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 const struct gl_texture_image
*img
= t
->Image
[0][i
];
548 incomplete(t
, "1D Image[%d] is missing", i
);
551 if (img
->Width2
!= width
) {
552 incomplete(t
, "1D Image[%d] bad width %u", i
, img
->Width2
);
557 return; /* found smallest needed mipmap, all done! */
561 else if ((t
->Target
== GL_TEXTURE_2D
) ||
562 (t
->Target
== GL_TEXTURE_2D_ARRAY_EXT
)) {
563 /* Test 2-D mipmaps */
564 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
565 GLuint height
= t
->Image
[0][baseLevel
]->Height2
;
566 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
573 if (i
>= minLevel
&& i
<= maxLevel
) {
574 const struct gl_texture_image
*img
= t
->Image
[0][i
];
576 incomplete(t
, "2D Image[%d of %d] is missing", i
, maxLevel
);
579 if (img
->Width2
!= width
) {
580 incomplete(t
, "2D Image[%d] bad width %u", i
, img
->Width2
);
583 if (img
->Height2
!= height
) {
584 incomplete(t
, "2D Image[i] bad height %u", i
, img
->Height2
);
587 if (width
==1 && height
==1) {
588 return; /* found smallest needed mipmap, all done! */
593 else if (t
->Target
== GL_TEXTURE_3D
) {
594 /* Test 3-D mipmaps */
595 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
596 GLuint height
= t
->Image
[0][baseLevel
]->Height2
;
597 GLuint depth
= t
->Image
[0][baseLevel
]->Depth2
;
598 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
608 if (i
>= minLevel
&& i
<= maxLevel
) {
609 const struct gl_texture_image
*img
= t
->Image
[0][i
];
611 incomplete(t
, "3D Image[%d] is missing", i
);
614 if (img
->_BaseFormat
== GL_DEPTH_COMPONENT
) {
615 incomplete(t
, "GL_DEPTH_COMPONENT only works with 1/2D tex");
618 if (img
->Width2
!= width
) {
619 incomplete(t
, "3D Image[%d] bad width %u", i
, img
->Width2
);
622 if (img
->Height2
!= height
) {
623 incomplete(t
, "3D Image[%d] bad height %u", i
, img
->Height2
);
626 if (img
->Depth2
!= depth
) {
627 incomplete(t
, "3D Image[%d] bad depth %u", i
, img
->Depth2
);
631 if (width
== 1 && height
== 1 && depth
== 1) {
632 return; /* found smallest needed mipmap, all done! */
636 else if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
637 /* make sure 6 cube faces are consistant */
638 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
639 GLuint height
= t
->Image
[0][baseLevel
]->Height2
;
640 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
647 if (i
>= minLevel
&& i
<= maxLevel
) {
649 for (face
= 0; face
< 6; face
++) {
650 /* check that we have images defined */
651 if (!t
->Image
[face
][i
]) {
652 incomplete(t
, "CubeMap Image[n][i] == NULL");
655 /* Don't support GL_DEPTH_COMPONENT for cube maps */
656 if (t
->Image
[face
][i
]->_BaseFormat
== GL_DEPTH_COMPONENT
) {
657 incomplete(t
, "GL_DEPTH_COMPONENT only works with 1/2D tex");
660 /* check that all six images have same size */
661 if (t
->Image
[face
][i
]->Width2
!= width
||
662 t
->Image
[face
][i
]->Height2
!= height
) {
663 incomplete(t
, "CubeMap Image[n][i] bad size");
668 if (width
== 1 && height
== 1) {
669 return; /* found smallest needed mipmap, all done! */
673 else if (t
->Target
== GL_TEXTURE_RECTANGLE_NV
) {
674 /* XXX special checking? */
678 _mesa_problem(ctx
, "Bug in gl_test_texture_object_completeness\n");
685 * Check if the given cube map texture is "cube complete" as defined in
686 * the OpenGL specification.
689 _mesa_cube_complete(const struct gl_texture_object
*texObj
)
691 const GLint baseLevel
= texObj
->BaseLevel
;
692 const struct gl_texture_image
*img0
, *img
;
695 if (texObj
->Target
!= GL_TEXTURE_CUBE_MAP
)
698 if ((baseLevel
< 0) || (baseLevel
>= MAX_TEXTURE_LEVELS
))
701 /* check first face */
702 img0
= texObj
->Image
[0][baseLevel
];
705 img0
->Width
!= img0
->Height
)
708 /* check remaining faces vs. first face */
709 for (face
= 1; face
< 6; face
++) {
710 img
= texObj
->Image
[face
][baseLevel
];
712 img
->Width
!= img0
->Width
||
713 img
->Height
!= img0
->Height
||
714 img
->TexFormat
!= img0
->TexFormat
)
723 * Mark a texture object dirty. It forces the object to be incomplete
724 * and optionally forces the context to re-validate its state.
726 * \param ctx GL context.
727 * \param texObj texture object.
728 * \param invalidate_state also invalidate context state.
731 _mesa_dirty_texobj(struct gl_context
*ctx
, struct gl_texture_object
*texObj
,
732 GLboolean invalidate_state
)
734 texObj
->_Complete
= GL_FALSE
;
735 if (invalidate_state
)
736 ctx
->NewState
|= _NEW_TEXTURE
;
741 * Return pointer to a default/fallback texture.
742 * The texture is a 2D 8x8 RGBA texture with all texels = (0,0,0,1).
743 * That's the value a sampler should get when sampling from an
744 * incomplete texture.
746 struct gl_texture_object
*
747 _mesa_get_fallback_texture(struct gl_context
*ctx
)
749 if (!ctx
->Shared
->FallbackTex
) {
750 /* create fallback texture now */
751 static GLubyte texels
[8 * 8][4];
752 struct gl_texture_object
*texObj
;
753 struct gl_texture_image
*texImage
;
757 for (i
= 0; i
< 8 * 8; i
++) {
764 /* create texture object */
765 texObj
= ctx
->Driver
.NewTextureObject(ctx
, 0, GL_TEXTURE_2D
);
766 assert(texObj
->RefCount
== 1);
767 texObj
->Sampler
.MinFilter
= GL_NEAREST
;
768 texObj
->Sampler
.MagFilter
= GL_NEAREST
;
770 /* create level[0] texture image */
771 texImage
= _mesa_get_tex_image(ctx
, texObj
, GL_TEXTURE_2D
, 0);
773 texFormat
= ctx
->Driver
.ChooseTextureFormat(ctx
, GL_RGBA
, GL_RGBA
,
776 /* init the image fields */
777 _mesa_init_teximage_fields(ctx
, GL_TEXTURE_2D
, texImage
,
778 8, 8, 1, 0, GL_RGBA
, texFormat
);
780 ASSERT(texImage
->TexFormat
!= MESA_FORMAT_NONE
);
783 ctx
->Driver
.TexImage2D(ctx
, GL_TEXTURE_2D
, 0, GL_RGBA
,
785 GL_RGBA
, GL_UNSIGNED_BYTE
, texels
,
786 &ctx
->DefaultPacking
, texObj
, texImage
);
788 _mesa_test_texobj_completeness(ctx
, texObj
);
789 assert(texObj
->_Complete
);
791 ctx
->Shared
->FallbackTex
= texObj
;
793 return ctx
->Shared
->FallbackTex
;
800 /***********************************************************************/
801 /** \name API functions */
806 * Generate texture names.
808 * \param n number of texture names to be generated.
809 * \param textures an array in which will hold the generated texture names.
811 * \sa glGenTextures().
813 * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
814 * IDs which are stored in \p textures. Corresponding empty texture
815 * objects are also generated.
818 _mesa_GenTextures( GLsizei n
, GLuint
*textures
)
820 GET_CURRENT_CONTEXT(ctx
);
823 ASSERT_OUTSIDE_BEGIN_END(ctx
);
826 _mesa_error( ctx
, GL_INVALID_VALUE
, "glGenTextures" );
834 * This must be atomic (generation and allocation of texture IDs)
836 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
838 first
= _mesa_HashFindFreeKeyBlock(ctx
->Shared
->TexObjects
, n
);
840 /* Allocate new, empty texture objects */
841 for (i
= 0; i
< n
; i
++) {
842 struct gl_texture_object
*texObj
;
843 GLuint name
= first
+ i
;
845 texObj
= ctx
->Driver
.NewTextureObject(ctx
, name
, target
);
847 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
848 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glGenTextures");
852 /* insert into hash table */
853 _mesa_HashInsert(ctx
->Shared
->TexObjects
, texObj
->Name
, texObj
);
858 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
863 * Check if the given texture object is bound to the current draw or
864 * read framebuffer. If so, Unbind it.
867 unbind_texobj_from_fbo(struct gl_context
*ctx
,
868 struct gl_texture_object
*texObj
)
870 const GLuint n
= (ctx
->DrawBuffer
== ctx
->ReadBuffer
) ? 1 : 2;
873 for (i
= 0; i
< n
; i
++) {
874 struct gl_framebuffer
*fb
= (i
== 0) ? ctx
->DrawBuffer
: ctx
->ReadBuffer
;
877 for (j
= 0; j
< BUFFER_COUNT
; j
++) {
878 if (fb
->Attachment
[j
].Type
== GL_TEXTURE
&&
879 fb
->Attachment
[j
].Texture
== texObj
) {
880 /* Vertices are already flushed by _mesa_DeleteTextures */
881 ctx
->NewState
|= _NEW_BUFFERS
;
882 _mesa_remove_attachment(ctx
, fb
->Attachment
+ j
);
891 * Check if the given texture object is bound to any texture image units and
892 * unbind it if so (revert to default textures).
895 unbind_texobj_from_texunits(struct gl_context
*ctx
,
896 struct gl_texture_object
*texObj
)
900 for (u
= 0; u
< Elements(ctx
->Texture
.Unit
); u
++) {
901 struct gl_texture_unit
*unit
= &ctx
->Texture
.Unit
[u
];
902 for (tex
= 0; tex
< NUM_TEXTURE_TARGETS
; tex
++) {
903 if (texObj
== unit
->CurrentTex
[tex
]) {
904 _mesa_reference_texobj(&unit
->CurrentTex
[tex
],
905 ctx
->Shared
->DefaultTex
[tex
]);
906 ASSERT(unit
->CurrentTex
[tex
]);
915 * Delete named textures.
917 * \param n number of textures to be deleted.
918 * \param textures array of texture IDs to be deleted.
920 * \sa glDeleteTextures().
922 * If we're about to delete a texture that's currently bound to any
923 * texture unit, unbind the texture first. Decrement the reference
924 * count on the texture object and delete it if it's zero.
925 * Recall that texture objects can be shared among several rendering
929 _mesa_DeleteTextures( GLsizei n
, const GLuint
*textures
)
931 GET_CURRENT_CONTEXT(ctx
);
933 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
); /* too complex */
938 for (i
= 0; i
< n
; i
++) {
939 if (textures
[i
] > 0) {
940 struct gl_texture_object
*delObj
941 = _mesa_lookup_texture(ctx
, textures
[i
]);
944 _mesa_lock_texture(ctx
, delObj
);
946 /* Check if texture is bound to any framebuffer objects.
948 * See section 4.4.2.3 of GL_EXT_framebuffer_object.
950 unbind_texobj_from_fbo(ctx
, delObj
);
952 /* Check if this texture is currently bound to any texture units.
955 unbind_texobj_from_texunits(ctx
, delObj
);
957 _mesa_unlock_texture(ctx
, delObj
);
959 ctx
->NewState
|= _NEW_TEXTURE
;
961 /* The texture _name_ is now free for re-use.
962 * Remove it from the hash table now.
964 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
965 _mesa_HashRemove(ctx
->Shared
->TexObjects
, delObj
->Name
);
966 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
968 /* Unreference the texobj. If refcount hits zero, the texture
971 _mesa_reference_texobj(&delObj
, NULL
);
979 * Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
980 * into the corresponding Mesa texture target index.
981 * Note that proxy targets are not valid here.
982 * \return TEXTURE_x_INDEX or -1 if target is invalid
985 target_enum_to_index(GLenum target
)
989 return TEXTURE_1D_INDEX
;
991 return TEXTURE_2D_INDEX
;
993 return TEXTURE_3D_INDEX
;
994 case GL_TEXTURE_CUBE_MAP_ARB
:
995 return TEXTURE_CUBE_INDEX
;
996 case GL_TEXTURE_RECTANGLE_NV
:
997 return TEXTURE_RECT_INDEX
;
998 case GL_TEXTURE_1D_ARRAY_EXT
:
999 return TEXTURE_1D_ARRAY_INDEX
;
1000 case GL_TEXTURE_2D_ARRAY_EXT
:
1001 return TEXTURE_2D_ARRAY_INDEX
;
1002 case GL_TEXTURE_BUFFER_ARB
:
1003 return TEXTURE_BUFFER_INDEX
;
1011 * Bind a named texture to a texturing target.
1013 * \param target texture target.
1014 * \param texName texture name.
1016 * \sa glBindTexture().
1018 * Determines the old texture object bound and returns immediately if rebinding
1019 * the same texture. Get the current texture which is either a default texture
1020 * if name is null, a named texture from the hash, or a new texture if the
1021 * given texture name is new. Increments its reference count, binds it, and
1022 * calls dd_function_table::BindTexture. Decrements the old texture reference
1023 * count and deletes it if it reaches zero.
1026 _mesa_BindTexture( GLenum target
, GLuint texName
)
1028 GET_CURRENT_CONTEXT(ctx
);
1029 struct gl_texture_unit
*texUnit
= _mesa_get_current_tex_unit(ctx
);
1030 struct gl_texture_object
*newTexObj
= NULL
;
1032 ASSERT_OUTSIDE_BEGIN_END(ctx
);
1034 if (MESA_VERBOSE
& (VERBOSE_API
|VERBOSE_TEXTURE
))
1035 _mesa_debug(ctx
, "glBindTexture %s %d\n",
1036 _mesa_lookup_enum_by_nr(target
), (GLint
) texName
);
1038 targetIndex
= target_enum_to_index(target
);
1039 if (targetIndex
< 0) {
1040 _mesa_error(ctx
, GL_INVALID_ENUM
, "glBindTexture(target)");
1043 assert(targetIndex
< NUM_TEXTURE_TARGETS
);
1046 * Get pointer to new texture object (newTexObj)
1049 /* Use a default texture object */
1050 newTexObj
= ctx
->Shared
->DefaultTex
[targetIndex
];
1053 /* non-default texture object */
1054 newTexObj
= _mesa_lookup_texture(ctx
, texName
);
1056 /* error checking */
1057 if (newTexObj
->Target
!= 0 && newTexObj
->Target
!= target
) {
1058 /* the named texture object's target doesn't match the given target */
1059 _mesa_error( ctx
, GL_INVALID_OPERATION
,
1060 "glBindTexture(target mismatch)" );
1063 if (newTexObj
->Target
== 0) {
1064 finish_texture_init(ctx
, target
, newTexObj
);
1068 /* if this is a new texture id, allocate a texture object now */
1069 newTexObj
= ctx
->Driver
.NewTextureObject(ctx
, texName
, target
);
1071 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glBindTexture");
1075 /* and insert it into hash table */
1076 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
1077 _mesa_HashInsert(ctx
->Shared
->TexObjects
, texName
, newTexObj
);
1078 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
1080 newTexObj
->Target
= target
;
1083 assert(valid_texture_object(newTexObj
));
1085 /* Check if this texture is only used by this context and is already bound.
1086 * If so, just return.
1089 GLboolean early_out
;
1090 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
1091 early_out
= ((ctx
->Shared
->RefCount
== 1)
1092 && (newTexObj
== texUnit
->CurrentTex
[targetIndex
]));
1093 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
1099 /* flush before changing binding */
1100 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1102 /* Do the actual binding. The refcount on the previously bound
1103 * texture object will be decremented. It'll be deleted if the
1106 _mesa_reference_texobj(&texUnit
->CurrentTex
[targetIndex
], newTexObj
);
1107 ASSERT(texUnit
->CurrentTex
[targetIndex
]);
1109 /* Pass BindTexture call to device driver */
1110 if (ctx
->Driver
.BindTexture
)
1111 ctx
->Driver
.BindTexture(ctx
, target
, newTexObj
);
1116 * Set texture priorities.
1118 * \param n number of textures.
1119 * \param texName texture names.
1120 * \param priorities corresponding texture priorities.
1122 * \sa glPrioritizeTextures().
1124 * Looks up each texture in the hash, clamps the corresponding priority between
1125 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
1128 _mesa_PrioritizeTextures( GLsizei n
, const GLuint
*texName
,
1129 const GLclampf
*priorities
)
1131 GET_CURRENT_CONTEXT(ctx
);
1133 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
1136 _mesa_error( ctx
, GL_INVALID_VALUE
, "glPrioritizeTextures" );
1143 for (i
= 0; i
< n
; i
++) {
1144 if (texName
[i
] > 0) {
1145 struct gl_texture_object
*t
= _mesa_lookup_texture(ctx
, texName
[i
]);
1147 t
->Priority
= CLAMP( priorities
[i
], 0.0F
, 1.0F
);
1152 ctx
->NewState
|= _NEW_TEXTURE
;
1158 * See if textures are loaded in texture memory.
1160 * \param n number of textures to query.
1161 * \param texName array with the texture names.
1162 * \param residences array which will hold the residence status.
1164 * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
1166 * \sa glAreTexturesResident().
1168 * Looks up each texture in the hash and calls
1169 * dd_function_table::IsTextureResident.
1171 GLboolean GLAPIENTRY
1172 _mesa_AreTexturesResident(GLsizei n
, const GLuint
*texName
,
1173 GLboolean
*residences
)
1175 GET_CURRENT_CONTEXT(ctx
);
1176 GLboolean allResident
= GL_TRUE
;
1178 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
1181 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident(n)");
1185 if (!texName
|| !residences
)
1188 for (i
= 0; i
< n
; i
++) {
1189 struct gl_texture_object
*t
;
1190 if (texName
[i
] == 0) {
1191 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident");
1194 t
= _mesa_lookup_texture(ctx
, texName
[i
]);
1196 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident");
1199 if (!ctx
->Driver
.IsTextureResident
||
1200 ctx
->Driver
.IsTextureResident(ctx
, t
)) {
1201 /* The texture is resident */
1203 residences
[i
] = GL_TRUE
;
1206 /* The texture is not resident */
1208 allResident
= GL_FALSE
;
1209 for (j
= 0; j
< i
; j
++)
1210 residences
[j
] = GL_TRUE
;
1212 residences
[i
] = GL_FALSE
;
1221 * See if a name corresponds to a texture.
1223 * \param texture texture name.
1225 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
1228 * \sa glIsTexture().
1230 * Calls _mesa_HashLookup().
1232 GLboolean GLAPIENTRY
1233 _mesa_IsTexture( GLuint texture
)
1235 struct gl_texture_object
*t
;
1236 GET_CURRENT_CONTEXT(ctx
);
1237 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
1242 t
= _mesa_lookup_texture(ctx
, texture
);
1244 /* IsTexture is true only after object has been bound once. */
1245 return t
&& t
->Target
;
1250 * Simplest implementation of texture locking: grab the shared tex
1251 * mutex. Examine the shared context state timestamp and if there has
1252 * been a change, set the appropriate bits in ctx->NewState.
1254 * This is used to deal with synchronizing things when a texture object
1255 * is used/modified by different contexts (or threads) which are sharing
1258 * See also _mesa_lock/unlock_texture() in teximage.h
1261 _mesa_lock_context_textures( struct gl_context
*ctx
)
1263 _glthread_LOCK_MUTEX(ctx
->Shared
->TexMutex
);
1265 if (ctx
->Shared
->TextureStateStamp
!= ctx
->TextureStateTimestamp
) {
1266 ctx
->NewState
|= _NEW_TEXTURE
;
1267 ctx
->TextureStateTimestamp
= ctx
->Shared
->TextureStateStamp
;
1273 _mesa_unlock_context_textures( struct gl_context
*ctx
)
1275 assert(ctx
->Shared
->TextureStateStamp
== ctx
->TextureStateTimestamp
);
1276 _glthread_UNLOCK_MUTEX(ctx
->Shared
->TexMutex
);