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"
43 #include "program/prog_instruction.h"
47 /**********************************************************************/
48 /** \name Internal functions */
53 * Return the gl_texture_object for a given ID.
55 struct gl_texture_object
*
56 _mesa_lookup_texture(struct gl_context
*ctx
, GLuint id
)
58 return (struct gl_texture_object
*)
59 _mesa_HashLookup(ctx
->Shared
->TexObjects
, id
);
65 * Allocate and initialize a new texture object. But don't put it into the
66 * texture object hash table.
68 * Called via ctx->Driver.NewTextureObject, unless overridden by a device
71 * \param shared the shared GL state structure to contain the texture object
72 * \param name integer name for the texture object
73 * \param target either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,
74 * GL_TEXTURE_CUBE_MAP_ARB or GL_TEXTURE_RECTANGLE_NV. zero is ok for the sake
77 * \return pointer to new texture object.
79 struct gl_texture_object
*
80 _mesa_new_texture_object( struct gl_context
*ctx
, GLuint name
, GLenum target
)
82 struct gl_texture_object
*obj
;
84 obj
= MALLOC_STRUCT(gl_texture_object
);
85 _mesa_initialize_texture_object(obj
, name
, target
);
91 * Initialize a new texture object to default values.
92 * \param obj the texture object
93 * \param name the texture name
94 * \param target the texture target
97 _mesa_initialize_texture_object( struct gl_texture_object
*obj
,
98 GLuint name
, GLenum target
)
100 ASSERT(target
== 0 ||
101 target
== GL_TEXTURE_1D
||
102 target
== GL_TEXTURE_2D
||
103 target
== GL_TEXTURE_3D
||
104 target
== GL_TEXTURE_CUBE_MAP_ARB
||
105 target
== GL_TEXTURE_RECTANGLE_NV
||
106 target
== GL_TEXTURE_1D_ARRAY_EXT
||
107 target
== GL_TEXTURE_2D_ARRAY_EXT
);
109 memset(obj
, 0, sizeof(*obj
));
110 /* init the non-zero fields */
111 _glthread_INIT_MUTEX(obj
->Mutex
);
114 obj
->Target
= target
;
115 obj
->Priority
= 1.0F
;
116 if (target
== GL_TEXTURE_RECTANGLE_NV
) {
117 obj
->WrapS
= GL_CLAMP_TO_EDGE
;
118 obj
->WrapT
= GL_CLAMP_TO_EDGE
;
119 obj
->WrapR
= GL_CLAMP_TO_EDGE
;
120 obj
->MinFilter
= GL_LINEAR
;
123 obj
->WrapS
= GL_REPEAT
;
124 obj
->WrapT
= GL_REPEAT
;
125 obj
->WrapR
= GL_REPEAT
;
126 obj
->MinFilter
= GL_NEAREST_MIPMAP_LINEAR
;
128 obj
->MagFilter
= GL_LINEAR
;
129 obj
->MinLod
= -1000.0;
130 obj
->MaxLod
= 1000.0;
133 obj
->MaxLevel
= 1000;
134 obj
->MaxAnisotropy
= 1.0;
135 obj
->CompareMode
= GL_NONE
; /* ARB_shadow */
136 obj
->CompareFunc
= GL_LEQUAL
; /* ARB_shadow */
137 obj
->CompareFailValue
= 0.0F
; /* ARB_shadow_ambient */
138 obj
->DepthMode
= GL_LUMINANCE
; /* ARB_depth_texture */
139 obj
->Swizzle
[0] = GL_RED
;
140 obj
->Swizzle
[1] = GL_GREEN
;
141 obj
->Swizzle
[2] = GL_BLUE
;
142 obj
->Swizzle
[3] = GL_ALPHA
;
143 obj
->_Swizzle
= SWIZZLE_NOOP
;
148 * Some texture initialization can't be finished until we know which
149 * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
152 finish_texture_init(struct gl_context
*ctx
, GLenum target
,
153 struct gl_texture_object
*obj
)
155 assert(obj
->Target
== 0);
157 if (target
== GL_TEXTURE_RECTANGLE_NV
) {
158 /* have to init wrap and filter state here - kind of klunky */
159 obj
->WrapS
= GL_CLAMP_TO_EDGE
;
160 obj
->WrapT
= GL_CLAMP_TO_EDGE
;
161 obj
->WrapR
= GL_CLAMP_TO_EDGE
;
162 obj
->MinFilter
= GL_LINEAR
;
163 if (ctx
->Driver
.TexParameter
) {
164 static const GLfloat fparam_wrap
[1] = {(GLfloat
) GL_CLAMP_TO_EDGE
};
165 static const GLfloat fparam_filter
[1] = {(GLfloat
) GL_LINEAR
};
166 ctx
->Driver
.TexParameter(ctx
, target
, obj
, GL_TEXTURE_WRAP_S
, fparam_wrap
);
167 ctx
->Driver
.TexParameter(ctx
, target
, obj
, GL_TEXTURE_WRAP_T
, fparam_wrap
);
168 ctx
->Driver
.TexParameter(ctx
, target
, obj
, GL_TEXTURE_WRAP_R
, fparam_wrap
);
169 ctx
->Driver
.TexParameter(ctx
, target
, obj
, GL_TEXTURE_MIN_FILTER
, fparam_filter
);
176 * Deallocate a texture object struct. It should have already been
177 * removed from the texture object pool.
178 * Called via ctx->Driver.DeleteTexture() if not overriden by a driver.
180 * \param shared the shared GL state to which the object belongs.
181 * \param texObj the texture object to delete.
184 _mesa_delete_texture_object(struct gl_context
*ctx
,
185 struct gl_texture_object
*texObj
)
189 /* Set Target to an invalid value. With some assertions elsewhere
190 * we can try to detect possible use of deleted textures.
192 texObj
->Target
= 0x99;
194 _mesa_free_colortable_data(&texObj
->Palette
);
196 /* free the texture images */
197 for (face
= 0; face
< 6; face
++) {
198 for (i
= 0; i
< MAX_TEXTURE_LEVELS
; i
++) {
199 if (texObj
->Image
[face
][i
]) {
200 _mesa_delete_texture_image( ctx
, texObj
->Image
[face
][i
] );
205 /* destroy the mutex -- it may have allocated memory (eg on bsd) */
206 _glthread_DESTROY_MUTEX(texObj
->Mutex
);
208 /* free this object */
215 * Copy texture object state from one texture object to another.
216 * Use for glPush/PopAttrib.
218 * \param dest destination texture object.
219 * \param src source texture object.
222 _mesa_copy_texture_object( struct gl_texture_object
*dest
,
223 const struct gl_texture_object
*src
)
225 dest
->Target
= src
->Target
;
226 dest
->Name
= src
->Name
;
227 dest
->Priority
= src
->Priority
;
228 dest
->BorderColor
.f
[0] = src
->BorderColor
.f
[0];
229 dest
->BorderColor
.f
[1] = src
->BorderColor
.f
[1];
230 dest
->BorderColor
.f
[2] = src
->BorderColor
.f
[2];
231 dest
->BorderColor
.f
[3] = src
->BorderColor
.f
[3];
232 dest
->WrapS
= src
->WrapS
;
233 dest
->WrapT
= src
->WrapT
;
234 dest
->WrapR
= src
->WrapR
;
235 dest
->MinFilter
= src
->MinFilter
;
236 dest
->MagFilter
= src
->MagFilter
;
237 dest
->MinLod
= src
->MinLod
;
238 dest
->MaxLod
= src
->MaxLod
;
239 dest
->LodBias
= src
->LodBias
;
240 dest
->BaseLevel
= src
->BaseLevel
;
241 dest
->MaxLevel
= src
->MaxLevel
;
242 dest
->MaxAnisotropy
= src
->MaxAnisotropy
;
243 dest
->CompareMode
= src
->CompareMode
;
244 dest
->CompareFunc
= src
->CompareFunc
;
245 dest
->CompareFailValue
= src
->CompareFailValue
;
246 dest
->DepthMode
= src
->DepthMode
;
247 dest
->_MaxLevel
= src
->_MaxLevel
;
248 dest
->_MaxLambda
= src
->_MaxLambda
;
249 dest
->GenerateMipmap
= src
->GenerateMipmap
;
250 dest
->Palette
= src
->Palette
;
251 dest
->_Complete
= src
->_Complete
;
252 COPY_4V(dest
->Swizzle
, src
->Swizzle
);
253 dest
->_Swizzle
= src
->_Swizzle
;
258 * Free all texture images of the given texture object.
260 * \param ctx GL context.
261 * \param t texture object.
263 * \sa _mesa_clear_texture_image().
266 _mesa_clear_texture_object(struct gl_context
*ctx
,
267 struct gl_texture_object
*texObj
)
271 if (texObj
->Target
== 0)
274 for (i
= 0; i
< MAX_FACES
; i
++) {
275 for (j
= 0; j
< MAX_TEXTURE_LEVELS
; j
++) {
276 struct gl_texture_image
*texImage
= texObj
->Image
[i
][j
];
278 _mesa_clear_texture_image(ctx
, texImage
);
285 * Check if the given texture object is valid by examining its Target field.
286 * For debugging only.
289 valid_texture_object(const struct gl_texture_object
*tex
)
291 switch (tex
->Target
) {
296 case GL_TEXTURE_CUBE_MAP_ARB
:
297 case GL_TEXTURE_RECTANGLE_NV
:
298 case GL_TEXTURE_1D_ARRAY_EXT
:
299 case GL_TEXTURE_2D_ARRAY_EXT
:
302 _mesa_problem(NULL
, "invalid reference to a deleted texture object");
305 _mesa_problem(NULL
, "invalid texture object Target 0x%x, Id = %u",
306 tex
->Target
, tex
->Name
);
313 * Reference (or unreference) a texture object.
314 * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
315 * If 'tex' is non-null, increment its refcount.
318 _mesa_reference_texobj(struct gl_texture_object
**ptr
,
319 struct gl_texture_object
*tex
)
328 /* Unreference the old texture */
329 GLboolean deleteFlag
= GL_FALSE
;
330 struct gl_texture_object
*oldTex
= *ptr
;
332 ASSERT(valid_texture_object(oldTex
));
333 (void) valid_texture_object
; /* silence warning in release builds */
335 _glthread_LOCK_MUTEX(oldTex
->Mutex
);
336 ASSERT(oldTex
->RefCount
> 0);
339 deleteFlag
= (oldTex
->RefCount
== 0);
340 _glthread_UNLOCK_MUTEX(oldTex
->Mutex
);
343 GET_CURRENT_CONTEXT(ctx
);
345 ctx
->Driver
.DeleteTexture(ctx
, oldTex
);
347 _mesa_problem(NULL
, "Unable to delete texture, no context");
355 /* reference new texture */
356 ASSERT(valid_texture_object(tex
));
357 _glthread_LOCK_MUTEX(tex
->Mutex
);
358 if (tex
->RefCount
== 0) {
359 /* this texture's being deleted (look just above) */
360 /* Not sure this can every really happen. Warn if it does. */
361 _mesa_problem(NULL
, "referencing deleted texture object");
368 _glthread_UNLOCK_MUTEX(tex
->Mutex
);
375 * Mark a texture object as incomplete.
376 * \param t texture object
377 * \param fmt... string describing why it's incomplete (for debugging).
380 incomplete(struct gl_texture_object
*t
, const char *fmt
, ...)
387 vsnprintf(s
, sizeof(s
), fmt
, args
);
390 printf("Texture Obj %d incomplete because: %s\n", t
->Name
, s
);
392 t
->_Complete
= GL_FALSE
;
397 * Examine a texture object to determine if it is complete.
399 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
402 * \param ctx GL context.
403 * \param t texture object.
405 * According to the texture target, verifies that each of the mipmaps is
406 * present and has the expected size.
409 _mesa_test_texobj_completeness( const struct gl_context
*ctx
,
410 struct gl_texture_object
*t
)
412 const GLint baseLevel
= t
->BaseLevel
;
413 GLint maxLog2
= 0, maxLevels
= 0;
415 t
->_Complete
= GL_TRUE
; /* be optimistic */
417 /* Detect cases where the application set the base level to an invalid
420 if ((baseLevel
< 0) || (baseLevel
>= MAX_TEXTURE_LEVELS
)) {
421 incomplete(t
, "base level = %d is invalid", baseLevel
);
425 /* Always need the base level image */
426 if (!t
->Image
[0][baseLevel
]) {
427 incomplete(t
, "Image[baseLevel=%d] == NULL", baseLevel
);
431 /* Check width/height/depth for zero */
432 if (t
->Image
[0][baseLevel
]->Width
== 0 ||
433 t
->Image
[0][baseLevel
]->Height
== 0 ||
434 t
->Image
[0][baseLevel
]->Depth
== 0) {
435 incomplete(t
, "texture width = 0");
439 /* Compute _MaxLevel */
440 if ((t
->Target
== GL_TEXTURE_1D
) ||
441 (t
->Target
== GL_TEXTURE_1D_ARRAY_EXT
)) {
442 maxLog2
= t
->Image
[0][baseLevel
]->WidthLog2
;
443 maxLevels
= ctx
->Const
.MaxTextureLevels
;
445 else if ((t
->Target
== GL_TEXTURE_2D
) ||
446 (t
->Target
== GL_TEXTURE_2D_ARRAY_EXT
)) {
447 maxLog2
= MAX2(t
->Image
[0][baseLevel
]->WidthLog2
,
448 t
->Image
[0][baseLevel
]->HeightLog2
);
449 maxLevels
= ctx
->Const
.MaxTextureLevels
;
451 else if (t
->Target
== GL_TEXTURE_3D
) {
452 GLint max
= MAX2(t
->Image
[0][baseLevel
]->WidthLog2
,
453 t
->Image
[0][baseLevel
]->HeightLog2
);
454 maxLog2
= MAX2(max
, (GLint
)(t
->Image
[0][baseLevel
]->DepthLog2
));
455 maxLevels
= ctx
->Const
.Max3DTextureLevels
;
457 else if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
458 maxLog2
= MAX2(t
->Image
[0][baseLevel
]->WidthLog2
,
459 t
->Image
[0][baseLevel
]->HeightLog2
);
460 maxLevels
= ctx
->Const
.MaxCubeTextureLevels
;
462 else if (t
->Target
== GL_TEXTURE_RECTANGLE_NV
) {
463 maxLog2
= 0; /* not applicable */
464 maxLevels
= 1; /* no mipmapping */
467 _mesa_problem(ctx
, "Bad t->Target in _mesa_test_texobj_completeness");
471 ASSERT(maxLevels
> 0);
473 t
->_MaxLevel
= baseLevel
+ maxLog2
;
474 t
->_MaxLevel
= MIN2(t
->_MaxLevel
, t
->MaxLevel
);
475 t
->_MaxLevel
= MIN2(t
->_MaxLevel
, maxLevels
- 1);
477 /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
478 t
->_MaxLambda
= (GLfloat
) (t
->_MaxLevel
- t
->BaseLevel
);
480 if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
481 /* make sure that all six cube map level 0 images are the same size */
482 const GLuint w
= t
->Image
[0][baseLevel
]->Width2
;
483 const GLuint h
= t
->Image
[0][baseLevel
]->Height2
;
485 for (face
= 1; face
< 6; face
++) {
486 if (t
->Image
[face
][baseLevel
] == NULL
||
487 t
->Image
[face
][baseLevel
]->Width2
!= w
||
488 t
->Image
[face
][baseLevel
]->Height2
!= h
) {
489 incomplete(t
, "Cube face missing or mismatched size");
495 /* extra checking for mipmaps */
496 if (t
->MinFilter
!= GL_NEAREST
&& t
->MinFilter
!= GL_LINEAR
) {
498 * Mipmapping: determine if we have a complete set of mipmaps
501 GLint minLevel
= baseLevel
;
502 GLint maxLevel
= t
->_MaxLevel
;
504 if (minLevel
> maxLevel
) {
505 incomplete(t
, "minLevel > maxLevel");
509 /* Test dimension-independent attributes */
510 for (i
= minLevel
; i
<= maxLevel
; i
++) {
511 if (t
->Image
[0][i
]) {
512 if (t
->Image
[0][i
]->TexFormat
!= t
->Image
[0][baseLevel
]->TexFormat
) {
513 incomplete(t
, "Format[i] != Format[baseLevel]");
516 if (t
->Image
[0][i
]->Border
!= t
->Image
[0][baseLevel
]->Border
) {
517 incomplete(t
, "Border[i] != Border[baseLevel]");
523 /* Test things which depend on number of texture image dimensions */
524 if ((t
->Target
== GL_TEXTURE_1D
) ||
525 (t
->Target
== GL_TEXTURE_1D_ARRAY_EXT
)) {
526 /* Test 1-D mipmaps */
527 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
528 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
532 if (i
>= minLevel
&& i
<= maxLevel
) {
533 if (!t
->Image
[0][i
]) {
534 incomplete(t
, "1D Image[0][i] == NULL");
537 if (t
->Image
[0][i
]->Width2
!= width
) {
538 incomplete(t
, "1D Image[0][i] bad width");
543 return; /* found smallest needed mipmap, all done! */
547 else if ((t
->Target
== GL_TEXTURE_2D
) ||
548 (t
->Target
== GL_TEXTURE_2D_ARRAY_EXT
)) {
549 /* Test 2-D mipmaps */
550 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
551 GLuint height
= t
->Image
[0][baseLevel
]->Height2
;
552 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
559 if (i
>= minLevel
&& i
<= maxLevel
) {
560 if (!t
->Image
[0][i
]) {
561 incomplete(t
, "2D Image[0][i] == NULL");
564 if (t
->Image
[0][i
]->Width2
!= width
) {
565 incomplete(t
, "2D Image[0][i] bad width");
568 if (t
->Image
[0][i
]->Height2
!= height
) {
569 incomplete(t
, "2D Image[0][i] bad height");
572 if (width
==1 && height
==1) {
573 return; /* found smallest needed mipmap, all done! */
578 else if (t
->Target
== GL_TEXTURE_3D
) {
579 /* Test 3-D mipmaps */
580 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
581 GLuint height
= t
->Image
[0][baseLevel
]->Height2
;
582 GLuint depth
= t
->Image
[0][baseLevel
]->Depth2
;
583 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
593 if (i
>= minLevel
&& i
<= maxLevel
) {
594 if (!t
->Image
[0][i
]) {
595 incomplete(t
, "3D Image[0][i] == NULL");
598 if (t
->Image
[0][i
]->_BaseFormat
== GL_DEPTH_COMPONENT
) {
599 incomplete(t
, "GL_DEPTH_COMPONENT only works with 1/2D tex");
602 if (t
->Image
[0][i
]->Width2
!= width
) {
603 incomplete(t
, "3D Image[0][i] bad width");
606 if (t
->Image
[0][i
]->Height2
!= height
) {
607 incomplete(t
, "3D Image[0][i] bad height");
610 if (t
->Image
[0][i
]->Depth2
!= depth
) {
611 incomplete(t
, "3D Image[0][i] bad depth");
615 if (width
== 1 && height
== 1 && depth
== 1) {
616 return; /* found smallest needed mipmap, all done! */
620 else if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
621 /* make sure 6 cube faces are consistant */
622 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
623 GLuint height
= t
->Image
[0][baseLevel
]->Height2
;
624 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
631 if (i
>= minLevel
&& i
<= maxLevel
) {
633 for (face
= 0; face
< 6; face
++) {
634 /* check that we have images defined */
635 if (!t
->Image
[face
][i
]) {
636 incomplete(t
, "CubeMap Image[n][i] == NULL");
639 /* Don't support GL_DEPTH_COMPONENT for cube maps */
640 if (t
->Image
[face
][i
]->_BaseFormat
== GL_DEPTH_COMPONENT
) {
641 incomplete(t
, "GL_DEPTH_COMPONENT only works with 1/2D tex");
644 /* check that all six images have same size */
645 if (t
->Image
[face
][i
]->Width2
!= width
||
646 t
->Image
[face
][i
]->Height2
!= height
) {
647 incomplete(t
, "CubeMap Image[n][i] bad size");
652 if (width
== 1 && height
== 1) {
653 return; /* found smallest needed mipmap, all done! */
657 else if (t
->Target
== GL_TEXTURE_RECTANGLE_NV
) {
658 /* XXX special checking? */
662 _mesa_problem(ctx
, "Bug in gl_test_texture_object_completeness\n");
669 * Check if the given cube map texture is "cube complete" as defined in
670 * the OpenGL specification.
673 _mesa_cube_complete(const struct gl_texture_object
*texObj
)
675 const GLint baseLevel
= texObj
->BaseLevel
;
676 const struct gl_texture_image
*img0
, *img
;
679 if (texObj
->Target
!= GL_TEXTURE_CUBE_MAP
)
682 if ((baseLevel
< 0) || (baseLevel
>= MAX_TEXTURE_LEVELS
))
685 /* check first face */
686 img0
= texObj
->Image
[0][baseLevel
];
689 img0
->Width
!= img0
->Height
)
692 /* check remaining faces vs. first face */
693 for (face
= 1; face
< 6; face
++) {
694 img
= texObj
->Image
[face
][baseLevel
];
696 img
->Width
!= img0
->Width
||
697 img
->Height
!= img0
->Height
||
698 img
->TexFormat
!= img0
->TexFormat
)
707 * Mark a texture object dirty. It forces the object to be incomplete
708 * and optionally forces the context to re-validate its state.
710 * \param ctx GL context.
711 * \param texObj texture object.
712 * \param invalidate_state also invalidate context state.
715 _mesa_dirty_texobj(struct gl_context
*ctx
, struct gl_texture_object
*texObj
,
716 GLboolean invalidate_state
)
718 texObj
->_Complete
= GL_FALSE
;
719 if (invalidate_state
)
720 ctx
->NewState
|= _NEW_TEXTURE
;
725 * Return pointer to a default/fallback texture.
726 * The texture is a 2D 8x8 RGBA texture with all texels = (0,0,0,1).
727 * That's the value a sampler should get when sampling from an
728 * incomplete texture.
730 struct gl_texture_object
*
731 _mesa_get_fallback_texture(struct gl_context
*ctx
)
733 if (!ctx
->Shared
->FallbackTex
) {
734 /* create fallback texture now */
735 static GLubyte texels
[8 * 8][4];
736 struct gl_texture_object
*texObj
;
737 struct gl_texture_image
*texImage
;
741 for (i
= 0; i
< 8 * 8; i
++) {
748 /* create texture object */
749 texObj
= ctx
->Driver
.NewTextureObject(ctx
, 0, GL_TEXTURE_2D
);
750 assert(texObj
->RefCount
== 1);
751 texObj
->MinFilter
= GL_NEAREST
;
752 texObj
->MagFilter
= GL_NEAREST
;
754 /* create level[0] texture image */
755 texImage
= _mesa_get_tex_image(ctx
, texObj
, GL_TEXTURE_2D
, 0);
757 texFormat
= ctx
->Driver
.ChooseTextureFormat(ctx
, GL_RGBA
, GL_RGBA
,
760 /* init the image fields */
761 _mesa_init_teximage_fields(ctx
, GL_TEXTURE_2D
, texImage
,
762 8, 8, 1, 0, GL_RGBA
, texFormat
);
764 ASSERT(texImage
->TexFormat
!= MESA_FORMAT_NONE
);
767 ctx
->Driver
.TexImage2D(ctx
, GL_TEXTURE_2D
, 0, GL_RGBA
,
769 GL_RGBA
, GL_UNSIGNED_BYTE
, texels
,
770 &ctx
->DefaultPacking
, texObj
, texImage
);
772 _mesa_test_texobj_completeness(ctx
, texObj
);
773 assert(texObj
->_Complete
);
775 ctx
->Shared
->FallbackTex
= texObj
;
777 return ctx
->Shared
->FallbackTex
;
784 /***********************************************************************/
785 /** \name API functions */
790 * Generate texture names.
792 * \param n number of texture names to be generated.
793 * \param textures an array in which will hold the generated texture names.
795 * \sa glGenTextures().
797 * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
798 * IDs which are stored in \p textures. Corresponding empty texture
799 * objects are also generated.
802 _mesa_GenTextures( GLsizei n
, GLuint
*textures
)
804 GET_CURRENT_CONTEXT(ctx
);
807 ASSERT_OUTSIDE_BEGIN_END(ctx
);
810 _mesa_error( ctx
, GL_INVALID_VALUE
, "glGenTextures" );
818 * This must be atomic (generation and allocation of texture IDs)
820 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
822 first
= _mesa_HashFindFreeKeyBlock(ctx
->Shared
->TexObjects
, n
);
824 /* Allocate new, empty texture objects */
825 for (i
= 0; i
< n
; i
++) {
826 struct gl_texture_object
*texObj
;
827 GLuint name
= first
+ i
;
829 texObj
= (*ctx
->Driver
.NewTextureObject
)( ctx
, name
, target
);
831 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
832 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glGenTextures");
836 /* insert into hash table */
837 _mesa_HashInsert(ctx
->Shared
->TexObjects
, texObj
->Name
, texObj
);
842 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
847 * Check if the given texture object is bound to the current draw or
848 * read framebuffer. If so, Unbind it.
851 unbind_texobj_from_fbo(struct gl_context
*ctx
,
852 struct gl_texture_object
*texObj
)
854 const GLuint n
= (ctx
->DrawBuffer
== ctx
->ReadBuffer
) ? 1 : 2;
857 for (i
= 0; i
< n
; i
++) {
858 struct gl_framebuffer
*fb
= (i
== 0) ? ctx
->DrawBuffer
: ctx
->ReadBuffer
;
861 for (j
= 0; j
< BUFFER_COUNT
; j
++) {
862 if (fb
->Attachment
[j
].Type
== GL_TEXTURE
&&
863 fb
->Attachment
[j
].Texture
== texObj
) {
864 _mesa_remove_attachment(ctx
, fb
->Attachment
+ j
);
873 * Check if the given texture object is bound to any texture image units and
874 * unbind it if so (revert to default textures).
877 unbind_texobj_from_texunits(struct gl_context
*ctx
,
878 struct gl_texture_object
*texObj
)
882 for (u
= 0; u
< MAX_TEXTURE_IMAGE_UNITS
; u
++) {
883 struct gl_texture_unit
*unit
= &ctx
->Texture
.Unit
[u
];
884 for (tex
= 0; tex
< NUM_TEXTURE_TARGETS
; tex
++) {
885 if (texObj
== unit
->CurrentTex
[tex
]) {
886 _mesa_reference_texobj(&unit
->CurrentTex
[tex
],
887 ctx
->Shared
->DefaultTex
[tex
]);
888 ASSERT(unit
->CurrentTex
[tex
]);
897 * Delete named textures.
899 * \param n number of textures to be deleted.
900 * \param textures array of texture IDs to be deleted.
902 * \sa glDeleteTextures().
904 * If we're about to delete a texture that's currently bound to any
905 * texture unit, unbind the texture first. Decrement the reference
906 * count on the texture object and delete it if it's zero.
907 * Recall that texture objects can be shared among several rendering
911 _mesa_DeleteTextures( GLsizei n
, const GLuint
*textures
)
913 GET_CURRENT_CONTEXT(ctx
);
915 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
); /* too complex */
920 for (i
= 0; i
< n
; i
++) {
921 if (textures
[i
] > 0) {
922 struct gl_texture_object
*delObj
923 = _mesa_lookup_texture(ctx
, textures
[i
]);
926 _mesa_lock_texture(ctx
, delObj
);
928 /* Check if texture is bound to any framebuffer objects.
930 * See section 4.4.2.3 of GL_EXT_framebuffer_object.
932 unbind_texobj_from_fbo(ctx
, delObj
);
934 /* Check if this texture is currently bound to any texture units.
937 unbind_texobj_from_texunits(ctx
, delObj
);
939 _mesa_unlock_texture(ctx
, delObj
);
941 ctx
->NewState
|= _NEW_TEXTURE
;
943 /* The texture _name_ is now free for re-use.
944 * Remove it from the hash table now.
946 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
947 _mesa_HashRemove(ctx
->Shared
->TexObjects
, delObj
->Name
);
948 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
950 /* Unreference the texobj. If refcount hits zero, the texture
953 _mesa_reference_texobj(&delObj
, NULL
);
961 * Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
962 * into the corresponding Mesa texture target index.
963 * Note that proxy targets are not valid here.
964 * \return TEXTURE_x_INDEX or -1 if target is invalid
967 target_enum_to_index(GLenum target
)
971 return TEXTURE_1D_INDEX
;
973 return TEXTURE_2D_INDEX
;
975 return TEXTURE_3D_INDEX
;
976 case GL_TEXTURE_CUBE_MAP_ARB
:
977 return TEXTURE_CUBE_INDEX
;
978 case GL_TEXTURE_RECTANGLE_NV
:
979 return TEXTURE_RECT_INDEX
;
980 case GL_TEXTURE_1D_ARRAY_EXT
:
981 return TEXTURE_1D_ARRAY_INDEX
;
982 case GL_TEXTURE_2D_ARRAY_EXT
:
983 return TEXTURE_2D_ARRAY_INDEX
;
991 * Bind a named texture to a texturing target.
993 * \param target texture target.
994 * \param texName texture name.
996 * \sa glBindTexture().
998 * Determines the old texture object bound and returns immediately if rebinding
999 * the same texture. Get the current texture which is either a default texture
1000 * if name is null, a named texture from the hash, or a new texture if the
1001 * given texture name is new. Increments its reference count, binds it, and
1002 * calls dd_function_table::BindTexture. Decrements the old texture reference
1003 * count and deletes it if it reaches zero.
1006 _mesa_BindTexture( GLenum target
, GLuint texName
)
1008 GET_CURRENT_CONTEXT(ctx
);
1009 const GLuint unit
= ctx
->Texture
.CurrentUnit
;
1010 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[unit
];
1011 struct gl_texture_object
*newTexObj
= NULL
, *defaultTexObj
= NULL
;
1013 GLboolean early_out
= GL_FALSE
;
1014 ASSERT_OUTSIDE_BEGIN_END(ctx
);
1016 if (MESA_VERBOSE
& (VERBOSE_API
|VERBOSE_TEXTURE
))
1017 _mesa_debug(ctx
, "glBindTexture %s %d\n",
1018 _mesa_lookup_enum_by_nr(target
), (GLint
) texName
);
1020 targetIndex
= target_enum_to_index(target
);
1021 if (targetIndex
< 0) {
1022 _mesa_error(ctx
, GL_INVALID_ENUM
, "glBindTexture(target)");
1025 assert(targetIndex
< NUM_TEXTURE_TARGETS
);
1026 defaultTexObj
= ctx
->Shared
->DefaultTex
[targetIndex
];
1029 * Get pointer to new texture object (newTexObj)
1032 newTexObj
= defaultTexObj
;
1035 /* non-default texture object */
1036 newTexObj
= _mesa_lookup_texture(ctx
, texName
);
1038 /* error checking */
1039 if (newTexObj
->Target
!= 0 && newTexObj
->Target
!= target
) {
1040 /* the named texture object's target doesn't match the given target */
1041 _mesa_error( ctx
, GL_INVALID_OPERATION
,
1042 "glBindTexture(target mismatch)" );
1045 if (newTexObj
->Target
== 0) {
1046 finish_texture_init(ctx
, target
, newTexObj
);
1050 /* if this is a new texture id, allocate a texture object now */
1051 newTexObj
= (*ctx
->Driver
.NewTextureObject
)(ctx
, texName
, target
);
1053 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glBindTexture");
1057 /* and insert it into hash table */
1058 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
1059 _mesa_HashInsert(ctx
->Shared
->TexObjects
, texName
, newTexObj
);
1060 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
1062 newTexObj
->Target
= target
;
1065 assert(valid_texture_object(newTexObj
));
1067 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
1068 if ((ctx
->Shared
->RefCount
== 1)
1069 && (newTexObj
== texUnit
->CurrentTex
[targetIndex
])) {
1070 early_out
= GL_TRUE
;
1072 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
1078 /* flush before changing binding */
1079 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1081 /* Do the actual binding. The refcount on the previously bound
1082 * texture object will be decremented. It'll be deleted if the
1085 _mesa_reference_texobj(&texUnit
->CurrentTex
[targetIndex
], newTexObj
);
1086 ASSERT(texUnit
->CurrentTex
[targetIndex
]);
1088 /* Pass BindTexture call to device driver */
1089 if (ctx
->Driver
.BindTexture
)
1090 (*ctx
->Driver
.BindTexture
)( ctx
, target
, newTexObj
);
1095 * Set texture priorities.
1097 * \param n number of textures.
1098 * \param texName texture names.
1099 * \param priorities corresponding texture priorities.
1101 * \sa glPrioritizeTextures().
1103 * Looks up each texture in the hash, clamps the corresponding priority between
1104 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
1107 _mesa_PrioritizeTextures( GLsizei n
, const GLuint
*texName
,
1108 const GLclampf
*priorities
)
1110 GET_CURRENT_CONTEXT(ctx
);
1112 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
1115 _mesa_error( ctx
, GL_INVALID_VALUE
, "glPrioritizeTextures" );
1122 for (i
= 0; i
< n
; i
++) {
1123 if (texName
[i
] > 0) {
1124 struct gl_texture_object
*t
= _mesa_lookup_texture(ctx
, texName
[i
]);
1126 t
->Priority
= CLAMP( priorities
[i
], 0.0F
, 1.0F
);
1131 ctx
->NewState
|= _NEW_TEXTURE
;
1137 * See if textures are loaded in texture memory.
1139 * \param n number of textures to query.
1140 * \param texName array with the texture names.
1141 * \param residences array which will hold the residence status.
1143 * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
1145 * \sa glAreTexturesResident().
1147 * Looks up each texture in the hash and calls
1148 * dd_function_table::IsTextureResident.
1150 GLboolean GLAPIENTRY
1151 _mesa_AreTexturesResident(GLsizei n
, const GLuint
*texName
,
1152 GLboolean
*residences
)
1154 GET_CURRENT_CONTEXT(ctx
);
1155 GLboolean allResident
= GL_TRUE
;
1157 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
1160 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident(n)");
1164 if (!texName
|| !residences
)
1167 for (i
= 0; i
< n
; i
++) {
1168 struct gl_texture_object
*t
;
1169 if (texName
[i
] == 0) {
1170 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident");
1173 t
= _mesa_lookup_texture(ctx
, texName
[i
]);
1175 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident");
1178 if (!ctx
->Driver
.IsTextureResident
||
1179 ctx
->Driver
.IsTextureResident(ctx
, t
)) {
1180 /* The texture is resident */
1182 residences
[i
] = GL_TRUE
;
1185 /* The texture is not resident */
1187 allResident
= GL_FALSE
;
1188 for (j
= 0; j
< i
; j
++)
1189 residences
[j
] = GL_TRUE
;
1191 residences
[i
] = GL_FALSE
;
1200 * See if a name corresponds to a texture.
1202 * \param texture texture name.
1204 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
1207 * \sa glIsTexture().
1209 * Calls _mesa_HashLookup().
1211 GLboolean GLAPIENTRY
1212 _mesa_IsTexture( GLuint texture
)
1214 struct gl_texture_object
*t
;
1215 GET_CURRENT_CONTEXT(ctx
);
1216 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
1221 t
= _mesa_lookup_texture(ctx
, texture
);
1223 /* IsTexture is true only after object has been bound once. */
1224 return t
&& t
->Target
;
1229 * Simplest implementation of texture locking: grab the shared tex
1230 * mutex. Examine the shared context state timestamp and if there has
1231 * been a change, set the appropriate bits in ctx->NewState.
1233 * This is used to deal with synchronizing things when a texture object
1234 * is used/modified by different contexts (or threads) which are sharing
1237 * See also _mesa_lock/unlock_texture() in teximage.h
1240 _mesa_lock_context_textures( struct gl_context
*ctx
)
1242 _glthread_LOCK_MUTEX(ctx
->Shared
->TexMutex
);
1244 if (ctx
->Shared
->TextureStateStamp
!= ctx
->TextureStateTimestamp
) {
1245 ctx
->NewState
|= _NEW_TEXTURE
;
1246 ctx
->TextureStateTimestamp
= ctx
->Shared
->TextureStateStamp
;
1252 _mesa_unlock_context_textures( struct gl_context
*ctx
)
1254 assert(ctx
->Shared
->TextureStateStamp
== ctx
->TextureStateTimestamp
);
1255 _glthread_UNLOCK_MUTEX(ctx
->Shared
->TexMutex
);