mesa: Allow glGetTexParameter of GL_TEXTURE_SRGB_DECODE_EXT
[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 #include "bufferobj.h"
33 #include "colortab.h"
34 #include "context.h"
35 #include "enums.h"
36 #include "fbobject.h"
37 #include "formats.h"
38 #include "hash.h"
39 #include "imports.h"
40 #include "macros.h"
41 #include "teximage.h"
42 #include "texobj.h"
43 #include "texstate.h"
44 #include "mtypes.h"
45 #include "program/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(struct gl_context *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( struct gl_context *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 target == GL_TEXTURE_EXTERNAL_OES ||
111 target == GL_TEXTURE_BUFFER);
112
113 memset(obj, 0, sizeof(*obj));
114 /* init the non-zero fields */
115 _glthread_INIT_MUTEX(obj->Mutex);
116 obj->RefCount = 1;
117 obj->Name = name;
118 obj->Target = target;
119 obj->Priority = 1.0F;
120 obj->BaseLevel = 0;
121 obj->MaxLevel = 1000;
122
123 /* must be one; no support for (YUV) planes in separate buffers */
124 obj->RequiredTextureImageUnits = 1;
125
126 /* sampler state */
127 if (target == GL_TEXTURE_RECTANGLE_NV ||
128 target == GL_TEXTURE_EXTERNAL_OES) {
129 obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
130 obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
131 obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
132 obj->Sampler.MinFilter = GL_LINEAR;
133 }
134 else {
135 obj->Sampler.WrapS = GL_REPEAT;
136 obj->Sampler.WrapT = GL_REPEAT;
137 obj->Sampler.WrapR = GL_REPEAT;
138 obj->Sampler.MinFilter = GL_NEAREST_MIPMAP_LINEAR;
139 }
140 obj->Sampler.MagFilter = GL_LINEAR;
141 obj->Sampler.MinLod = -1000.0;
142 obj->Sampler.MaxLod = 1000.0;
143 obj->Sampler.LodBias = 0.0;
144 obj->Sampler.MaxAnisotropy = 1.0;
145 obj->Sampler.CompareMode = GL_NONE; /* ARB_shadow */
146 obj->Sampler.CompareFunc = GL_LEQUAL; /* ARB_shadow */
147 obj->DepthMode = GL_LUMINANCE;
148 obj->Sampler.CubeMapSeamless = GL_FALSE;
149 obj->Swizzle[0] = GL_RED;
150 obj->Swizzle[1] = GL_GREEN;
151 obj->Swizzle[2] = GL_BLUE;
152 obj->Swizzle[3] = GL_ALPHA;
153 obj->_Swizzle = SWIZZLE_NOOP;
154 obj->Sampler.sRGBDecode = GL_DECODE_EXT;
155 obj->BufferObjectFormat = GL_LUMINANCE8;
156 obj->_BufferObjectFormat = MESA_FORMAT_L8;
157 }
158
159
160 /**
161 * Some texture initialization can't be finished until we know which
162 * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
163 */
164 static void
165 finish_texture_init(struct gl_context *ctx, GLenum target,
166 struct gl_texture_object *obj)
167 {
168 assert(obj->Target == 0);
169
170 if (target == GL_TEXTURE_RECTANGLE_NV ||
171 target == GL_TEXTURE_EXTERNAL_OES) {
172 /* have to init wrap and filter state here - kind of klunky */
173 obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
174 obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
175 obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
176 obj->Sampler.MinFilter = GL_LINEAR;
177 if (ctx->Driver.TexParameter) {
178 static const GLfloat fparam_wrap[1] = {(GLfloat) GL_CLAMP_TO_EDGE};
179 static const GLfloat fparam_filter[1] = {(GLfloat) GL_LINEAR};
180 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_S, fparam_wrap);
181 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_T, fparam_wrap);
182 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_R, fparam_wrap);
183 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_MIN_FILTER, fparam_filter);
184 }
185 }
186 }
187
188
189 /**
190 * Deallocate a texture object struct. It should have already been
191 * removed from the texture object pool.
192 * Called via ctx->Driver.DeleteTexture() if not overriden by a driver.
193 *
194 * \param shared the shared GL state to which the object belongs.
195 * \param texObj the texture object to delete.
196 */
197 void
198 _mesa_delete_texture_object(struct gl_context *ctx,
199 struct gl_texture_object *texObj)
200 {
201 GLuint i, face;
202
203 /* Set Target to an invalid value. With some assertions elsewhere
204 * we can try to detect possible use of deleted textures.
205 */
206 texObj->Target = 0x99;
207
208 /* free the texture images */
209 for (face = 0; face < 6; face++) {
210 for (i = 0; i < MAX_TEXTURE_LEVELS; i++) {
211 if (texObj->Image[face][i]) {
212 ctx->Driver.DeleteTextureImage(ctx, texObj->Image[face][i]);
213 }
214 }
215 }
216
217 _mesa_reference_buffer_object(ctx, &texObj->BufferObject, NULL);
218
219 /* destroy the mutex -- it may have allocated memory (eg on bsd) */
220 _glthread_DESTROY_MUTEX(texObj->Mutex);
221
222 /* free this object */
223 free(texObj);
224 }
225
226
227
228 /**
229 * Copy texture object state from one texture object to another.
230 * Use for glPush/PopAttrib.
231 *
232 * \param dest destination texture object.
233 * \param src source texture object.
234 */
235 void
236 _mesa_copy_texture_object( struct gl_texture_object *dest,
237 const struct gl_texture_object *src )
238 {
239 dest->Target = src->Target;
240 dest->Name = src->Name;
241 dest->Priority = src->Priority;
242 dest->Sampler.BorderColor.f[0] = src->Sampler.BorderColor.f[0];
243 dest->Sampler.BorderColor.f[1] = src->Sampler.BorderColor.f[1];
244 dest->Sampler.BorderColor.f[2] = src->Sampler.BorderColor.f[2];
245 dest->Sampler.BorderColor.f[3] = src->Sampler.BorderColor.f[3];
246 dest->Sampler.WrapS = src->Sampler.WrapS;
247 dest->Sampler.WrapT = src->Sampler.WrapT;
248 dest->Sampler.WrapR = src->Sampler.WrapR;
249 dest->Sampler.MinFilter = src->Sampler.MinFilter;
250 dest->Sampler.MagFilter = src->Sampler.MagFilter;
251 dest->Sampler.MinLod = src->Sampler.MinLod;
252 dest->Sampler.MaxLod = src->Sampler.MaxLod;
253 dest->Sampler.LodBias = src->Sampler.LodBias;
254 dest->BaseLevel = src->BaseLevel;
255 dest->MaxLevel = src->MaxLevel;
256 dest->Sampler.MaxAnisotropy = src->Sampler.MaxAnisotropy;
257 dest->Sampler.CompareMode = src->Sampler.CompareMode;
258 dest->Sampler.CompareFunc = src->Sampler.CompareFunc;
259 dest->Sampler.CubeMapSeamless = src->Sampler.CubeMapSeamless;
260 dest->DepthMode = src->DepthMode;
261 dest->Sampler.sRGBDecode = src->Sampler.sRGBDecode;
262 dest->_MaxLevel = src->_MaxLevel;
263 dest->_MaxLambda = src->_MaxLambda;
264 dest->GenerateMipmap = src->GenerateMipmap;
265 dest->_BaseComplete = src->_BaseComplete;
266 dest->_MipmapComplete = src->_MipmapComplete;
267 COPY_4V(dest->Swizzle, src->Swizzle);
268 dest->_Swizzle = src->_Swizzle;
269
270 dest->RequiredTextureImageUnits = src->RequiredTextureImageUnits;
271 }
272
273
274 /**
275 * Free all texture images of the given texture object.
276 *
277 * \param ctx GL context.
278 * \param t texture object.
279 *
280 * \sa _mesa_clear_texture_image().
281 */
282 void
283 _mesa_clear_texture_object(struct gl_context *ctx,
284 struct gl_texture_object *texObj)
285 {
286 GLuint i, j;
287
288 if (texObj->Target == 0)
289 return;
290
291 for (i = 0; i < MAX_FACES; i++) {
292 for (j = 0; j < MAX_TEXTURE_LEVELS; j++) {
293 struct gl_texture_image *texImage = texObj->Image[i][j];
294 if (texImage)
295 _mesa_clear_texture_image(ctx, texImage);
296 }
297 }
298 }
299
300
301 /**
302 * Check if the given texture object is valid by examining its Target field.
303 * For debugging only.
304 */
305 static GLboolean
306 valid_texture_object(const struct gl_texture_object *tex)
307 {
308 switch (tex->Target) {
309 case 0:
310 case GL_TEXTURE_1D:
311 case GL_TEXTURE_2D:
312 case GL_TEXTURE_3D:
313 case GL_TEXTURE_CUBE_MAP_ARB:
314 case GL_TEXTURE_RECTANGLE_NV:
315 case GL_TEXTURE_1D_ARRAY_EXT:
316 case GL_TEXTURE_2D_ARRAY_EXT:
317 case GL_TEXTURE_BUFFER:
318 case GL_TEXTURE_EXTERNAL_OES:
319 return GL_TRUE;
320 case 0x99:
321 _mesa_problem(NULL, "invalid reference to a deleted texture object");
322 return GL_FALSE;
323 default:
324 _mesa_problem(NULL, "invalid texture object Target 0x%x, Id = %u",
325 tex->Target, tex->Name);
326 return GL_FALSE;
327 }
328 }
329
330
331 /**
332 * Reference (or unreference) a texture object.
333 * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
334 * If 'tex' is non-null, increment its refcount.
335 * This is normally only called from the _mesa_reference_texobj() macro
336 * when there's a real pointer change.
337 */
338 void
339 _mesa_reference_texobj_(struct gl_texture_object **ptr,
340 struct gl_texture_object *tex)
341 {
342 assert(ptr);
343
344 if (*ptr) {
345 /* Unreference the old texture */
346 GLboolean deleteFlag = GL_FALSE;
347 struct gl_texture_object *oldTex = *ptr;
348
349 ASSERT(valid_texture_object(oldTex));
350 (void) valid_texture_object; /* silence warning in release builds */
351
352 _glthread_LOCK_MUTEX(oldTex->Mutex);
353 ASSERT(oldTex->RefCount > 0);
354 oldTex->RefCount--;
355
356 deleteFlag = (oldTex->RefCount == 0);
357 _glthread_UNLOCK_MUTEX(oldTex->Mutex);
358
359 if (deleteFlag) {
360 GET_CURRENT_CONTEXT(ctx);
361 if (ctx)
362 ctx->Driver.DeleteTexture(ctx, oldTex);
363 else
364 _mesa_problem(NULL, "Unable to delete texture, no context");
365 }
366
367 *ptr = NULL;
368 }
369 assert(!*ptr);
370
371 if (tex) {
372 /* reference new texture */
373 ASSERT(valid_texture_object(tex));
374 _glthread_LOCK_MUTEX(tex->Mutex);
375 if (tex->RefCount == 0) {
376 /* this texture's being deleted (look just above) */
377 /* Not sure this can every really happen. Warn if it does. */
378 _mesa_problem(NULL, "referencing deleted texture object");
379 *ptr = NULL;
380 }
381 else {
382 tex->RefCount++;
383 *ptr = tex;
384 }
385 _glthread_UNLOCK_MUTEX(tex->Mutex);
386 }
387 }
388
389
390 enum base_mipmap { BASE, MIPMAP };
391
392
393 /**
394 * Mark a texture object as incomplete. There are actually three kinds of
395 * (in)completeness:
396 * 1. "base incomplete": the base level of the texture is invalid so no
397 * texturing is possible.
398 * 2. "mipmap incomplete": a non-base level of the texture is invalid so
399 * mipmap filtering isn't possible, but non-mipmap filtering is.
400 * 3. "texture incompleteness": some combination of texture state and
401 * sampler state renders the texture incomplete.
402 *
403 * \param t texture object
404 * \param bm either BASE or MIPMAP to indicate what's incomplete
405 * \param fmt... string describing why it's incomplete (for debugging).
406 */
407 static void
408 incomplete(struct gl_texture_object *t, enum base_mipmap bm,
409 const char *fmt, ...)
410 {
411 if (MESA_DEBUG_FLAGS & DEBUG_INCOMPLETE_TEXTURE) {
412 va_list args;
413 char s[100];
414
415 va_start(args, fmt);
416 vsnprintf(s, sizeof(s), fmt, args);
417 va_end(args);
418
419 _mesa_debug(NULL, "Texture Obj %d incomplete because: %s\n", t->Name, s);
420 }
421
422 if (bm == BASE)
423 t->_BaseComplete = GL_FALSE;
424 t->_MipmapComplete = GL_FALSE;
425 }
426
427
428 /**
429 * Examine a texture object to determine if it is complete.
430 *
431 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
432 * accordingly.
433 *
434 * \param ctx GL context.
435 * \param t texture object.
436 *
437 * According to the texture target, verifies that each of the mipmaps is
438 * present and has the expected size.
439 */
440 void
441 _mesa_test_texobj_completeness( const struct gl_context *ctx,
442 struct gl_texture_object *t )
443 {
444 const GLint baseLevel = t->BaseLevel;
445 const struct gl_texture_image *baseImage;
446 GLint maxLog2 = 0, maxLevels = 0;
447
448 /* We'll set these to FALSE if tests fail below */
449 t->_BaseComplete = GL_TRUE;
450 t->_MipmapComplete = GL_TRUE;
451
452 if (t->Target == GL_TEXTURE_BUFFER) {
453 /* Buffer textures are always considered complete. The obvious case where
454 * they would be incomplete (no BO attached) is actually specced to be
455 * undefined rendering results.
456 */
457 return;
458 }
459
460 /* Detect cases where the application set the base level to an invalid
461 * value.
462 */
463 if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS)) {
464 incomplete(t, BASE, "base level = %d is invalid", baseLevel);
465 return;
466 }
467
468 if (t->MaxLevel < baseLevel) {
469 incomplete(t, BASE, "MAX_LEVEL (%d) < BASE_LEVEL (%d)",
470 t->MaxLevel, baseLevel);
471 return;
472 }
473
474 baseImage = t->Image[0][baseLevel];
475
476 /* Always need the base level image */
477 if (!baseImage) {
478 incomplete(t, BASE, "Image[baseLevel=%d] == NULL", baseLevel);
479 return;
480 }
481
482 /* Check width/height/depth for zero */
483 if (baseImage->Width == 0 ||
484 baseImage->Height == 0 ||
485 baseImage->Depth == 0) {
486 incomplete(t, BASE, "texture width or height or depth = 0");
487 return;
488 }
489
490 /* Check if the texture values are integer */
491 {
492 GLenum datatype = _mesa_get_format_datatype(baseImage->TexFormat);
493 t->_IsIntegerFormat = datatype == GL_INT || datatype == GL_UNSIGNED_INT;
494 }
495
496 /* Compute _MaxLevel (the maximum mipmap level we'll sample from given the
497 * mipmap image sizes and GL_TEXTURE_MAX_LEVEL state).
498 */
499 switch (t->Target) {
500 case GL_TEXTURE_1D:
501 case GL_TEXTURE_1D_ARRAY_EXT:
502 maxLog2 = baseImage->WidthLog2;
503 maxLevels = ctx->Const.MaxTextureLevels;
504 break;
505 case GL_TEXTURE_2D:
506 case GL_TEXTURE_2D_ARRAY_EXT:
507 maxLog2 = MAX2(baseImage->WidthLog2,
508 baseImage->HeightLog2);
509 maxLevels = ctx->Const.MaxTextureLevels;
510 break;
511 case GL_TEXTURE_3D:
512 maxLog2 = MAX3(baseImage->WidthLog2,
513 baseImage->HeightLog2,
514 baseImage->DepthLog2);
515 maxLevels = ctx->Const.Max3DTextureLevels;
516 break;
517 case GL_TEXTURE_CUBE_MAP_ARB:
518 maxLog2 = MAX2(baseImage->WidthLog2,
519 baseImage->HeightLog2);
520 maxLevels = ctx->Const.MaxCubeTextureLevels;
521 break;
522 case GL_TEXTURE_RECTANGLE_NV:
523 case GL_TEXTURE_BUFFER:
524 case GL_TEXTURE_EXTERNAL_OES:
525 maxLog2 = 0; /* not applicable */
526 maxLevels = 1; /* no mipmapping */
527 break;
528 default:
529 _mesa_problem(ctx, "Bad t->Target in _mesa_test_texobj_completeness");
530 return;
531 }
532
533 ASSERT(maxLevels > 0);
534
535 t->_MaxLevel = baseLevel + maxLog2; /* 'p' in the GL spec */
536 t->_MaxLevel = MIN2(t->_MaxLevel, t->MaxLevel);
537 t->_MaxLevel = MIN2(t->_MaxLevel, maxLevels - 1); /* 'q' in the GL spec */
538
539 /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
540 t->_MaxLambda = (GLfloat) (t->_MaxLevel - baseLevel);
541
542 if (t->Immutable) {
543 /* This texture object was created with glTexStorage1/2/3D() so we
544 * know that all the mipmap levels are the right size and all cube
545 * map faces are the same size.
546 * We don't need to do any of the additional checks below.
547 */
548 return;
549 }
550
551 if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
552 /* Make sure that all six cube map level 0 images are the same size.
553 * Note: we know that the image's width==height (we enforce that
554 * at glTexImage time) so we only need to test the width here.
555 */
556 GLuint face;
557 assert(baseImage->Width2 == baseImage->Height);
558 for (face = 1; face < 6; face++) {
559 assert(t->Image[face][baseLevel] == NULL ||
560 t->Image[face][baseLevel]->Width2 ==
561 t->Image[face][baseLevel]->Height2);
562 if (t->Image[face][baseLevel] == NULL ||
563 t->Image[face][baseLevel]->Width2 != baseImage->Width2) {
564 incomplete(t, BASE, "Cube face missing or mismatched size");
565 return;
566 }
567 }
568 }
569
570 /*
571 * Do mipmap consistency checking.
572 * Note: we don't care about the current texture sampler state here.
573 * To determine texture completeness we'll either look at _BaseComplete
574 * or _MipmapComplete depending on the current minification filter mode.
575 */
576 {
577 GLint i;
578 const GLint minLevel = baseLevel;
579 const GLint maxLevel = t->_MaxLevel;
580 const GLuint numFaces = _mesa_num_tex_faces(t->Target);
581 GLuint width, height, depth, face;
582
583 if (minLevel > maxLevel) {
584 incomplete(t, BASE, "minLevel > maxLevel");
585 return;
586 }
587
588 /* Get the base image's dimensions */
589 width = baseImage->Width2;
590 height = baseImage->Height2;
591 depth = baseImage->Depth2;
592
593 /* Note: this loop will be a no-op for RECT, BUFFER, EXTERNAL textures */
594 for (i = baseLevel + 1; i < maxLevels; i++) {
595 /* Compute the expected size of image at level[i] */
596 if (width > 1) {
597 width /= 2;
598 }
599 if (height > 1 && t->Target != GL_TEXTURE_1D_ARRAY) {
600 height /= 2;
601 }
602 if (depth > 1 && t->Target != GL_TEXTURE_2D_ARRAY) {
603 depth /= 2;
604 }
605
606 /* loop over cube faces (or single face otherwise) */
607 for (face = 0; face < numFaces; face++) {
608 if (i >= minLevel && i <= maxLevel) {
609 const struct gl_texture_image *img = t->Image[face][i];
610
611 if (!img) {
612 incomplete(t, MIPMAP, "TexImage[%d] is missing", i);
613 return;
614 }
615 if (img->TexFormat != baseImage->TexFormat) {
616 incomplete(t, MIPMAP, "Format[i] != Format[baseLevel]");
617 return;
618 }
619 if (img->Border != baseImage->Border) {
620 incomplete(t, MIPMAP, "Border[i] != Border[baseLevel]");
621 return;
622 }
623 if (img->Width2 != width) {
624 incomplete(t, MIPMAP, "TexImage[%d] bad width %u", i, img->Width2);
625 return;
626 }
627 if (img->Height2 != height) {
628 incomplete(t, MIPMAP, "TexImage[%d] bad height %u", i, img->Height2);
629 return;
630 }
631 if (img->Depth2 != depth) {
632 incomplete(t, MIPMAP, "TexImage[%d] bad depth %u", i, img->Depth2);
633 return;
634 }
635
636 /* Extra checks for cube textures */
637 if (face > 0) {
638 /* check that cube faces are the same size */
639 if (img->Width2 != t->Image[0][i]->Width2 ||
640 img->Height2 != t->Image[0][i]->Height2) {
641 incomplete(t, MIPMAP, "CubeMap Image[n][i] bad size");
642 return;
643 }
644 }
645 }
646 }
647
648 if (width == 1 && height == 1 && depth == 1) {
649 return; /* found smallest needed mipmap, all done! */
650 }
651 }
652 }
653 }
654
655
656 /**
657 * Check if the given cube map texture is "cube complete" as defined in
658 * the OpenGL specification.
659 */
660 GLboolean
661 _mesa_cube_complete(const struct gl_texture_object *texObj)
662 {
663 const GLint baseLevel = texObj->BaseLevel;
664 const struct gl_texture_image *img0, *img;
665 GLuint face;
666
667 if (texObj->Target != GL_TEXTURE_CUBE_MAP)
668 return GL_FALSE;
669
670 if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS))
671 return GL_FALSE;
672
673 /* check first face */
674 img0 = texObj->Image[0][baseLevel];
675 if (!img0 ||
676 img0->Width < 1 ||
677 img0->Width != img0->Height)
678 return GL_FALSE;
679
680 /* check remaining faces vs. first face */
681 for (face = 1; face < 6; face++) {
682 img = texObj->Image[face][baseLevel];
683 if (!img ||
684 img->Width != img0->Width ||
685 img->Height != img0->Height ||
686 img->TexFormat != img0->TexFormat)
687 return GL_FALSE;
688 }
689
690 return GL_TRUE;
691 }
692
693
694 /**
695 * Mark a texture object dirty. It forces the object to be incomplete
696 * and optionally forces the context to re-validate its state.
697 *
698 * \param ctx GL context.
699 * \param texObj texture object.
700 * \param invalidate_state also invalidate context state.
701 */
702 void
703 _mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj,
704 GLboolean invalidate_state)
705 {
706 texObj->_BaseComplete = GL_FALSE;
707 texObj->_MipmapComplete = GL_FALSE;
708 if (invalidate_state)
709 ctx->NewState |= _NEW_TEXTURE;
710 }
711
712
713 /**
714 * Return pointer to a default/fallback texture of the given type/target.
715 * The texture is an RGBA texture with all texels = (0,0,0,1).
716 * That's the value a GLSL sampler should get when sampling from an
717 * incomplete texture.
718 */
719 struct gl_texture_object *
720 _mesa_get_fallback_texture(struct gl_context *ctx, gl_texture_index tex)
721 {
722 if (!ctx->Shared->FallbackTex[tex]) {
723 /* create fallback texture now */
724 const GLsizei width = 1, height = 1, depth = 1;
725 GLubyte texel[4];
726 struct gl_texture_object *texObj;
727 struct gl_texture_image *texImage;
728 gl_format texFormat;
729 GLuint dims, face, numFaces = 1;
730 GLenum target;
731
732 texel[0] =
733 texel[1] =
734 texel[2] = 0x0;
735 texel[3] = 0xff;
736
737 switch (tex) {
738 case TEXTURE_2D_ARRAY_INDEX:
739 dims = 3;
740 target = GL_TEXTURE_2D_ARRAY;
741 break;
742 case TEXTURE_1D_ARRAY_INDEX:
743 dims = 2;
744 target = GL_TEXTURE_1D_ARRAY;
745 break;
746 case TEXTURE_CUBE_INDEX:
747 dims = 2;
748 target = GL_TEXTURE_CUBE_MAP;
749 numFaces = 6;
750 break;
751 case TEXTURE_3D_INDEX:
752 dims = 3;
753 target = GL_TEXTURE_3D;
754 break;
755 case TEXTURE_RECT_INDEX:
756 dims = 2;
757 target = GL_TEXTURE_RECTANGLE;
758 break;
759 case TEXTURE_2D_INDEX:
760 dims = 2;
761 target = GL_TEXTURE_2D;
762 break;
763 case TEXTURE_1D_INDEX:
764 dims = 1;
765 target = GL_TEXTURE_1D;
766 break;
767 case TEXTURE_BUFFER_INDEX:
768 dims = 0;
769 target = GL_TEXTURE_BUFFER;
770 break;
771 case TEXTURE_EXTERNAL_INDEX:
772 default:
773 /* no-op */
774 return NULL;
775 }
776
777 /* create texture object */
778 texObj = ctx->Driver.NewTextureObject(ctx, 0, target);
779 if (!texObj)
780 return NULL;
781
782 assert(texObj->RefCount == 1);
783 texObj->Sampler.MinFilter = GL_NEAREST;
784 texObj->Sampler.MagFilter = GL_NEAREST;
785
786 texFormat = ctx->Driver.ChooseTextureFormat(ctx, target,
787 GL_RGBA, GL_RGBA,
788 GL_UNSIGNED_BYTE);
789
790 /* need a loop here just for cube maps */
791 for (face = 0; face < numFaces; face++) {
792 GLenum faceTarget;
793
794 if (target == GL_TEXTURE_CUBE_MAP)
795 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + face;
796 else
797 faceTarget = target;
798
799 /* initialize level[0] texture image */
800 texImage = _mesa_get_tex_image(ctx, texObj, faceTarget, 0);
801
802 _mesa_init_teximage_fields(ctx, texImage,
803 width,
804 (dims > 1) ? height : 1,
805 (dims > 2) ? depth : 1,
806 0, /* border */
807 GL_RGBA, texFormat);
808
809 ctx->Driver.TexImage(ctx, dims, texImage,
810 GL_RGBA, GL_UNSIGNED_BYTE, texel,
811 &ctx->DefaultPacking);
812 }
813
814 _mesa_test_texobj_completeness(ctx, texObj);
815 assert(texObj->_BaseComplete);
816 assert(texObj->_MipmapComplete);
817
818 ctx->Shared->FallbackTex[tex] = texObj;
819 }
820 return ctx->Shared->FallbackTex[tex];
821 }
822
823
824 /**
825 * Compute the size of the given texture object, in bytes.
826 */
827 static GLuint
828 texture_size(const struct gl_texture_object *texObj)
829 {
830 const GLuint numFaces = _mesa_num_tex_faces(texObj->Target);
831 GLuint face, level, size = 0;
832
833 for (face = 0; face < numFaces; face++) {
834 for (level = 0; level < MAX_TEXTURE_LEVELS; level++) {
835 const struct gl_texture_image *img = texObj->Image[face][level];
836 if (img) {
837 GLuint sz = _mesa_format_image_size(img->TexFormat, img->Width,
838 img->Height, img->Depth);
839 size += sz;
840 }
841 }
842 }
843
844 return size;
845 }
846
847
848 /**
849 * Callback called from _mesa_HashWalk()
850 */
851 static void
852 count_tex_size(GLuint key, void *data, void *userData)
853 {
854 const struct gl_texture_object *texObj =
855 (const struct gl_texture_object *) data;
856 GLuint *total = (GLuint *) userData;
857
858 *total = *total + texture_size(texObj);
859 }
860
861
862 /**
863 * Compute total size (in bytes) of all textures for the given context.
864 * For debugging purposes.
865 */
866 GLuint
867 _mesa_total_texture_memory(struct gl_context *ctx)
868 {
869 GLuint tgt, total = 0;
870
871 _mesa_HashWalk(ctx->Shared->TexObjects, count_tex_size, &total);
872
873 /* plus, the default texture objects */
874 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
875 total += texture_size(ctx->Shared->DefaultTex[tgt]);
876 }
877
878 return total;
879 }
880
881 static struct gl_texture_object *
882 invalidate_tex_image_error_check(struct gl_context *ctx, GLuint texture,
883 GLint level, const char *name)
884 {
885 /* The GL_ARB_invalidate_subdata spec says:
886 *
887 * "If <texture> is zero or is not the name of a texture, the error
888 * INVALID_VALUE is generated."
889 *
890 * This performs the error check in a different order than listed in the
891 * spec. We have to get the texture object before we can validate the
892 * other parameters against values in the texture object.
893 */
894 struct gl_texture_object *const t = _mesa_lookup_texture(ctx, texture);
895 if (texture == 0 || t == NULL) {
896 _mesa_error(ctx, GL_INVALID_VALUE, "%s(texture)", name);
897 return NULL;
898 }
899
900 /* The GL_ARB_invalidate_subdata spec says:
901 *
902 * "If <level> is less than zero or greater than the base 2 logarithm
903 * of the maximum texture width, height, or depth, the error
904 * INVALID_VALUE is generated."
905 */
906 if (level < 0 || level > t->MaxLevel) {
907 _mesa_error(ctx, GL_INVALID_VALUE, "%s(level)", name);
908 return NULL;
909 }
910
911 /* The GL_ARB_invalidate_subdata spec says:
912 *
913 * "If the target of <texture> is TEXTURE_RECTANGLE, TEXTURE_BUFFER,
914 * TEXTURE_2D_MULTISAMPLE, or TEXTURE_2D_MULTISAMPLE_ARRAY, and <level>
915 * is not zero, the error INVALID_VALUE is generated."
916 */
917 if (level != 0) {
918 switch (t->Target) {
919 case GL_TEXTURE_RECTANGLE:
920 case GL_TEXTURE_BUFFER:
921 case GL_TEXTURE_2D_MULTISAMPLE:
922 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
923 _mesa_error(ctx, GL_INVALID_VALUE, "%s(level)", name);
924 return NULL;
925
926 default:
927 break;
928 }
929 }
930
931 return t;
932 }
933
934 /*@}*/
935
936
937 /***********************************************************************/
938 /** \name API functions */
939 /*@{*/
940
941
942 /**
943 * Generate texture names.
944 *
945 * \param n number of texture names to be generated.
946 * \param textures an array in which will hold the generated texture names.
947 *
948 * \sa glGenTextures().
949 *
950 * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
951 * IDs which are stored in \p textures. Corresponding empty texture
952 * objects are also generated.
953 */
954 void GLAPIENTRY
955 _mesa_GenTextures( GLsizei n, GLuint *textures )
956 {
957 GET_CURRENT_CONTEXT(ctx);
958 GLuint first;
959 GLint i;
960 ASSERT_OUTSIDE_BEGIN_END(ctx);
961
962 if (n < 0) {
963 _mesa_error( ctx, GL_INVALID_VALUE, "glGenTextures" );
964 return;
965 }
966
967 if (!textures)
968 return;
969
970 /*
971 * This must be atomic (generation and allocation of texture IDs)
972 */
973 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
974
975 first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n);
976
977 /* Allocate new, empty texture objects */
978 for (i = 0; i < n; i++) {
979 struct gl_texture_object *texObj;
980 GLuint name = first + i;
981 GLenum target = 0;
982 texObj = ctx->Driver.NewTextureObject(ctx, name, target);
983 if (!texObj) {
984 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
985 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
986 return;
987 }
988
989 /* insert into hash table */
990 _mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
991
992 textures[i] = name;
993 }
994
995 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
996 }
997
998
999 /**
1000 * Check if the given texture object is bound to the current draw or
1001 * read framebuffer. If so, Unbind it.
1002 */
1003 static void
1004 unbind_texobj_from_fbo(struct gl_context *ctx,
1005 struct gl_texture_object *texObj)
1006 {
1007 const GLuint n = (ctx->DrawBuffer == ctx->ReadBuffer) ? 1 : 2;
1008 GLuint i;
1009
1010 for (i = 0; i < n; i++) {
1011 struct gl_framebuffer *fb = (i == 0) ? ctx->DrawBuffer : ctx->ReadBuffer;
1012 if (_mesa_is_user_fbo(fb)) {
1013 GLuint j;
1014 for (j = 0; j < BUFFER_COUNT; j++) {
1015 if (fb->Attachment[j].Type == GL_TEXTURE &&
1016 fb->Attachment[j].Texture == texObj) {
1017 /* Vertices are already flushed by _mesa_DeleteTextures */
1018 ctx->NewState |= _NEW_BUFFERS;
1019 _mesa_remove_attachment(ctx, fb->Attachment + j);
1020 }
1021 }
1022 }
1023 }
1024 }
1025
1026
1027 /**
1028 * Check if the given texture object is bound to any texture image units and
1029 * unbind it if so (revert to default textures).
1030 */
1031 static void
1032 unbind_texobj_from_texunits(struct gl_context *ctx,
1033 struct gl_texture_object *texObj)
1034 {
1035 GLuint u, tex;
1036
1037 for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
1038 struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
1039 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
1040 if (texObj == unit->CurrentTex[tex]) {
1041 _mesa_reference_texobj(&unit->CurrentTex[tex],
1042 ctx->Shared->DefaultTex[tex]);
1043 ASSERT(unit->CurrentTex[tex]);
1044 break;
1045 }
1046 }
1047 }
1048 }
1049
1050
1051 /**
1052 * Delete named textures.
1053 *
1054 * \param n number of textures to be deleted.
1055 * \param textures array of texture IDs to be deleted.
1056 *
1057 * \sa glDeleteTextures().
1058 *
1059 * If we're about to delete a texture that's currently bound to any
1060 * texture unit, unbind the texture first. Decrement the reference
1061 * count on the texture object and delete it if it's zero.
1062 * Recall that texture objects can be shared among several rendering
1063 * contexts.
1064 */
1065 void GLAPIENTRY
1066 _mesa_DeleteTextures( GLsizei n, const GLuint *textures)
1067 {
1068 GET_CURRENT_CONTEXT(ctx);
1069 GLint i;
1070 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* too complex */
1071
1072 if (!textures)
1073 return;
1074
1075 for (i = 0; i < n; i++) {
1076 if (textures[i] > 0) {
1077 struct gl_texture_object *delObj
1078 = _mesa_lookup_texture(ctx, textures[i]);
1079
1080 if (delObj) {
1081 _mesa_lock_texture(ctx, delObj);
1082
1083 /* Check if texture is bound to any framebuffer objects.
1084 * If so, unbind.
1085 * See section 4.4.2.3 of GL_EXT_framebuffer_object.
1086 */
1087 unbind_texobj_from_fbo(ctx, delObj);
1088
1089 /* Check if this texture is currently bound to any texture units.
1090 * If so, unbind it.
1091 */
1092 unbind_texobj_from_texunits(ctx, delObj);
1093
1094 _mesa_unlock_texture(ctx, delObj);
1095
1096 ctx->NewState |= _NEW_TEXTURE;
1097
1098 /* The texture _name_ is now free for re-use.
1099 * Remove it from the hash table now.
1100 */
1101 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1102 _mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name);
1103 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1104
1105 /* Unreference the texobj. If refcount hits zero, the texture
1106 * will be deleted.
1107 */
1108 _mesa_reference_texobj(&delObj, NULL);
1109 }
1110 }
1111 }
1112 }
1113
1114
1115 /**
1116 * Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
1117 * into the corresponding Mesa texture target index.
1118 * Note that proxy targets are not valid here.
1119 * \return TEXTURE_x_INDEX or -1 if target is invalid
1120 */
1121 static GLint
1122 target_enum_to_index(struct gl_context *ctx, GLenum target)
1123 {
1124 switch (target) {
1125 case GL_TEXTURE_1D:
1126 return _mesa_is_desktop_gl(ctx) ? TEXTURE_1D_INDEX : -1;
1127 case GL_TEXTURE_2D:
1128 return TEXTURE_2D_INDEX;
1129 case GL_TEXTURE_3D:
1130 return TEXTURE_3D_INDEX;
1131 case GL_TEXTURE_CUBE_MAP_ARB:
1132 return ctx->Extensions.ARB_texture_cube_map
1133 ? TEXTURE_CUBE_INDEX : -1;
1134 case GL_TEXTURE_RECTANGLE_NV:
1135 return _mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle
1136 ? TEXTURE_RECT_INDEX : -1;
1137 case GL_TEXTURE_1D_ARRAY_EXT:
1138 return _mesa_is_desktop_gl(ctx)
1139 && (ctx->Extensions.EXT_texture_array
1140 || ctx->Extensions.MESA_texture_array)
1141 ? TEXTURE_1D_ARRAY_INDEX : -1;
1142 case GL_TEXTURE_2D_ARRAY_EXT:
1143 return (_mesa_is_desktop_gl(ctx)
1144 && (ctx->Extensions.EXT_texture_array
1145 || ctx->Extensions.MESA_texture_array))
1146 || _mesa_is_gles3(ctx)
1147 ? TEXTURE_2D_ARRAY_INDEX : -1;
1148 case GL_TEXTURE_BUFFER_ARB:
1149 return _mesa_is_desktop_gl(ctx)
1150 && ctx->Extensions.ARB_texture_buffer_object
1151 ? TEXTURE_BUFFER_INDEX : -1;
1152 case GL_TEXTURE_EXTERNAL_OES:
1153 return _mesa_is_gles(ctx) && ctx->Extensions.OES_EGL_image_external
1154 ? TEXTURE_EXTERNAL_INDEX : -1;
1155 default:
1156 return -1;
1157 }
1158 }
1159
1160
1161 /**
1162 * Bind a named texture to a texturing target.
1163 *
1164 * \param target texture target.
1165 * \param texName texture name.
1166 *
1167 * \sa glBindTexture().
1168 *
1169 * Determines the old texture object bound and returns immediately if rebinding
1170 * the same texture. Get the current texture which is either a default texture
1171 * if name is null, a named texture from the hash, or a new texture if the
1172 * given texture name is new. Increments its reference count, binds it, and
1173 * calls dd_function_table::BindTexture. Decrements the old texture reference
1174 * count and deletes it if it reaches zero.
1175 */
1176 void GLAPIENTRY
1177 _mesa_BindTexture( GLenum target, GLuint texName )
1178 {
1179 GET_CURRENT_CONTEXT(ctx);
1180 struct gl_texture_unit *texUnit = _mesa_get_current_tex_unit(ctx);
1181 struct gl_texture_object *newTexObj = NULL;
1182 GLint targetIndex;
1183 ASSERT_OUTSIDE_BEGIN_END(ctx);
1184
1185 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1186 _mesa_debug(ctx, "glBindTexture %s %d\n",
1187 _mesa_lookup_enum_by_nr(target), (GLint) texName);
1188
1189 targetIndex = target_enum_to_index(ctx, target);
1190 if (targetIndex < 0) {
1191 _mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)");
1192 return;
1193 }
1194 assert(targetIndex < NUM_TEXTURE_TARGETS);
1195
1196 /*
1197 * Get pointer to new texture object (newTexObj)
1198 */
1199 if (texName == 0) {
1200 /* Use a default texture object */
1201 newTexObj = ctx->Shared->DefaultTex[targetIndex];
1202 }
1203 else {
1204 /* non-default texture object */
1205 newTexObj = _mesa_lookup_texture(ctx, texName);
1206 if (newTexObj) {
1207 /* error checking */
1208 if (newTexObj->Target != 0 && newTexObj->Target != target) {
1209 /* the named texture object's target doesn't match the given target */
1210 _mesa_error( ctx, GL_INVALID_OPERATION,
1211 "glBindTexture(target mismatch)" );
1212 return;
1213 }
1214 if (newTexObj->Target == 0) {
1215 finish_texture_init(ctx, target, newTexObj);
1216 }
1217 }
1218 else {
1219 if (ctx->API == API_OPENGL_CORE) {
1220 _mesa_error(ctx, GL_INVALID_OPERATION, "glBindTexture");
1221 return;
1222 }
1223
1224 /* if this is a new texture id, allocate a texture object now */
1225 newTexObj = ctx->Driver.NewTextureObject(ctx, texName, target);
1226 if (!newTexObj) {
1227 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
1228 return;
1229 }
1230
1231 /* and insert it into hash table */
1232 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1233 _mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj);
1234 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1235 }
1236 newTexObj->Target = target;
1237 }
1238
1239 assert(valid_texture_object(newTexObj));
1240
1241 /* Check if this texture is only used by this context and is already bound.
1242 * If so, just return.
1243 */
1244 {
1245 GLboolean early_out;
1246 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1247 early_out = ((ctx->Shared->RefCount == 1)
1248 && (newTexObj == texUnit->CurrentTex[targetIndex]));
1249 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1250 if (early_out) {
1251 return;
1252 }
1253 }
1254
1255 /* flush before changing binding */
1256 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1257
1258 /* Do the actual binding. The refcount on the previously bound
1259 * texture object will be decremented. It'll be deleted if the
1260 * count hits zero.
1261 */
1262 _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], newTexObj);
1263 ASSERT(texUnit->CurrentTex[targetIndex]);
1264
1265 /* Pass BindTexture call to device driver */
1266 if (ctx->Driver.BindTexture)
1267 ctx->Driver.BindTexture(ctx, target, newTexObj);
1268 }
1269
1270
1271 /**
1272 * Set texture priorities.
1273 *
1274 * \param n number of textures.
1275 * \param texName texture names.
1276 * \param priorities corresponding texture priorities.
1277 *
1278 * \sa glPrioritizeTextures().
1279 *
1280 * Looks up each texture in the hash, clamps the corresponding priority between
1281 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
1282 */
1283 void GLAPIENTRY
1284 _mesa_PrioritizeTextures( GLsizei n, const GLuint *texName,
1285 const GLclampf *priorities )
1286 {
1287 GET_CURRENT_CONTEXT(ctx);
1288 GLint i;
1289 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1290
1291 if (n < 0) {
1292 _mesa_error( ctx, GL_INVALID_VALUE, "glPrioritizeTextures" );
1293 return;
1294 }
1295
1296 if (!priorities)
1297 return;
1298
1299 for (i = 0; i < n; i++) {
1300 if (texName[i] > 0) {
1301 struct gl_texture_object *t = _mesa_lookup_texture(ctx, texName[i]);
1302 if (t) {
1303 t->Priority = CLAMP( priorities[i], 0.0F, 1.0F );
1304 }
1305 }
1306 }
1307
1308 ctx->NewState |= _NEW_TEXTURE;
1309 }
1310
1311
1312
1313 /**
1314 * See if textures are loaded in texture memory.
1315 *
1316 * \param n number of textures to query.
1317 * \param texName array with the texture names.
1318 * \param residences array which will hold the residence status.
1319 *
1320 * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
1321 *
1322 * Note: we assume all textures are always resident
1323 */
1324 GLboolean GLAPIENTRY
1325 _mesa_AreTexturesResident(GLsizei n, const GLuint *texName,
1326 GLboolean *residences)
1327 {
1328 GET_CURRENT_CONTEXT(ctx);
1329 GLboolean allResident = GL_TRUE;
1330 GLint i;
1331 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1332
1333 if (n < 0) {
1334 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)");
1335 return GL_FALSE;
1336 }
1337
1338 if (!texName || !residences)
1339 return GL_FALSE;
1340
1341 /* We only do error checking on the texture names */
1342 for (i = 0; i < n; i++) {
1343 struct gl_texture_object *t;
1344 if (texName[i] == 0) {
1345 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1346 return GL_FALSE;
1347 }
1348 t = _mesa_lookup_texture(ctx, texName[i]);
1349 if (!t) {
1350 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1351 return GL_FALSE;
1352 }
1353 }
1354
1355 return allResident;
1356 }
1357
1358
1359 /**
1360 * See if a name corresponds to a texture.
1361 *
1362 * \param texture texture name.
1363 *
1364 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
1365 * otherwise.
1366 *
1367 * \sa glIsTexture().
1368 *
1369 * Calls _mesa_HashLookup().
1370 */
1371 GLboolean GLAPIENTRY
1372 _mesa_IsTexture( GLuint texture )
1373 {
1374 struct gl_texture_object *t;
1375 GET_CURRENT_CONTEXT(ctx);
1376 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1377
1378 if (!texture)
1379 return GL_FALSE;
1380
1381 t = _mesa_lookup_texture(ctx, texture);
1382
1383 /* IsTexture is true only after object has been bound once. */
1384 return t && t->Target;
1385 }
1386
1387
1388 /**
1389 * Simplest implementation of texture locking: grab the shared tex
1390 * mutex. Examine the shared context state timestamp and if there has
1391 * been a change, set the appropriate bits in ctx->NewState.
1392 *
1393 * This is used to deal with synchronizing things when a texture object
1394 * is used/modified by different contexts (or threads) which are sharing
1395 * the texture.
1396 *
1397 * See also _mesa_lock/unlock_texture() in teximage.h
1398 */
1399 void
1400 _mesa_lock_context_textures( struct gl_context *ctx )
1401 {
1402 _glthread_LOCK_MUTEX(ctx->Shared->TexMutex);
1403
1404 if (ctx->Shared->TextureStateStamp != ctx->TextureStateTimestamp) {
1405 ctx->NewState |= _NEW_TEXTURE;
1406 ctx->TextureStateTimestamp = ctx->Shared->TextureStateStamp;
1407 }
1408 }
1409
1410
1411 void
1412 _mesa_unlock_context_textures( struct gl_context *ctx )
1413 {
1414 assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp);
1415 _glthread_UNLOCK_MUTEX(ctx->Shared->TexMutex);
1416 }
1417
1418 void GLAPIENTRY
1419 _mesa_InvalidateTexSubImage(GLuint texture, GLint level, GLint xoffset,
1420 GLint yoffset, GLint zoffset, GLsizei width,
1421 GLsizei height, GLsizei depth)
1422 {
1423 struct gl_texture_object *t;
1424 struct gl_texture_image *image;
1425 GET_CURRENT_CONTEXT(ctx);
1426
1427 ASSERT_OUTSIDE_BEGIN_END(ctx);
1428
1429 t = invalidate_tex_image_error_check(ctx, texture, level,
1430 "glInvalidateTexSubImage");
1431
1432 /* The GL_ARB_invalidate_subdata spec says:
1433 *
1434 * "...the specified subregion must be between -<b> and <dim>+<b> where
1435 * <dim> is the size of the dimension of the texture image, and <b> is
1436 * the size of the border of that texture image, otherwise
1437 * INVALID_VALUE is generated (border is not applied to dimensions that
1438 * don't exist in a given texture target)."
1439 */
1440 image = t->Image[0][level];
1441 if (image) {
1442 int xBorder;
1443 int yBorder;
1444 int zBorder;
1445 int imageWidth;
1446 int imageHeight;
1447 int imageDepth;
1448
1449 /* The GL_ARB_invalidate_subdata spec says:
1450 *
1451 * "For texture targets that don't have certain dimensions, this
1452 * command treats those dimensions as having a size of 1. For
1453 * example, to invalidate a portion of a two-dimensional texture,
1454 * the application would use <zoffset> equal to zero and <depth>
1455 * equal to one."
1456 */
1457 switch (t->Target) {
1458 case GL_TEXTURE_BUFFER:
1459 xBorder = 0;
1460 yBorder = 0;
1461 zBorder = 0;
1462 imageWidth = 1;
1463 imageHeight = 1;
1464 imageDepth = 1;
1465 break;
1466 case GL_TEXTURE_1D:
1467 xBorder = image->Border;
1468 yBorder = 0;
1469 zBorder = 0;
1470 imageWidth = image->Width;
1471 imageHeight = 1;
1472 imageDepth = 1;
1473 break;
1474 case GL_TEXTURE_1D_ARRAY:
1475 xBorder = image->Border;
1476 yBorder = 0;
1477 zBorder = 0;
1478 imageWidth = image->Width;
1479 imageHeight = image->Height;
1480 imageDepth = 1;
1481 break;
1482 case GL_TEXTURE_2D:
1483 case GL_TEXTURE_CUBE_MAP:
1484 case GL_TEXTURE_RECTANGLE:
1485 case GL_TEXTURE_2D_MULTISAMPLE:
1486 xBorder = image->Border;
1487 yBorder = image->Border;
1488 zBorder = 0;
1489 imageWidth = image->Width;
1490 imageHeight = image->Height;
1491 imageDepth = 1;
1492 break;
1493 case GL_TEXTURE_2D_ARRAY:
1494 case GL_TEXTURE_CUBE_MAP_ARRAY:
1495 xBorder = image->Border;
1496 yBorder = image->Border;
1497 zBorder = 0;
1498 imageWidth = image->Width;
1499 imageHeight = image->Height;
1500 imageDepth = image->Depth;
1501 break;
1502 case GL_TEXTURE_3D:
1503 xBorder = image->Border;
1504 yBorder = image->Border;
1505 zBorder = image->Border;
1506 imageWidth = image->Width;
1507 imageHeight = image->Height;
1508 imageDepth = image->Depth;
1509 break;
1510 default:
1511 assert(!"Should not get here.");
1512 xBorder = 0;
1513 yBorder = 0;
1514 zBorder = 0;
1515 imageWidth = 0;
1516 imageHeight = 0;
1517 imageDepth = 0;
1518 break;
1519 }
1520
1521 if (xoffset < -xBorder) {
1522 _mesa_error(ctx, GL_INVALID_VALUE, "glInvalidateSubTexImage(xoffset)");
1523 return;
1524 }
1525
1526 if (xoffset + width > imageWidth + xBorder) {
1527 _mesa_error(ctx, GL_INVALID_VALUE,
1528 "glInvalidateSubTexImage(xoffset+width)");
1529 return;
1530 }
1531
1532 if (yoffset < -yBorder) {
1533 _mesa_error(ctx, GL_INVALID_VALUE, "glInvalidateSubTexImage(yoffset)");
1534 return;
1535 }
1536
1537 if (yoffset + height > imageHeight + yBorder) {
1538 _mesa_error(ctx, GL_INVALID_VALUE,
1539 "glInvalidateSubTexImage(yoffset+height)");
1540 return;
1541 }
1542
1543 if (zoffset < -zBorder) {
1544 _mesa_error(ctx, GL_INVALID_VALUE,
1545 "glInvalidateSubTexImage(zoffset)");
1546 return;
1547 }
1548
1549 if (zoffset + depth > imageDepth + zBorder) {
1550 _mesa_error(ctx, GL_INVALID_VALUE,
1551 "glInvalidateSubTexImage(zoffset+depth)");
1552 return;
1553 }
1554 }
1555
1556 /* We don't actually do anything for this yet. Just return after
1557 * validating the parameters and generating the required errors.
1558 */
1559 return;
1560 }
1561
1562 void GLAPIENTRY
1563 _mesa_InvalidateTexImage(GLuint texture, GLint level)
1564 {
1565 GET_CURRENT_CONTEXT(ctx);
1566
1567 ASSERT_OUTSIDE_BEGIN_END(ctx);
1568
1569 invalidate_tex_image_error_check(ctx, texture, level,
1570 "glInvalidateTexImage");
1571
1572 /* We don't actually do anything for this yet. Just return after
1573 * validating the parameters and generating the required errors.
1574 */
1575 return;
1576 }
1577
1578 /*@}*/