
.LodBias
= 0.0;
139 obj
->Sampler
.MaxAnisotropy
= 1.0;
140 obj
->Sampler
.CompareMode
= GL_NONE
; /* ARB_shadow */
141 obj
->Sampler
.CompareFunc
= GL_LEQUAL
; /* ARB_shadow */
142 obj
->Sampler
.CompareFailValue
= 0.0F
; /* ARB_shadow_ambient */
143 obj
->Sampler
.DepthMode
= GL_LUMINANCE
; /* ARB_depth_texture */
144 obj
->Sampler
.CubeMapSeamless
= GL_FALSE
;
145 obj
->Swizzle
[0] = GL_RED
;
146 obj
->Swizzle
[1] = GL_GREEN
;
147 obj
->Swizzle
[2] = GL_BLUE
;
148 obj
->Swizzle
[3] = GL_ALPHA
;
149 obj
->_Swizzle
= SWIZZLE_NOOP
;
150 obj
->Sampler
.sRGBDecode
= GL_DECODE_EXT
;
155 * Some texture initialization can't be finished until we know which
156 * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
159 finish_texture_init(struct gl_context
*ctx
, GLenum target
,
160 struct gl_texture_object
*obj
)
162 assert(obj
->Target
== 0);
164 if (target
== GL_TEXTURE_RECTANGLE_NV
) {
165 /* have to init wrap and filter state here - kind of klunky */
166 obj
->Sampler
.WrapS
= GL_CLAMP_TO_EDGE
;
167 obj
->Sampler
.WrapT
= GL_CLAMP_TO_EDGE
;
168 obj
->Sampler
.WrapR
= GL_CLAMP_TO_EDGE
;
169 obj
->Sampler
.MinFilter
= GL_LINEAR
;
170 if (ctx
->Driver
.TexParameter
) {
171 static const GLfloat fparam_wrap
[1] = {(GLfloat
) GL_CLAMP_TO_EDGE
};
172 static const GLfloat fparam_filter
[1] = {(GLfloat
) GL_LINEAR
};
173 ctx
->Driver
.TexParameter(ctx
, target
, obj
, GL_TEXTURE_WRAP_S
, fparam_wrap
);
174 ctx
->Driver
.TexParameter(ctx
, target
, obj
, GL_TEXTURE_WRAP_T
, fparam_wrap
);
175 ctx
->Driver
.TexParameter(ctx
, target
, obj
, GL_TEXTURE_WRAP_R
, fparam_wrap
);
176 ctx
->Driver
.TexParameter(ctx
, target
, obj
, GL_TEXTURE_MIN_FILTER
, fparam_filter
);
183 * Deallocate a texture object struct. It should have already been
184 * removed from the texture object pool.
185 * Called via ctx->Driver.DeleteTexture() if not overriden by a driver.
187 * \param shared the shared GL state to which the object belongs.
188 * \param texObj the texture object to delete.
191 _mesa_delete_texture_object(struct gl_context
*ctx
,
192 struct gl_texture_object
*texObj
)
196 /* Set Target to an invalid value. With some assertions elsewhere
197 * we can try to detect possible use of deleted textures.
199 texObj
->Target
= 0x99;
201 /* free the texture images */
202 for (face
= 0; face
< 6; face
++) {
203 for (i
= 0; i
< MAX_TEXTURE_LEVELS
; i
++) {
204 if (texObj
->Image
[face
][i
]) {
205 ctx
->Driver
.DeleteTextureImage(ctx
, texObj
->Image
[face
][i
]);
210 _mesa_reference_buffer_object(ctx
, &texObj
->BufferObject
, NULL
);
212 /* destroy the mutex -- it may have allocated memory (eg on bsd) */
213 _glthread_DESTROY_MUTEX(texObj
->Mutex
);
215 /* free this object */
222 * Copy texture object state from one texture object to another.
223 * Use for glPush/PopAttrib.
225 * \param dest destination texture object.
226 * \param src source texture object.
229 _mesa_copy_texture_object( struct gl_texture_object
*dest
,
230 const struct gl_texture_object
*src
)
232 dest
->Target
= src
->Target
;
233 dest
->Name
= src
->Name
;
234 dest
->Priority
= src
->Priority
;
235 dest
->Sampler
.BorderColor
.f
[0] = src
->Sampler
.BorderColor
.f
[0];
236 dest
->Sampler
.BorderColor
.f
[1] = src
->Sampler
.BorderColor
.f
[1];
237 dest
->Sampler
.BorderColor
.f
[2] = src
->Sampler
.BorderColor
.f
[2];
238 dest
->Sampler
.BorderColor
.f
[3] = src
->Sampler
.BorderColor
.f
[3];
239 dest
->Sampler
.WrapS
= src
->Sampler
.WrapS
;
240 dest
->Sampler
.WrapT
= src
->Sampler
.WrapT
;
241 dest
->Sampler
.WrapR
= src
->Sampler
.WrapR
;
242 dest
->Sampler
.MinFilter
= src
->Sampler
.MinFilter
;
243 dest
->Sampler
.MagFilter
= src
->Sampler
.MagFilter
;
244 dest
->Sampler
.MinLod
= src
->Sampler
.MinLod
;
245 dest
->Sampler
.MaxLod
= src
->Sampler
.MaxLod
;
246 dest
->Sampler
.LodBias
= src
->Sampler
.LodBias
;
247 dest
->BaseLevel
= src
->BaseLevel
;
248 dest
->MaxLevel
= src
->MaxLevel
;
249 dest
->Sampler
.MaxAnisotropy
= src
->Sampler
.MaxAnisotropy
;
250 dest
->Sampler
.CompareMode
= src
->Sampler
.CompareMode
;
251 dest
->Sampler
.CompareFunc
= src
->Sampler
.CompareFunc
;
252 dest
->Sampler
.CompareFailValue
= src
->Sampler
.CompareFailValue
;
253 dest
->Sampler
.CubeMapSeamless
= src
->Sampler
.CubeMapSeamless
;
254 dest
->Sampler
.DepthMode
= src
->Sampler
.DepthMode
;
255 dest
->Sampler
.sRGBDecode
= src
->Sampler
.sRGBDecode
;
256 dest
->_MaxLevel
= src
->_MaxLevel
;
257 dest
->_MaxLambda
= src
->_MaxLambda
;
258 dest
->GenerateMipmap
= src
->GenerateMipmap
;
259 dest
->_Complete
= src
->_Complete
;
260 COPY_4V(dest
->Swizzle
, src
->Swizzle
);
261 dest
->_Swizzle
= src
->_Swizzle
;
266 * Free all texture images of the given texture object.
268 * \param ctx GL context.
269 * \param t texture object.
271 * \sa _mesa_clear_texture_image().
274 _mesa_clear_texture_object(struct gl_context
*ctx
,
275 struct gl_texture_object
*texObj
)
279 if (texObj
->Target
== 0)
282 for (i
= 0; i
< MAX_FACES
; i
++) {
283 for (j
= 0; j
< MAX_TEXTURE_LEVELS
; j
++) {
284 struct gl_texture_image
*texImage
= texObj
->Image
[i
][j
];
286 _mesa_clear_texture_image(ctx
, texImage
);
293 * Check if the given texture object is valid by examining its Target field.
294 * For debugging only.
297 valid_texture_object(const struct gl_texture_object
*tex
)
299 switch (tex
->Target
) {
304 case GL_TEXTURE_CUBE_MAP_ARB
:
305 case GL_TEXTURE_RECTANGLE_NV
:
306 case GL_TEXTURE_1D_ARRAY_EXT
:
307 case GL_TEXTURE_2D_ARRAY_EXT
:
308 case GL_TEXTURE_BUFFER
:
311 _mesa_problem(NULL
, "invalid reference to a deleted texture object");
314 _mesa_problem(NULL
, "invalid texture object Target 0x%x, Id = %u",
315 tex
->Target
, tex
->Name
);
322 * Reference (or unreference) a texture object.
323 * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
324 * If 'tex' is non-null, increment its refcount.
325 * This is normally only called from the _mesa_reference_texobj() macro
326 * when there's a real pointer change.
329 _mesa_reference_texobj_(struct gl_texture_object
**ptr
,
330 struct gl_texture_object
*tex
)
335 /* Unreference the old texture */
336 GLboolean deleteFlag
= GL_FALSE
;
337 struct gl_texture_object
*oldTex
= *ptr
;
339 ASSERT(valid_texture_object(oldTex
));
340 (void) valid_texture_object
; /* silence warning in release builds */
342 _glthread_LOCK_MUTEX(oldTex
->Mutex
);
343 ASSERT(oldTex
->RefCount
> 0);
346 deleteFlag
= (oldTex
->RefCount
== 0);
347 _glthread_UNLOCK_MUTEX(oldTex
->Mutex
);
350 GET_CURRENT_CONTEXT(ctx
);
352 ctx
->Driver
.DeleteTexture(ctx
, oldTex
);
354 _mesa_problem(NULL
, "Unable to delete texture, no context");
362 /* reference new texture */
363 ASSERT(valid_texture_object(tex
));
364 _glthread_LOCK_MUTEX(tex
->Mutex
);
365 if (tex
->RefCount
== 0) {
366 /* this texture's being deleted (look just above) */
367 /* Not sure this can every really happen. Warn if it does. */
368 _mesa_problem(NULL
, "referencing deleted texture object");
375 _glthread_UNLOCK_MUTEX(tex
->Mutex
);
382 * Mark a texture object as incomplete.
383 * \param t texture object
384 * \param fmt... string describing why it's incomplete (for debugging).
387 incomplete(struct gl_texture_object
*t
, const char *fmt
, ...)
394 vsnprintf(s
, sizeof(s
), fmt
, args
);
397 printf("Texture Obj %d incomplete because: %s\n", t
->Name
, s
);
399 t
->_Complete
= GL_FALSE
;
404 * Examine a texture object to determine if it is complete.
406 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
409 * \param ctx GL context.
410 * \param t texture object.
412 * According to the texture target, verifies that each of the mipmaps is
413 * present and has the expected size.
416 _mesa_test_texobj_completeness( const struct gl_context
*ctx
,
417 struct gl_texture_object
*t
)
419 const GLint baseLevel
= t
->BaseLevel
;
420 GLint maxLog2
= 0, maxLevels
= 0;
422 t
->_Complete
= GL_TRUE
; /* be optimistic */
424 /* Detect cases where the application set the base level to an invalid
427 if ((baseLevel
< 0) || (baseLevel
>= MAX_TEXTURE_LEVELS
)) {
428 incomplete(t
, "base level = %d is invalid", baseLevel
);
432 /* Always need the base level image */
433 if (!t
->Image
[0][baseLevel
]) {
434 incomplete(t
, "Image[baseLevel=%d] == NULL", baseLevel
);
438 /* Check width/height/depth for zero */
439 if (t
->Image
[0][baseLevel
]->Width
== 0 ||
440 t
->Image
[0][baseLevel
]->Height
== 0 ||
441 t
->Image
[0][baseLevel
]->Depth
== 0) {
442 incomplete(t
, "texture width = 0");
446 /* Compute _MaxLevel */
447 if ((t
->Target
== GL_TEXTURE_1D
) ||
448 (t
->Target
== GL_TEXTURE_1D_ARRAY_EXT
)) {
449 maxLog2
= t
->Image
[0][baseLevel
]->WidthLog2
;
450 maxLevels
= ctx
->Const
.MaxTextureLevels
;
452 else if ((t
->Target
== GL_TEXTURE_2D
) ||
453 (t
->Target
== GL_TEXTURE_2D_ARRAY_EXT
)) {
454 maxLog2
= MAX2(t
->Image
[0][baseLevel
]->WidthLog2
,
455 t
->Image
[0][baseLevel
]->HeightLog2
);
456 maxLevels
= ctx
->Const
.MaxTextureLevels
;
458 else if (t
->Target
== GL_TEXTURE_3D
) {
459 GLint max
= MAX2(t
->Image
[0][baseLevel
]->WidthLog2
,
460 t
->Image
[0][baseLevel
]->HeightLog2
);
461 maxLog2
= MAX2(max
, (GLint
)(t
->Image
[0][baseLevel
]->DepthLog2
));
462 maxLevels
= ctx
->Const
.Max3DTextureLevels
;
464 else if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
465 maxLog2
= MAX2(t
->Image
[0][baseLevel
]->WidthLog2
,
466 t
->Image
[0][baseLevel
]->HeightLog2
);
467 maxLevels
= ctx
->Const
.MaxCubeTextureLevels
;
469 else if (t
->Target
== GL_TEXTURE_RECTANGLE_NV
) {
470 maxLog2
= 0; /* not applicable */
471 maxLevels
= 1; /* no mipmapping */
474 _mesa_problem(ctx
, "Bad t->Target in _mesa_test_texobj_completeness");
478 ASSERT(maxLevels
> 0);
480 if (t
->MaxLevel
< t
->BaseLevel
) {
481 incomplete(t
, "MAX_LEVEL (%d) < BASE_LEVEL (%d)",
482 t
->MaxLevel
, t
->BaseLevel
);
486 t
->_MaxLevel
= baseLevel
+ maxLog2
;
487 t
->_MaxLevel
= MIN2(t
->_MaxLevel
, t
->MaxLevel
);
488 t
->_MaxLevel
= MIN2(t
->_MaxLevel
, maxLevels
- 1);
490 /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
491 t
->_MaxLambda
= (GLfloat
) (t
->_MaxLevel
- t
->BaseLevel
);
493 if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
494 /* make sure that all six cube map level 0 images are the same size */
495 const GLuint w
= t
->Image
[0][baseLevel
]->Width2
;
496 const GLuint h
= t
->Image
[0][baseLevel
]->Height2
;
498 for (face
= 1; face
< 6; face
++) {
499 if (t
->Image
[face
][baseLevel
] == NULL
||
500 t
->Image
[face
][baseLevel
]->Width2
!= w
||
501 t
->Image
[face
][baseLevel
]->Height2
!= h
) {
502 incomplete(t
, "Cube face missing or mismatched size");
508 /* extra checking for mipmaps */
509 if (t
->Sampler
.MinFilter
!= GL_NEAREST
&& t
->Sampler
.MinFilter
!= GL_LINEAR
) {
511 * Mipmapping: determine if we have a complete set of mipmaps
514 GLint minLevel
= baseLevel
;
515 GLint maxLevel
= t
->_MaxLevel
;
517 if (minLevel
> maxLevel
) {
518 incomplete(t
, "minLevel > maxLevel");
522 /* Test dimension-independent attributes */
523 for (i
= minLevel
; i
<= maxLevel
; i
++) {
524 if (t
->Image
[0][i
]) {
525 if (t
->Image
[0][i
]->TexFormat
!= t
->Image
[0][baseLevel
]->TexFormat
) {
526 incomplete(t
, "Format[i] != Format[baseLevel]");
529 if (t
->Image
[0][i
]->Border
!= t
->Image
[0][baseLevel
]->Border
) {
530 incomplete(t
, "Border[i] != Border[baseLevel]");
536 /* Test things which depend on number of texture image dimensions */
537 if ((t
->Target
== GL_TEXTURE_1D
) ||
538 (t
->Target
== GL_TEXTURE_1D_ARRAY_EXT
)) {
539 /* Test 1-D mipmaps */
540 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
541 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
545 if (i
>= minLevel
&& i
<= maxLevel
) {
546 if (!t
->Image
[0][i
]) {
547 incomplete(t
, "1D Image[0][i] == NULL");
550 if (t
->Image
[0][i
]->Width2
!= width
) {
551 incomplete(t
, "1D Image[0][i] bad width");
556 return; /* found smallest needed mipmap, all done! */
560 else if ((t
->Target
== GL_TEXTURE_2D
) ||
561 (t
->Target
== GL_TEXTURE_2D_ARRAY_EXT
)) {
562 /* Test 2-D mipmaps */
563 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
564 GLuint height
= t
->Image
[0][baseLevel
]->Height2
;
565 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
572 if (i
>= minLevel
&& i
<= maxLevel
) {
573 if (!t
->Image
[0][i
]) {
574 incomplete(t
, "2D Image[0][i] == NULL");
577 if (t
->Image
[0][i
]->Width2
!= width
) {
578 incomplete(t
, "2D Image[0][i] bad width");
581 if (t
->Image
[0][i
]->Height2
!= height
) {
582 incomplete(t
, "2D Image[0][i] bad height");
585 if (width
==1 && height
==1) {
586 return; /* found smallest needed mipmap, all done! */
591 else if (t
->Target
== GL_TEXTURE_3D
) {
592 /* Test 3-D mipmaps */
593 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
594 GLuint height
= t
->Image
[0][baseLevel
]->Height2
;
595 GLuint depth
= t
->Image
[0][baseLevel
]->Depth2
;
596 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
606 if (i
>= minLevel
&& i
<= maxLevel
) {
607 if (!t
->Image
[0][i
]) {
608 incomplete(t
, "3D Image[0][i] == NULL");
611 if (t
->Image
[0][i
]->_BaseFormat
== GL_DEPTH_COMPONENT
) {
612 incomplete(t
, "GL_DEPTH_COMPONENT only works with 1/2D tex");
615 if (t
->Image
[0][i
]->Width2
!= width
) {
616 incomplete(t
, "3D Image[0][i] bad width");
619 if (t
->Image
[0][i
]->Height2
!= height
) {
620 incomplete(t
, "3D Image[0][i] bad height");
623 if (t
->Image
[0][i
]->Depth2
!= depth
) {
624 incomplete(t
, "3D Image[0][i] bad depth");
628 if (width
== 1 && height
== 1 && depth
== 1) {
629 return; /* found smallest needed mipmap, all done! */
633 else if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
634 /* make sure 6 cube faces are consistant */
635 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
636 GLuint height
= t
->Image
[0][baseLevel
]->Height2
;
637 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
644 if (i
>= minLevel
&& i
<= maxLevel
) {
646 for (face
= 0; face
< 6; face
++) {
647 /* check that we have images defined */
648 if (!t
->Image
[face
][i
]) {
649 incomplete(t
, "CubeMap Image[n][i] == NULL");
652 /* Don't support GL_DEPTH_COMPONENT for cube maps */
653 if (t
->Image
[face
][i
]->_BaseFormat
== GL_DEPTH_COMPONENT
) {
654 incomplete(t
, "GL_DEPTH_COMPONENT only works with 1/2D tex");
657 /* check that all six images have same size */
658 if (t
->Image
[face
][i
]->Width2
!= width
||
659 t
->Image
[face
][i
]->Height2
!= height
) {
660 incomplete(t
, "CubeMap Image[n][i] bad size");
665 if (width
== 1 && height
== 1) {
666 return; /* found smallest needed mipmap, all done! */
670 else if (t
->Target
== GL_TEXTURE_RECTANGLE_NV
) {
671 /* XXX special checking? */
675 _mesa_problem(ctx
, "Bug in gl_test_texture_object_completeness\n");
682 * Check if the given cube map texture is "cube complete" as defined in
683 * the OpenGL specification.
686 _mesa_cube_complete(const struct gl_texture_object
*texObj
)
688 const GLint baseLevel
= texObj
->BaseLevel
;
689 const struct gl_texture_image
*img0
, *img
;
692 if (texObj
->Target
!= GL_TEXTURE_CUBE_MAP
)
695 if ((baseLevel
< 0) || (baseLevel
>= MAX_TEXTURE_LEVELS
))
698 /* check first face */
699 img0
= texObj
->Image
[0][baseLevel
];
702 img0
->Width
!= img0
->Height
)
705 /* check remaining faces vs. first face */
706 for (face
= 1; face
< 6; face
++) {
707 img
= texObj
->Image
[face
][baseLevel
];
709 img
->Width
!= img0
->Width
||
710 img
->Height
!= img0
->Height
||
711 img
->TexFormat
!= img0
->TexFormat
)
720 * Mark a texture object dirty. It forces the object to be incomplete
721 * and optionally forces the context to re-validate its state.
723 * \param ctx GL context.
724 * \param texObj texture object.
725 * \param invalidate_state also invalidate context state.
728 _mesa_dirty_texobj(struct gl_context
*ctx
, struct gl_texture_object
*texObj
,
729 GLboolean invalidate_state
)
731 texObj
->_Complete
= GL_FALSE
;
732 if (invalidate_state
)
733 ctx
->NewState
|= _NEW_TEXTURE
;
738 * Return pointer to a default/fallback texture.
739 * The texture is a 2D 8x8 RGBA texture with all texels = (0,0,0,1).
740 * That's the value a sampler should get when sampling from an
741 * incomplete texture.
743 struct gl_texture_object
*
744 _mesa_get_fallback_texture(struct gl_context
*ctx
)
746 if (!ctx
->Shared
->FallbackTex
) {
747 /* create fallback texture now */
748 static GLubyte texels
[8 * 8][4];
749 struct gl_texture_object
*texObj
;
750 struct gl_texture_image
*texImage
;
754 for (i
= 0; i
< 8 * 8; i
++) {
761 /* create texture object */
762 texObj
= ctx
->Driver
.NewTextureObject(ctx
, 0, GL_TEXTURE_2D
);
763 assert(texObj
->RefCount
== 1);
764 texObj
->Sampler
.MinFilter
= GL_NEAREST
;
765 texObj
->Sampler
.MagFilter
= GL_NEAREST
;
767 /* create level[0] texture image */
768 texImage
= _mesa_get_tex_image(ctx
, texObj
, GL_TEXTURE_2D
, 0);
770 texFormat
= ctx
->Driver
.ChooseTextureFormat(ctx
, GL_RGBA
, GL_RGBA
,
773 /* init the image fields */
774 _mesa_init_teximage_fields(ctx
, GL_TEXTURE_2D
, texImage
,
775 8, 8, 1, 0, GL_RGBA
, texFormat
);
777 ASSERT(texImage
->TexFormat
!= MESA_FORMAT_NONE
);
780 ctx
->Driver
.TexImage2D(ctx
, GL_TEXTURE_2D
, 0, GL_RGBA
,
782 GL_RGBA
, GL_UNSIGNED_BYTE
, texels
,
783 &ctx
->DefaultPacking
, texObj
, texImage
);
785 _mesa_test_texobj_completeness(ctx
, texObj
);
786 assert(texObj
->_Complete
);
788 ctx
->Shared
->FallbackTex
= texObj
;
790 return ctx
->Shared
->FallbackTex
;
797 /***********************************************************************/
798 /** \name API functions */
803 * Generate texture names.
805 * \param n number of texture names to be generated.
806 * \param textures an array in which will hold the generated texture names.
808 * \sa glGenTextures().
810 * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
811 * IDs which are stored in \p textures. Corresponding empty texture
812 * objects are also generated.
815 _mesa_GenTextures( GLsizei n
, GLuint
*textures
)
817 GET_CURRENT_CONTEXT(ctx
);
820 ASSERT_OUTSIDE_BEGIN_END(ctx
);
823 _mesa_error( ctx
, GL_INVALID_VALUE
, "glGenTextures" );
831 * This must be atomic (generation and allocation of texture IDs)
833 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
835 first
= _mesa_HashFindFreeKeyBlock(ctx
->Shared
->TexObjects
, n
);
837 /* Allocate new, empty texture objects */
838 for (i
= 0; i
< n
; i
++) {
839 struct gl_texture_object
*texObj
;
840 GLuint name
= first
+ i
;
842 texObj
= ctx
->Driver
.NewTextureObject(ctx
, name
, target
);
844 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
845 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glGenTextures");
849 /* insert into hash table */
850 _mesa_HashInsert(ctx
->Shared
->TexObjects
, texObj
->Name
, texObj
);
855 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
860 * Check if the given texture object is bound to the current draw or
861 * read framebuffer. If so, Unbind it.
864 unbind_texobj_from_fbo(struct gl_context
*ctx
,
865 struct gl_texture_object
*texObj
)
867 const GLuint n
= (ctx
->DrawBuffer
== ctx
->ReadBuffer
) ? 1 : 2;
870 for (i
= 0; i
< n
; i
++) {
871 struct gl_framebuffer
*fb
= (i
== 0) ? ctx
->DrawBuffer
: ctx
->ReadBuffer
;
874 for (j
= 0; j
< BUFFER_COUNT
; j
++) {
875 if (fb
->Attachment
[j
].Type
== GL_TEXTURE
&&
876 fb
->Attachment
[j
].Texture
== texObj
) {
877 /* Vertices are already flushed by _mesa_DeleteTextures */
878 ctx
->NewState
|= _NEW_BUFFERS
;
879 _mesa_remove_attachment(ctx
, fb
->Attachment
+ j
);
888 * Check if the given texture object is bound to any texture image units and
889 * unbind it if so (revert to default textures).
892 unbind_texobj_from_texunits(struct gl_context
*ctx
,
893 struct gl_texture_object
*texObj
)
897 for (u
= 0; u
< Elements(ctx
->Texture
.Unit
); u
++) {
898 struct gl_texture_unit
*unit
= &ctx
->Texture
.Unit
[u
];
899 for (tex
= 0; tex
< NUM_TEXTURE_TARGETS
; tex
++) {
900 if (texObj
== unit
->CurrentTex
[tex
]) {
901 _mesa_reference_texobj(&unit
->CurrentTex
[tex
],
902 ctx
->Shared
->DefaultTex
[tex
]);
903 ASSERT(unit
->CurrentTex
[tex
]);
912 * Delete named textures.
914 * \param n number of textures to be deleted.
915 * \param textures array of texture IDs to be deleted.
917 * \sa glDeleteTextures().
919 * If we're about to delete a texture that's currently bound to any
920 * texture unit, unbind the texture first. Decrement the reference
921 * count on the texture object and delete it if it's zero.
922 * Recall that texture objects can be shared among several rendering
926 _mesa_DeleteTextures( GLsizei n
, const GLuint
*textures
)
928 GET_CURRENT_CONTEXT(ctx
);
930 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
); /* too complex */
935 for (i
= 0; i
< n
; i
++) {
936 if (textures
[i
] > 0) {
937 struct gl_texture_object
*delObj
938 = _mesa_lookup_texture(ctx
, textures
[i
]);
941 _mesa_lock_texture(ctx
, delObj
);
943 /* Check if texture is bound to any framebuffer objects.
945 * See section 4.4.2.3 of GL_EXT_framebuffer_object.
947 unbind_texobj_from_fbo(ctx
, delObj
);
949 /* Check if this texture is currently bound to any texture units.
952 unbind_texobj_from_texunits(ctx
, delObj
);
954 _mesa_unlock_texture(ctx
, delObj
);
956 ctx
->NewState
|= _NEW_TEXTURE
;
958 /* The texture _name_ is now free for re-use.
959 * Remove it from the hash table now.
961 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
962 _mesa_HashRemove(ctx
->Shared
->TexObjects
, delObj
->Name
);
963 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
965 /* Unreference the texobj. If refcount hits zero, the texture
968 _mesa_reference_texobj(&delObj
, NULL
);
976 * Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
977 * into the corresponding Mesa texture target index.
978 * Note that proxy targets are not valid here.
979 * \return TEXTURE_x_INDEX or -1 if target is invalid
982 target_enum_to_index(GLenum target
)
986 return TEXTURE_1D_INDEX
;
988 return TEXTURE_2D_INDEX
;
990 return TEXTURE_3D_INDEX
;
991 case GL_TEXTURE_CUBE_MAP_ARB
:
992 return TEXTURE_CUBE_INDEX
;
993 case GL_TEXTURE_RECTANGLE_NV
:
994 return TEXTURE_RECT_INDEX
;
995 case GL_TEXTURE_1D_ARRAY_EXT
:
996 return TEXTURE_1D_ARRAY_INDEX
;
997 case GL_TEXTURE_2D_ARRAY_EXT
:
998 return TEXTURE_2D_ARRAY_INDEX
;
999 case GL_TEXTURE_BUFFER_ARB
:
1000 return TEXTURE_BUFFER_INDEX
;
1008 * Bind a named texture to a texturing target.
1010 * \param target texture target.
1011 * \param texName texture name.
1013 * \sa glBindTexture().
1015 * Determines the old texture object bound and returns immediately if rebinding
1016 * the same texture. Get the current texture which is either a default texture
1017 * if name is null, a named texture from the hash, or a new texture if the
1018 * given texture name is new. Increments its reference count, binds it, and
1019 * calls dd_function_table::BindTexture. Decrements the old texture reference
1020 * count and deletes it if it reaches zero.
1023 _mesa_BindTexture( GLenum target
, GLuint texName
)
1025 GET_CURRENT_CONTEXT(ctx
);
1026 struct gl_texture_unit
*texUnit
= _mesa_get_current_tex_unit(ctx
);
1027 struct gl_texture_object
*newTexObj
= NULL
;
1029 ASSERT_OUTSIDE_BEGIN_END(ctx
);
1031 if (MESA_VERBOSE
& (VERBOSE_API
|VERBOSE_TEXTURE
))
1032 _mesa_debug(ctx
, "glBindTexture %s %d\n",
1033 _mesa_lookup_enum_by_nr(target
), (GLint
) texName
);
1035 targetIndex
= target_enum_to_index(target
);
1036 if (targetIndex
< 0) {
1037 _mesa_error(ctx
, GL_INVALID_ENUM
, "glBindTexture(target)");
1040 assert(targetIndex
< NUM_TEXTURE_TARGETS
);
1043 * Get pointer to new texture object (newTexObj)
1046 /* Use a default texture object */
1047 newTexObj
= ctx
->Shared
->DefaultTex
[targetIndex
];
1050 /* non-default texture object */
1051 newTexObj
= _mesa_lookup_texture(ctx
, texName
);
1053 /* error checking */
1054 if (newTexObj
->Target
!= 0 && newTexObj
->Target
!= target
) {
1055 /* the named texture object's target doesn't match the given target */
1056 _mesa_error( ctx
, GL_INVALID_OPERATION
,
1057 "glBindTexture(target mismatch)" );
1060 if (newTexObj
->Target
== 0) {
1061 finish_texture_init(ctx
, target
, newTexObj
);
1065 /* if this is a new texture id, allocate a texture object now */
1066 newTexObj
= ctx
->Driver
.NewTextureObject(ctx
, texName
, target
);
1068 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glBindTexture");
1072 /* and insert it into hash table */
1073 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
1074 _mesa_HashInsert(ctx
->Shared
->TexObjects
, texName
, newTexObj
);
1075 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
1077 newTexObj
->Target
= target
;
1080 assert(valid_texture_object(newTexObj
));
1082 /* Check if this texture is only used by this context and is already bound.
1083 * If so, just return.
1086 GLboolean early_out
;
1087 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
1088 early_out
= ((ctx
->Shared
->RefCount
== 1)
1089 && (newTexObj
== texUnit
->CurrentTex
[targetIndex
]));
1090 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
1096 /* flush before changing binding */
1097 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1099 /* Do the actual binding. The refcount on the previously bound
1100 * texture object will be decremented. It'll be deleted if the
1103 _mesa_reference_texobj(&texUnit
->CurrentTex
[targetIndex
], newTexObj
);
1104 ASSERT(texUnit
->CurrentTex
[targetIndex
]);
1106 /* Pass BindTexture call to device driver */
1107 if (ctx
->Driver
.BindTexture
)
1108 ctx
->Driver
.BindTexture(ctx
, target
, newTexObj
);
1113 * Set texture priorities.
1115 * \param n number of textures.
1116 * \param texName texture names.
1117 * \param priorities corresponding texture priorities.
1119 * \sa glPrioritizeTextures().
1121 * Looks up each texture in the hash, clamps the corresponding priority between
1122 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
1125 _mesa_PrioritizeTextures( GLsizei n
, const GLuint
*texName
,
1126 const GLclampf
*priorities
)
1128 GET_CURRENT_CONTEXT(ctx
);
1130 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
1133 _mesa_error( ctx
, GL_INVALID_VALUE
, "glPrioritizeTextures" );
1140 for (i
= 0; i
< n
; i
++) {
1141 if (texName
[i
] > 0) {
1142 struct gl_texture_object
*t
= _mesa_lookup_texture(ctx
, texName
[i
]);
1144 t
->Priority
= CLAMP( priorities
[i
], 0.0F
, 1.0F
);
1149 ctx
->NewState
|= _NEW_TEXTURE
;
1155 * See if textures are loaded in texture memory.
1157 * \param n number of textures to query.
1158 * \param texName array with the texture names.
1159 * \param residences array which will hold the residence status.
1161 * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
1163 * \sa glAreTexturesResident().
1165 * Looks up each texture in the hash and calls
1166 * dd_function_table::IsTextureResident.
1168 GLboolean GLAPIENTRY
1169 _mesa_AreTexturesResident(GLsizei n
, const GLuint
*texName
,
1170 GLboolean
*residences
)
1172 GET_CURRENT_CONTEXT(ctx
);
1173 GLboolean allResident
= GL_TRUE
;
1175 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
1178 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident(n)");
1182 if (!texName
|| !residences
)
1185 for (i
= 0; i
< n
; i
++) {
1186 struct gl_texture_object
*t
;
1187 if (texName
[i
] == 0) {
1188 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident");
1191 t
= _mesa_lookup_texture(ctx
, texName
[i
]);
1193 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident");
1196 if (!ctx
->Driver
.IsTextureResident
||
1197 ctx
->Driver
.IsTextureResident(ctx
, t
)) {
1198 /* The texture is resident */
1200 residences
[i
] = GL_TRUE
;
1203 /* The texture is not resident */
1205 allResident
= GL_FALSE
;
1206 for (j
= 0; j
< i
; j
++)
1207 residences
[j
] = GL_TRUE
;
1209 residences
[i
] = GL_FALSE
;
1218 * See if a name corresponds to a texture.
1220 * \param texture texture name.
1222 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
1225 * \sa glIsTexture().
1227 * Calls _mesa_HashLookup().
1229 GLboolean GLAPIENTRY
1230 _mesa_IsTexture( GLuint texture
)
1232 struct gl_texture_object
*t
;
1233 GET_CURRENT_CONTEXT(ctx
);
1234 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
1239 t
= _mesa_lookup_texture(ctx
, texture
);
1241 /* IsTexture is true only after object has been bound once. */
1242 return t
&& t
->Target
;
1247 * Simplest implementation of texture locking: grab the shared tex
1248 * mutex. Examine the shared context state timestamp and if there has
1249 * been a change, set the appropriate bits in ctx->NewState.
1251 * This is used to deal with synchronizing things when a texture object
1252 * is used/modified by different contexts (or threads) which are sharing
1255 * See also _mesa_lock/unlock_texture() in teximage.h
1258 _mesa_lock_context_textures( struct gl_context
*ctx
)
1260 _glthread_LOCK_MUTEX(ctx
->Shared
->TexMutex
);
1262 if (ctx
->Shared
->TextureStateStamp
!= ctx
->TextureStateTimestamp
) {
1263 ctx
->NewState
|= _NEW_TEXTURE
;
1264 ctx
->TextureStateTimestamp
= ctx
->Shared
->TextureStateStamp
;
1270 _mesa_unlock_context_textures( struct gl_context
*ctx
)
1272 assert(ctx
->Shared
->TextureStateStamp
== ctx
->TextureStateTimestamp
);
1273 _glthread_UNLOCK_MUTEX(ctx
->Shared
->TexMutex
);