Merge branch 'mesa_7_5_branch'
[mesa.git] / src / mesa / main / texobj.c
1 /**
2 * \file texobj.c
3 * Texture object management.
4 */
5
6 /*
7 * Mesa 3-D graphics library
8 * Version: 7.1
9 *
10 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
11 *
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:
18 *
19 * The above copyright notice and this permission notice shall be included
20 * in all copies or substantial portions of the Software.
21 *
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.
28 */
29
30
31 #include "mfeatures.h"
32 #if FEATURE_colortable
33 #include "colortab.h"
34 #endif
35 #include "context.h"
36 #include "enums.h"
37 #include "fbobject.h"
38 #include "hash.h"
39 #include "imports.h"
40 #include "macros.h"
41 #include "teximage.h"
42 #include "texstate.h"
43 #include "texobj.h"
44 #include "mtypes.h"
45 #include "shader/prog_instruction.h"
46
47
48
49 /**********************************************************************/
50 /** \name Internal functions */
51 /*@{*/
52
53
54 /**
55 * Return the gl_texture_object for a given ID.
56 */
57 struct gl_texture_object *
58 _mesa_lookup_texture(GLcontext *ctx, GLuint id)
59 {
60 return (struct gl_texture_object *)
61 _mesa_HashLookup(ctx->Shared->TexObjects, id);
62 }
63
64
65
66 /**
67 * Allocate and initialize a new texture object. But don't put it into the
68 * texture object hash table.
69 *
70 * Called via ctx->Driver.NewTextureObject, unless overridden by a device
71 * driver.
72 *
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
77 * of GenTextures()
78 *
79 * \return pointer to new texture object.
80 */
81 struct gl_texture_object *
82 _mesa_new_texture_object( GLcontext *ctx, GLuint name, GLenum target )
83 {
84 struct gl_texture_object *obj;
85 (void) ctx;
86 obj = MALLOC_STRUCT(gl_texture_object);
87 _mesa_initialize_texture_object(obj, name, target);
88 return obj;
89 }
90
91
92 /**
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
97 */
98 void
99 _mesa_initialize_texture_object( struct gl_texture_object *obj,
100 GLuint name, GLenum target )
101 {
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
111 _mesa_bzero(obj, sizeof(*obj));
112 /* init the non-zero fields */
113 _glthread_INIT_MUTEX(obj->Mutex);
114 obj->RefCount = 1;
115 obj->Name = name;
116 obj->Target = target;
117 obj->Priority = 1.0F;
118 if (target == GL_TEXTURE_RECTANGLE_NV) {
119 obj->WrapS = GL_CLAMP_TO_EDGE;
120 obj->WrapT = GL_CLAMP_TO_EDGE;
121 obj->WrapR = GL_CLAMP_TO_EDGE;
122 obj->MinFilter = GL_LINEAR;
123 }
124 else {
125 obj->WrapS = GL_REPEAT;
126 obj->WrapT = GL_REPEAT;
127 obj->WrapR = GL_REPEAT;
128 obj->MinFilter = GL_NEAREST_MIPMAP_LINEAR;
129 }
130 obj->MagFilter = GL_LINEAR;
131 obj->MinLod = -1000.0;
132 obj->MaxLod = 1000.0;
133 obj->LodBias = 0.0;
134 obj->BaseLevel = 0;
135 obj->MaxLevel = 1000;
136 obj->MaxAnisotropy = 1.0;
137 obj->CompareMode = GL_NONE; /* ARB_shadow */
138 obj->CompareFunc = GL_LEQUAL; /* ARB_shadow */
139 obj->CompareFailValue = 0.0F; /* ARB_shadow_ambient */
140 obj->DepthMode = GL_LUMINANCE; /* ARB_depth_texture */
141 obj->Swizzle[0] = GL_RED;
142 obj->Swizzle[1] = GL_GREEN;
143 obj->Swizzle[2] = GL_BLUE;
144 obj->Swizzle[3] = GL_ALPHA;
145 obj->_Swizzle = SWIZZLE_NOOP;
146 }
147
148
149 /**
150 * Some texture initialization can't be finished until we know which
151 * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
152 */
153 static void
154 finish_texture_init(GLcontext *ctx, GLenum target,
155 struct gl_texture_object *obj)
156 {
157 assert(obj->Target == 0);
158
159 if (target == GL_TEXTURE_RECTANGLE_NV) {
160 /* have to init wrap and filter state here - kind of klunky */
161 obj->WrapS = GL_CLAMP_TO_EDGE;
162 obj->WrapT = GL_CLAMP_TO_EDGE;
163 obj->WrapR = GL_CLAMP_TO_EDGE;
164 obj->MinFilter = GL_LINEAR;
165 if (ctx->Driver.TexParameter) {
166 static const GLfloat fparam_wrap[1] = {(GLfloat) GL_CLAMP_TO_EDGE};
167 static const GLfloat fparam_filter[1] = {(GLfloat) GL_LINEAR};
168 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_S, fparam_wrap);
169 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_T, fparam_wrap);
170 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_R, fparam_wrap);
171 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_MIN_FILTER, fparam_filter);
172 }
173 }
174 }
175
176
177 /**
178 * Deallocate a texture object struct. It should have already been
179 * removed from the texture object pool.
180 * Called via ctx->Driver.DeleteTexture() if not overriden by a driver.
181 *
182 * \param shared the shared GL state to which the object belongs.
183 * \param texObj the texture object to delete.
184 */
185 void
186 _mesa_delete_texture_object( GLcontext *ctx, struct gl_texture_object *texObj )
187 {
188 GLuint i, face;
189
190 (void) ctx;
191
192 /* Set Target to an invalid value. With some assertions elsewhere
193 * we can try to detect possible use of deleted textures.
194 */
195 texObj->Target = 0x99;
196
197 #if FEATURE_colortable
198 _mesa_free_colortable_data(&texObj->Palette);
199 #endif
200
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 _mesa_delete_texture_image( ctx, texObj->Image[face][i] );
206 }
207 }
208 }
209
210 /* destroy the mutex -- it may have allocated memory (eg on bsd) */
211 _glthread_DESTROY_MUTEX(texObj->Mutex);
212
213 /* free this object */
214 _mesa_free(texObj);
215 }
216
217
218
219
220 /**
221 * Copy texture object state from one texture object to another.
222 * Use for glPush/PopAttrib.
223 *
224 * \param dest destination texture object.
225 * \param src source texture object.
226 */
227 void
228 _mesa_copy_texture_object( struct gl_texture_object *dest,
229 const struct gl_texture_object *src )
230 {
231 dest->Target = src->Target;
232 dest->Name = src->Name;
233 dest->Priority = src->Priority;
234 dest->BorderColor[0] = src->BorderColor[0];
235 dest->BorderColor[1] = src->BorderColor[1];
236 dest->BorderColor[2] = src->BorderColor[2];
237 dest->BorderColor[3] = src->BorderColor[3];
238 dest->WrapS = src->WrapS;
239 dest->WrapT = src->WrapT;
240 dest->WrapR = src->WrapR;
241 dest->MinFilter = src->MinFilter;
242 dest->MagFilter = src->MagFilter;
243 dest->MinLod = src->MinLod;
244 dest->MaxLod = src->MaxLod;
245 dest->LodBias = src->LodBias;
246 dest->BaseLevel = src->BaseLevel;
247 dest->MaxLevel = src->MaxLevel;
248 dest->MaxAnisotropy = src->MaxAnisotropy;
249 dest->CompareMode = src->CompareMode;
250 dest->CompareFunc = src->CompareFunc;
251 dest->CompareFailValue = src->CompareFailValue;
252 dest->DepthMode = src->DepthMode;
253 dest->_MaxLevel = src->_MaxLevel;
254 dest->_MaxLambda = src->_MaxLambda;
255 dest->GenerateMipmap = src->GenerateMipmap;
256 dest->Palette = src->Palette;
257 dest->_Complete = src->_Complete;
258 COPY_4V(dest->Swizzle, src->Swizzle);
259 dest->_Swizzle = src->_Swizzle;
260 }
261
262
263 /**
264 * Check if the given texture object is valid by examining its Target field.
265 * For debugging only.
266 */
267 static GLboolean
268 valid_texture_object(const struct gl_texture_object *tex)
269 {
270 switch (tex->Target) {
271 case 0:
272 case GL_TEXTURE_1D:
273 case GL_TEXTURE_2D:
274 case GL_TEXTURE_3D:
275 case GL_TEXTURE_CUBE_MAP_ARB:
276 case GL_TEXTURE_RECTANGLE_NV:
277 case GL_TEXTURE_1D_ARRAY_EXT:
278 case GL_TEXTURE_2D_ARRAY_EXT:
279 return GL_TRUE;
280 case 0x99:
281 _mesa_problem(NULL, "invalid reference to a deleted texture object");
282 return GL_FALSE;
283 default:
284 _mesa_problem(NULL, "invalid texture object Target 0x%x, Id = %u",
285 tex->Target, tex->Name);
286 return GL_FALSE;
287 }
288 }
289
290
291 /**
292 * Reference (or unreference) a texture object.
293 * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
294 * If 'tex' is non-null, increment its refcount.
295 */
296 void
297 _mesa_reference_texobj(struct gl_texture_object **ptr,
298 struct gl_texture_object *tex)
299 {
300 assert(ptr);
301 if (*ptr == tex) {
302 /* no change */
303 return;
304 }
305
306 if (*ptr) {
307 /* Unreference the old texture */
308 GLboolean deleteFlag = GL_FALSE;
309 struct gl_texture_object *oldTex = *ptr;
310
311 assert(valid_texture_object(oldTex));
312
313 _glthread_LOCK_MUTEX(oldTex->Mutex);
314 ASSERT(oldTex->RefCount > 0);
315 oldTex->RefCount--;
316
317 deleteFlag = (oldTex->RefCount == 0);
318 _glthread_UNLOCK_MUTEX(oldTex->Mutex);
319
320 if (deleteFlag) {
321 GET_CURRENT_CONTEXT(ctx);
322 if (ctx)
323 ctx->Driver.DeleteTexture(ctx, oldTex);
324 else
325 _mesa_problem(NULL, "Unable to delete texture, no context");
326 }
327
328 *ptr = NULL;
329 }
330 assert(!*ptr);
331
332 if (tex) {
333 /* reference new texture */
334 assert(valid_texture_object(tex));
335 _glthread_LOCK_MUTEX(tex->Mutex);
336 if (tex->RefCount == 0) {
337 /* this texture's being deleted (look just above) */
338 /* Not sure this can every really happen. Warn if it does. */
339 _mesa_problem(NULL, "referencing deleted texture object");
340 *ptr = NULL;
341 }
342 else {
343 tex->RefCount++;
344 *ptr = tex;
345 }
346 _glthread_UNLOCK_MUTEX(tex->Mutex);
347 }
348 }
349
350
351
352 /**
353 * Report why a texture object is incomplete.
354 *
355 * \param t texture object.
356 * \param why string describing why it's incomplete.
357 *
358 * \note For debug purposes only.
359 */
360 #if 0
361 static void
362 incomplete(const struct gl_texture_object *t, const char *why)
363 {
364 _mesa_printf("Texture Obj %d incomplete because: %s\n", t->Name, why);
365 }
366 #else
367 #define incomplete(t, why)
368 #endif
369
370
371 /**
372 * Examine a texture object to determine if it is complete.
373 *
374 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
375 * accordingly.
376 *
377 * \param ctx GL context.
378 * \param t texture object.
379 *
380 * According to the texture target, verifies that each of the mipmaps is
381 * present and has the expected size.
382 */
383 void
384 _mesa_test_texobj_completeness( const GLcontext *ctx,
385 struct gl_texture_object *t )
386 {
387 const GLint baseLevel = t->BaseLevel;
388 GLint maxLog2 = 0, maxLevels = 0;
389
390 t->_Complete = GL_TRUE; /* be optimistic */
391
392 /* Detect cases where the application set the base level to an invalid
393 * value.
394 */
395 if ((baseLevel < 0) || (baseLevel > MAX_TEXTURE_LEVELS)) {
396 char s[100];
397 _mesa_sprintf(s, "base level = %d is invalid", baseLevel);
398 incomplete(t, s);
399 t->_Complete = GL_FALSE;
400 return;
401 }
402
403 /* Always need the base level image */
404 if (!t->Image[0][baseLevel]) {
405 char s[100];
406 _mesa_sprintf(s, "Image[baseLevel=%d] == NULL", baseLevel);
407 incomplete(t, s);
408 t->_Complete = GL_FALSE;
409 return;
410 }
411
412 /* Check width/height/depth for zero */
413 if (t->Image[0][baseLevel]->Width == 0 ||
414 t->Image[0][baseLevel]->Height == 0 ||
415 t->Image[0][baseLevel]->Depth == 0) {
416 incomplete(t, "texture width = 0");
417 t->_Complete = GL_FALSE;
418 return;
419 }
420
421 /* Compute _MaxLevel */
422 if ((t->Target == GL_TEXTURE_1D) ||
423 (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) {
424 maxLog2 = t->Image[0][baseLevel]->WidthLog2;
425 maxLevels = ctx->Const.MaxTextureLevels;
426 }
427 else if ((t->Target == GL_TEXTURE_2D) ||
428 (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) {
429 maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
430 t->Image[0][baseLevel]->HeightLog2);
431 maxLevels = ctx->Const.MaxTextureLevels;
432 }
433 else if (t->Target == GL_TEXTURE_3D) {
434 GLint max = MAX2(t->Image[0][baseLevel]->WidthLog2,
435 t->Image[0][baseLevel]->HeightLog2);
436 maxLog2 = MAX2(max, (GLint)(t->Image[0][baseLevel]->DepthLog2));
437 maxLevels = ctx->Const.Max3DTextureLevels;
438 }
439 else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
440 maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
441 t->Image[0][baseLevel]->HeightLog2);
442 maxLevels = ctx->Const.MaxCubeTextureLevels;
443 }
444 else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
445 maxLog2 = 0; /* not applicable */
446 maxLevels = 1; /* no mipmapping */
447 }
448 else {
449 _mesa_problem(ctx, "Bad t->Target in _mesa_test_texobj_completeness");
450 return;
451 }
452
453 ASSERT(maxLevels > 0);
454
455 t->_MaxLevel = baseLevel + maxLog2;
456 t->_MaxLevel = MIN2(t->_MaxLevel, t->MaxLevel);
457 t->_MaxLevel = MIN2(t->_MaxLevel, maxLevels - 1);
458
459 /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
460 t->_MaxLambda = (GLfloat) (t->_MaxLevel - t->BaseLevel);
461
462 if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
463 /* make sure that all six cube map level 0 images are the same size */
464 const GLuint w = t->Image[0][baseLevel]->Width2;
465 const GLuint h = t->Image[0][baseLevel]->Height2;
466 GLuint face;
467 for (face = 1; face < 6; face++) {
468 if (t->Image[face][baseLevel] == NULL ||
469 t->Image[face][baseLevel]->Width2 != w ||
470 t->Image[face][baseLevel]->Height2 != h) {
471 t->_Complete = GL_FALSE;
472 incomplete(t, "Non-quare cubemap image");
473 return;
474 }
475 }
476 }
477
478 /* extra checking for mipmaps */
479 if (t->MinFilter != GL_NEAREST && t->MinFilter != GL_LINEAR) {
480 /*
481 * Mipmapping: determine if we have a complete set of mipmaps
482 */
483 GLint i;
484 GLint minLevel = baseLevel;
485 GLint maxLevel = t->_MaxLevel;
486
487 if (minLevel > maxLevel) {
488 t->_Complete = GL_FALSE;
489 incomplete(t, "minLevel > maxLevel");
490 return;
491 }
492
493 /* Test dimension-independent attributes */
494 for (i = minLevel; i <= maxLevel; i++) {
495 if (t->Image[0][i]) {
496 if (t->Image[0][i]->TexFormat != t->Image[0][baseLevel]->TexFormat) {
497 t->_Complete = GL_FALSE;
498 incomplete(t, "Format[i] != Format[baseLevel]");
499 return;
500 }
501 if (t->Image[0][i]->Border != t->Image[0][baseLevel]->Border) {
502 t->_Complete = GL_FALSE;
503 incomplete(t, "Border[i] != Border[baseLevel]");
504 return;
505 }
506 }
507 }
508
509 /* Test things which depend on number of texture image dimensions */
510 if ((t->Target == GL_TEXTURE_1D) ||
511 (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) {
512 /* Test 1-D mipmaps */
513 GLuint width = t->Image[0][baseLevel]->Width2;
514 for (i = baseLevel + 1; i < maxLevels; i++) {
515 if (width > 1) {
516 width /= 2;
517 }
518 if (i >= minLevel && i <= maxLevel) {
519 if (!t->Image[0][i]) {
520 t->_Complete = GL_FALSE;
521 incomplete(t, "1D Image[0][i] == NULL");
522 return;
523 }
524 if (t->Image[0][i]->Width2 != width ) {
525 t->_Complete = GL_FALSE;
526 incomplete(t, "1D Image[0][i] bad width");
527 return;
528 }
529 }
530 if (width == 1) {
531 return; /* found smallest needed mipmap, all done! */
532 }
533 }
534 }
535 else if ((t->Target == GL_TEXTURE_2D) ||
536 (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) {
537 /* Test 2-D mipmaps */
538 GLuint width = t->Image[0][baseLevel]->Width2;
539 GLuint height = t->Image[0][baseLevel]->Height2;
540 for (i = baseLevel + 1; i < maxLevels; i++) {
541 if (width > 1) {
542 width /= 2;
543 }
544 if (height > 1) {
545 height /= 2;
546 }
547 if (i >= minLevel && i <= maxLevel) {
548 if (!t->Image[0][i]) {
549 t->_Complete = GL_FALSE;
550 incomplete(t, "2D Image[0][i] == NULL");
551 return;
552 }
553 if (t->Image[0][i]->Width2 != width) {
554 t->_Complete = GL_FALSE;
555 incomplete(t, "2D Image[0][i] bad width");
556 return;
557 }
558 if (t->Image[0][i]->Height2 != height) {
559 t->_Complete = GL_FALSE;
560 incomplete(t, "2D Image[0][i] bad height");
561 return;
562 }
563 if (width==1 && height==1) {
564 return; /* found smallest needed mipmap, all done! */
565 }
566 }
567 }
568 }
569 else if (t->Target == GL_TEXTURE_3D) {
570 /* Test 3-D mipmaps */
571 GLuint width = t->Image[0][baseLevel]->Width2;
572 GLuint height = t->Image[0][baseLevel]->Height2;
573 GLuint depth = t->Image[0][baseLevel]->Depth2;
574 for (i = baseLevel + 1; i < maxLevels; i++) {
575 if (width > 1) {
576 width /= 2;
577 }
578 if (height > 1) {
579 height /= 2;
580 }
581 if (depth > 1) {
582 depth /= 2;
583 }
584 if (i >= minLevel && i <= maxLevel) {
585 if (!t->Image[0][i]) {
586 incomplete(t, "3D Image[0][i] == NULL");
587 t->_Complete = GL_FALSE;
588 return;
589 }
590 if (t->Image[0][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
591 t->_Complete = GL_FALSE;
592 incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
593 return;
594 }
595 if (t->Image[0][i]->Width2 != width) {
596 t->_Complete = GL_FALSE;
597 incomplete(t, "3D Image[0][i] bad width");
598 return;
599 }
600 if (t->Image[0][i]->Height2 != height) {
601 t->_Complete = GL_FALSE;
602 incomplete(t, "3D Image[0][i] bad height");
603 return;
604 }
605 if (t->Image[0][i]->Depth2 != depth) {
606 t->_Complete = GL_FALSE;
607 incomplete(t, "3D Image[0][i] bad depth");
608 return;
609 }
610 }
611 if (width == 1 && height == 1 && depth == 1) {
612 return; /* found smallest needed mipmap, all done! */
613 }
614 }
615 }
616 else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
617 /* make sure 6 cube faces are consistant */
618 GLuint width = t->Image[0][baseLevel]->Width2;
619 GLuint height = t->Image[0][baseLevel]->Height2;
620 for (i = baseLevel + 1; i < maxLevels; i++) {
621 if (width > 1) {
622 width /= 2;
623 }
624 if (height > 1) {
625 height /= 2;
626 }
627 if (i >= minLevel && i <= maxLevel) {
628 GLuint face;
629 for (face = 0; face < 6; face++) {
630 /* check that we have images defined */
631 if (!t->Image[face][i]) {
632 t->_Complete = GL_FALSE;
633 incomplete(t, "CubeMap Image[n][i] == NULL");
634 return;
635 }
636 /* Don't support GL_DEPTH_COMPONENT for cube maps */
637 if (t->Image[face][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
638 t->_Complete = GL_FALSE;
639 incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
640 return;
641 }
642 /* check that all six images have same size */
643 if (t->Image[face][i]->Width2!=width ||
644 t->Image[face][i]->Height2!=height) {
645 t->_Complete = GL_FALSE;
646 incomplete(t, "CubeMap Image[n][i] bad size");
647 return;
648 }
649 }
650 }
651 if (width == 1 && height == 1) {
652 return; /* found smallest needed mipmap, all done! */
653 }
654 }
655 }
656 else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
657 /* XXX special checking? */
658 }
659 else {
660 /* Target = ??? */
661 _mesa_problem(ctx, "Bug in gl_test_texture_object_completeness\n");
662 }
663 }
664 }
665
666
667 /**
668 * Return pointer to a default/fallback texture.
669 * The texture is a 2D 8x8 RGBA texture with all texels = (0,0,0,1).
670 * That's the value a sampler should get when sampling from an
671 * incomplete texture.
672 */
673 struct gl_texture_object *
674 _mesa_get_fallback_texture(GLcontext *ctx)
675 {
676 if (!ctx->Shared->FallbackTex) {
677 /* create fallback texture now */
678 static GLubyte texels[8 * 8][4];
679 struct gl_texture_object *texObj;
680 struct gl_texture_image *texImage;
681 GLuint i;
682
683 for (i = 0; i < 8 * 8; i++) {
684 texels[i][0] =
685 texels[i][1] =
686 texels[i][2] = 0x0;
687 texels[i][3] = 0xff;
688 }
689
690 /* create texture object */
691 texObj = ctx->Driver.NewTextureObject(ctx, 0, GL_TEXTURE_2D);
692 assert(texObj->RefCount == 1);
693 texObj->MinFilter = GL_NEAREST;
694 texObj->MagFilter = GL_NEAREST;
695
696 /* create level[0] texture image */
697 texImage = _mesa_get_tex_image(ctx, texObj, GL_TEXTURE_2D, 0);
698
699 /* init the image fields */
700 _mesa_init_teximage_fields(ctx, GL_TEXTURE_2D, texImage,
701 8, 8, 1, 0, GL_RGBA);
702
703 /* set image data */
704 ctx->Driver.TexImage2D(ctx, GL_TEXTURE_2D, 0, GL_RGBA,
705 8, 8, 0,
706 GL_RGBA, GL_UNSIGNED_BYTE, texels,
707 &ctx->DefaultPacking, texObj, texImage);
708
709 _mesa_test_texobj_completeness(ctx, texObj);
710 assert(texObj->_Complete);
711
712 ctx->Shared->FallbackTex = texObj;
713 }
714 return ctx->Shared->FallbackTex;
715 }
716
717
718
719 /*@}*/
720
721
722 /***********************************************************************/
723 /** \name API functions */
724 /*@{*/
725
726
727 /**
728 * Generate texture names.
729 *
730 * \param n number of texture names to be generated.
731 * \param textures an array in which will hold the generated texture names.
732 *
733 * \sa glGenTextures().
734 *
735 * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
736 * IDs which are stored in \p textures. Corresponding empty texture
737 * objects are also generated.
738 */
739 void GLAPIENTRY
740 _mesa_GenTextures( GLsizei n, GLuint *textures )
741 {
742 GET_CURRENT_CONTEXT(ctx);
743 GLuint first;
744 GLint i;
745 ASSERT_OUTSIDE_BEGIN_END(ctx);
746
747 if (n < 0) {
748 _mesa_error( ctx, GL_INVALID_VALUE, "glGenTextures" );
749 return;
750 }
751
752 if (!textures)
753 return;
754
755 /*
756 * This must be atomic (generation and allocation of texture IDs)
757 */
758 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
759
760 first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n);
761
762 /* Allocate new, empty texture objects */
763 for (i = 0; i < n; i++) {
764 struct gl_texture_object *texObj;
765 GLuint name = first + i;
766 GLenum target = 0;
767 texObj = (*ctx->Driver.NewTextureObject)( ctx, name, target);
768 if (!texObj) {
769 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
770 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
771 return;
772 }
773
774 /* insert into hash table */
775 _mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
776
777 textures[i] = name;
778 }
779
780 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
781 }
782
783
784 /**
785 * Check if the given texture object is bound to the current draw or
786 * read framebuffer. If so, Unbind it.
787 */
788 static void
789 unbind_texobj_from_fbo(GLcontext *ctx, struct gl_texture_object *texObj)
790 {
791 const GLuint n = (ctx->DrawBuffer == ctx->ReadBuffer) ? 1 : 2;
792 GLuint i;
793
794 for (i = 0; i < n; i++) {
795 struct gl_framebuffer *fb = (i == 0) ? ctx->DrawBuffer : ctx->ReadBuffer;
796 if (fb->Name) {
797 GLuint j;
798 for (j = 0; j < BUFFER_COUNT; j++) {
799 if (fb->Attachment[j].Type == GL_TEXTURE &&
800 fb->Attachment[j].Texture == texObj) {
801 _mesa_remove_attachment(ctx, fb->Attachment + j);
802 }
803 }
804 }
805 }
806 }
807
808
809 /**
810 * Check if the given texture object is bound to any texture image units and
811 * unbind it if so (revert to default textures).
812 */
813 static void
814 unbind_texobj_from_texunits(GLcontext *ctx, struct gl_texture_object *texObj)
815 {
816 GLuint u, tex;
817
818 for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++) {
819 struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
820 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
821 if (texObj == unit->CurrentTex[tex]) {
822 _mesa_reference_texobj(&unit->CurrentTex[tex],
823 ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]);
824 ASSERT(unit->CurrentTex[tex]);
825 break;
826 }
827 }
828 }
829 }
830
831
832 /**
833 * Delete named textures.
834 *
835 * \param n number of textures to be deleted.
836 * \param textures array of texture IDs to be deleted.
837 *
838 * \sa glDeleteTextures().
839 *
840 * If we're about to delete a texture that's currently bound to any
841 * texture unit, unbind the texture first. Decrement the reference
842 * count on the texture object and delete it if it's zero.
843 * Recall that texture objects can be shared among several rendering
844 * contexts.
845 */
846 void GLAPIENTRY
847 _mesa_DeleteTextures( GLsizei n, const GLuint *textures)
848 {
849 GET_CURRENT_CONTEXT(ctx);
850 GLint i;
851 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* too complex */
852
853 if (!textures)
854 return;
855
856 for (i = 0; i < n; i++) {
857 if (textures[i] > 0) {
858 struct gl_texture_object *delObj
859 = _mesa_lookup_texture(ctx, textures[i]);
860
861 if (delObj) {
862 _mesa_lock_texture(ctx, delObj);
863
864 /* Check if texture is bound to any framebuffer objects.
865 * If so, unbind.
866 * See section 4.4.2.3 of GL_EXT_framebuffer_object.
867 */
868 unbind_texobj_from_fbo(ctx, delObj);
869
870 /* Check if this texture is currently bound to any texture units.
871 * If so, unbind it.
872 */
873 unbind_texobj_from_texunits(ctx, delObj);
874
875 _mesa_unlock_texture(ctx, delObj);
876
877 ctx->NewState |= _NEW_TEXTURE;
878
879 /* The texture _name_ is now free for re-use.
880 * Remove it from the hash table now.
881 */
882 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
883 _mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name);
884 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
885
886 /* Unreference the texobj. If refcount hits zero, the texture
887 * will be deleted.
888 */
889 _mesa_reference_texobj(&delObj, NULL);
890 }
891 }
892 }
893 }
894
895
896 /**
897 * Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
898 * into the corresponding Mesa texture target index.
899 * Return -1 if target is invalid.
900 */
901 static GLint
902 target_enum_to_index(GLenum target)
903 {
904 switch (target) {
905 case GL_TEXTURE_1D:
906 return TEXTURE_1D_INDEX;
907 case GL_TEXTURE_2D:
908 return TEXTURE_2D_INDEX;
909 case GL_TEXTURE_3D:
910 return TEXTURE_3D_INDEX;
911 case GL_TEXTURE_CUBE_MAP_ARB:
912 return TEXTURE_CUBE_INDEX;
913 case GL_TEXTURE_RECTANGLE_NV:
914 return TEXTURE_RECT_INDEX;
915 case GL_TEXTURE_1D_ARRAY_EXT:
916 return TEXTURE_1D_ARRAY_INDEX;
917 case GL_TEXTURE_2D_ARRAY_EXT:
918 return TEXTURE_2D_ARRAY_INDEX;
919 default:
920 return -1;
921 }
922 }
923
924
925 /**
926 * Bind a named texture to a texturing target.
927 *
928 * \param target texture target.
929 * \param texName texture name.
930 *
931 * \sa glBindTexture().
932 *
933 * Determines the old texture object bound and returns immediately if rebinding
934 * the same texture. Get the current texture which is either a default texture
935 * if name is null, a named texture from the hash, or a new texture if the
936 * given texture name is new. Increments its reference count, binds it, and
937 * calls dd_function_table::BindTexture. Decrements the old texture reference
938 * count and deletes it if it reaches zero.
939 */
940 void GLAPIENTRY
941 _mesa_BindTexture( GLenum target, GLuint texName )
942 {
943 GET_CURRENT_CONTEXT(ctx);
944 const GLuint unit = ctx->Texture.CurrentUnit;
945 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
946 struct gl_texture_object *newTexObj = NULL, *defaultTexObj = NULL;
947 GLint targetIndex;
948 GLboolean early_out = GL_FALSE;
949 ASSERT_OUTSIDE_BEGIN_END(ctx);
950
951 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
952 _mesa_debug(ctx, "glBindTexture %s %d\n",
953 _mesa_lookup_enum_by_nr(target), (GLint) texName);
954
955 targetIndex = target_enum_to_index(target);
956 if (targetIndex < 0) {
957 _mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)");
958 return;
959 }
960 assert(targetIndex < NUM_TEXTURE_TARGETS);
961 defaultTexObj = ctx->Shared->DefaultTex[targetIndex];
962
963 /*
964 * Get pointer to new texture object (newTexObj)
965 */
966 if (texName == 0) {
967 newTexObj = defaultTexObj;
968 }
969 else {
970 /* non-default texture object */
971 newTexObj = _mesa_lookup_texture(ctx, texName);
972 if (newTexObj) {
973 /* error checking */
974 if (newTexObj->Target != 0 && newTexObj->Target != target) {
975 /* the named texture object's target doesn't match the given target */
976 _mesa_error( ctx, GL_INVALID_OPERATION,
977 "glBindTexture(target mismatch)" );
978 return;
979 }
980 if (newTexObj->Target == 0) {
981 finish_texture_init(ctx, target, newTexObj);
982 }
983 }
984 else {
985 /* if this is a new texture id, allocate a texture object now */
986 newTexObj = (*ctx->Driver.NewTextureObject)(ctx, texName, target);
987 if (!newTexObj) {
988 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
989 return;
990 }
991
992 /* and insert it into hash table */
993 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
994 _mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj);
995 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
996 }
997 newTexObj->Target = target;
998 }
999
1000 assert(valid_texture_object(newTexObj));
1001
1002 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1003 if ((ctx->Shared->RefCount == 1)
1004 && (newTexObj == texUnit->CurrentTex[targetIndex])) {
1005 early_out = GL_TRUE;
1006 }
1007 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1008
1009 if (early_out) {
1010 return;
1011 }
1012
1013 /* flush before changing binding */
1014 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1015
1016 /* Do the actual binding. The refcount on the previously bound
1017 * texture object will be decremented. It'll be deleted if the
1018 * count hits zero.
1019 */
1020 _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], newTexObj);
1021 ASSERT(texUnit->CurrentTex[targetIndex]);
1022
1023 /* Pass BindTexture call to device driver */
1024 if (ctx->Driver.BindTexture)
1025 (*ctx->Driver.BindTexture)( ctx, target, newTexObj );
1026 }
1027
1028
1029 /**
1030 * Set texture priorities.
1031 *
1032 * \param n number of textures.
1033 * \param texName texture names.
1034 * \param priorities corresponding texture priorities.
1035 *
1036 * \sa glPrioritizeTextures().
1037 *
1038 * Looks up each texture in the hash, clamps the corresponding priority between
1039 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
1040 */
1041 void GLAPIENTRY
1042 _mesa_PrioritizeTextures( GLsizei n, const GLuint *texName,
1043 const GLclampf *priorities )
1044 {
1045 GET_CURRENT_CONTEXT(ctx);
1046 GLint i;
1047 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1048
1049 if (n < 0) {
1050 _mesa_error( ctx, GL_INVALID_VALUE, "glPrioritizeTextures" );
1051 return;
1052 }
1053
1054 if (!priorities)
1055 return;
1056
1057 for (i = 0; i < n; i++) {
1058 if (texName[i] > 0) {
1059 struct gl_texture_object *t = _mesa_lookup_texture(ctx, texName[i]);
1060 if (t) {
1061 t->Priority = CLAMP( priorities[i], 0.0F, 1.0F );
1062 if (ctx->Driver.PrioritizeTexture)
1063 ctx->Driver.PrioritizeTexture( ctx, t, t->Priority );
1064 }
1065 }
1066 }
1067
1068 ctx->NewState |= _NEW_TEXTURE;
1069 }
1070
1071 /**
1072 * See if textures are loaded in texture memory.
1073 *
1074 * \param n number of textures to query.
1075 * \param texName array with the texture names.
1076 * \param residences array which will hold the residence status.
1077 *
1078 * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
1079 *
1080 * \sa glAreTexturesResident().
1081 *
1082 * Looks up each texture in the hash and calls
1083 * dd_function_table::IsTextureResident.
1084 */
1085 GLboolean GLAPIENTRY
1086 _mesa_AreTexturesResident(GLsizei n, const GLuint *texName,
1087 GLboolean *residences)
1088 {
1089 GET_CURRENT_CONTEXT(ctx);
1090 GLboolean allResident = GL_TRUE;
1091 GLint i, j;
1092 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1093
1094 if (n < 0) {
1095 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)");
1096 return GL_FALSE;
1097 }
1098
1099 if (!texName || !residences)
1100 return GL_FALSE;
1101
1102 for (i = 0; i < n; i++) {
1103 struct gl_texture_object *t;
1104 if (texName[i] == 0) {
1105 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1106 return GL_FALSE;
1107 }
1108 t = _mesa_lookup_texture(ctx, texName[i]);
1109 if (!t) {
1110 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1111 return GL_FALSE;
1112 }
1113 if (!ctx->Driver.IsTextureResident ||
1114 ctx->Driver.IsTextureResident(ctx, t)) {
1115 /* The texture is resident */
1116 if (!allResident)
1117 residences[i] = GL_TRUE;
1118 }
1119 else {
1120 /* The texture is not resident */
1121 if (allResident) {
1122 allResident = GL_FALSE;
1123 for (j = 0; j < i; j++)
1124 residences[j] = GL_TRUE;
1125 }
1126 residences[i] = GL_FALSE;
1127 }
1128 }
1129
1130 return allResident;
1131 }
1132
1133 /**
1134 * See if a name corresponds to a texture.
1135 *
1136 * \param texture texture name.
1137 *
1138 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
1139 * otherwise.
1140 *
1141 * \sa glIsTexture().
1142 *
1143 * Calls _mesa_HashLookup().
1144 */
1145 GLboolean GLAPIENTRY
1146 _mesa_IsTexture( GLuint texture )
1147 {
1148 struct gl_texture_object *t;
1149 GET_CURRENT_CONTEXT(ctx);
1150 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1151
1152 if (!texture)
1153 return GL_FALSE;
1154
1155 t = _mesa_lookup_texture(ctx, texture);
1156
1157 /* IsTexture is true only after object has been bound once. */
1158 return t && t->Target;
1159 }
1160
1161
1162 /**
1163 * Simplest implementation of texture locking: Grab the a new mutex in
1164 * the shared context. Examine the shared context state timestamp and
1165 * if there has been a change, set the appropriate bits in
1166 * ctx->NewState.
1167 *
1168 * This is used to deal with synchronizing things when a texture object
1169 * is used/modified by different contexts (or threads) which are sharing
1170 * the texture.
1171 *
1172 * See also _mesa_lock/unlock_texture() in teximage.h
1173 */
1174 void
1175 _mesa_lock_context_textures( GLcontext *ctx )
1176 {
1177 _glthread_LOCK_MUTEX(ctx->Shared->TexMutex);
1178
1179 if (ctx->Shared->TextureStateStamp != ctx->TextureStateTimestamp) {
1180 ctx->NewState |= _NEW_TEXTURE;
1181 ctx->TextureStateTimestamp = ctx->Shared->TextureStateStamp;
1182 }
1183 }
1184
1185
1186 void
1187 _mesa_unlock_context_textures( GLcontext *ctx )
1188 {
1189 assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp);
1190 _glthread_UNLOCK_MUTEX(ctx->Shared->TexMutex);
1191 }
1192
1193 /*@}*/
1194
1195