Merge commit 'origin/master' into gallium-0.2
[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 "glheader.h"
32 #if FEATURE_colortable
33 #include "colortab.h"
34 #endif
35 #include "context.h"
36 #include "enums.h"
37 #include "fbobject.h"
38 #include "hash.h"
39 #include "imports.h"
40 #include "macros.h"
41 #include "teximage.h"
42 #include "texstate.h"
43 #include "texobj.h"
44 #include "mtypes.h"
45
46
47 /**********************************************************************/
48 /** \name Internal functions */
49 /*@{*/
50
51
52 /**
53 * Return the gl_texture_object for a given ID.
54 */
55 struct gl_texture_object *
56 _mesa_lookup_texture(GLcontext *ctx, GLuint id)
57 {
58 return (struct gl_texture_object *)
59 _mesa_HashLookup(ctx->Shared->TexObjects, id);
60 }
61
62
63
64 /**
65 * Allocate and initialize a new texture object. But don't put it into the
66 * texture object hash table.
67 *
68 * Called via ctx->Driver.NewTextureObject, unless overridden by a device
69 * driver.
70 *
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
75 * of GenTextures()
76 *
77 * \return pointer to new texture object.
78 */
79 struct gl_texture_object *
80 _mesa_new_texture_object( GLcontext *ctx, GLuint name, GLenum target )
81 {
82 struct gl_texture_object *obj;
83 (void) ctx;
84 obj = MALLOC_STRUCT(gl_texture_object);
85 _mesa_initialize_texture_object(obj, name, target);
86 return obj;
87 }
88
89
90 /**
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
95 */
96 void
97 _mesa_initialize_texture_object( struct gl_texture_object *obj,
98 GLuint name, GLenum target )
99 {
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);
108
109 _mesa_bzero(obj, sizeof(*obj));
110 /* init the non-zero fields */
111 _glthread_INIT_MUTEX(obj->Mutex);
112 obj->RefCount = 1;
113 obj->Name = name;
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;
121 }
122 else {
123 obj->WrapS = GL_REPEAT;
124 obj->WrapT = GL_REPEAT;
125 obj->WrapR = GL_REPEAT;
126 obj->MinFilter = GL_NEAREST_MIPMAP_LINEAR;
127 }
128 obj->MagFilter = GL_LINEAR;
129 obj->MinLod = -1000.0;
130 obj->MaxLod = 1000.0;
131 obj->LodBias = 0.0;
132 obj->BaseLevel = 0;
133 obj->MaxLevel = 1000;
134 obj->MaxAnisotropy = 1.0;
135 obj->CompareFlag = GL_FALSE; /* SGIX_shadow */
136 obj->CompareOperator = GL_TEXTURE_LEQUAL_R_SGIX; /* SGIX_shadow */
137 obj->CompareMode = GL_NONE; /* ARB_shadow */
138 obj->CompareFunc = GL_LEQUAL; /* ARB_shadow */
139 obj->DepthMode = GL_LUMINANCE; /* ARB_depth_texture */
140 obj->ShadowAmbient = 0.0F; /* ARB/SGIX_shadow_ambient */
141 }
142
143
144 /**
145 * Some texture initialization can't be finished until we know which
146 * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
147 */
148 static void
149 finish_texture_init(GLcontext *ctx, GLenum target,
150 struct gl_texture_object *obj)
151 {
152 assert(obj->Target == 0);
153
154 if (target == GL_TEXTURE_RECTANGLE_NV) {
155 /* have to init wrap and filter state here - kind of klunky */
156 obj->WrapS = GL_CLAMP_TO_EDGE;
157 obj->WrapT = GL_CLAMP_TO_EDGE;
158 obj->WrapR = GL_CLAMP_TO_EDGE;
159 obj->MinFilter = GL_LINEAR;
160 if (ctx->Driver.TexParameter) {
161 static const GLfloat fparam_wrap[1] = {(GLfloat) GL_CLAMP_TO_EDGE};
162 static const GLfloat fparam_filter[1] = {(GLfloat) GL_LINEAR};
163 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_S, fparam_wrap);
164 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_T, fparam_wrap);
165 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_R, fparam_wrap);
166 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_MIN_FILTER, fparam_filter);
167 }
168 }
169 }
170
171
172 /**
173 * Deallocate a texture object struct. It should have already been
174 * removed from the texture object pool.
175 * Called via ctx->Driver.DeleteTexture() if not overriden by a driver.
176 *
177 * \param shared the shared GL state to which the object belongs.
178 * \param texOjb the texture object to delete.
179 */
180 void
181 _mesa_delete_texture_object( GLcontext *ctx, struct gl_texture_object *texObj )
182 {
183 GLuint i, face;
184
185 (void) ctx;
186
187 /* Set Target to an invalid value. With some assertions elsewhere
188 * we can try to detect possible use of deleted textures.
189 */
190 texObj->Target = 0x99;
191
192 #if FEATURE_colortable
193 _mesa_free_colortable_data(&texObj->Palette);
194 #endif
195
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] );
201 }
202 }
203 }
204
205 /* destroy the mutex -- it may have allocated memory (eg on bsd) */
206 _glthread_DESTROY_MUTEX(texObj->Mutex);
207
208 /* free this object */
209 _mesa_free(texObj);
210 }
211
212
213
214
215 /**
216 * Copy texture object state from one texture object to another.
217 * Use for glPush/PopAttrib.
218 *
219 * \param dest destination texture object.
220 * \param src source texture object.
221 */
222 void
223 _mesa_copy_texture_object( struct gl_texture_object *dest,
224 const struct gl_texture_object *src )
225 {
226 dest->Target = src->Target;
227 dest->Name = src->Name;
228 dest->Priority = src->Priority;
229 dest->BorderColor[0] = src->BorderColor[0];
230 dest->BorderColor[1] = src->BorderColor[1];
231 dest->BorderColor[2] = src->BorderColor[2];
232 dest->BorderColor[3] = src->BorderColor[3];
233 dest->WrapS = src->WrapS;
234 dest->WrapT = src->WrapT;
235 dest->WrapR = src->WrapR;
236 dest->MinFilter = src->MinFilter;
237 dest->MagFilter = src->MagFilter;
238 dest->MinLod = src->MinLod;
239 dest->MaxLod = src->MaxLod;
240 dest->LodBias = src->LodBias;
241 dest->BaseLevel = src->BaseLevel;
242 dest->MaxLevel = src->MaxLevel;
243 dest->MaxAnisotropy = src->MaxAnisotropy;
244 dest->CompareFlag = src->CompareFlag;
245 dest->CompareOperator = src->CompareOperator;
246 dest->ShadowAmbient = src->ShadowAmbient;
247 dest->CompareMode = src->CompareMode;
248 dest->CompareFunc = src->CompareFunc;
249 dest->DepthMode = src->DepthMode;
250 dest->_MaxLevel = src->_MaxLevel;
251 dest->_MaxLambda = src->_MaxLambda;
252 dest->GenerateMipmap = src->GenerateMipmap;
253 dest->Palette = src->Palette;
254 dest->_Complete = src->_Complete;
255 }
256
257
258 /**
259 * Check if the given texture object is valid by examining its Target field.
260 * For debugging only.
261 */
262 static GLboolean
263 valid_texture_object(const struct gl_texture_object *tex)
264 {
265 switch (tex->Target) {
266 case 0:
267 case GL_TEXTURE_1D:
268 case GL_TEXTURE_2D:
269 case GL_TEXTURE_3D:
270 case GL_TEXTURE_CUBE_MAP_ARB:
271 case GL_TEXTURE_RECTANGLE_NV:
272 case GL_TEXTURE_1D_ARRAY_EXT:
273 case GL_TEXTURE_2D_ARRAY_EXT:
274 return GL_TRUE;
275 case 0x99:
276 _mesa_problem(NULL, "invalid reference to a deleted texture object");
277 return GL_FALSE;
278 default:
279 _mesa_problem(NULL, "invalid texture object Target value");
280 return GL_FALSE;
281 }
282 }
283
284
285 /**
286 * Reference (or unreference) a texture object.
287 * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
288 * If 'tex' is non-null, increment its refcount.
289 */
290 void
291 _mesa_reference_texobj(struct gl_texture_object **ptr,
292 struct gl_texture_object *tex)
293 {
294 assert(ptr);
295 if (*ptr == tex) {
296 /* no change */
297 return;
298 }
299
300 if (*ptr) {
301 /* Unreference the old texture */
302 GLboolean deleteFlag = GL_FALSE;
303 struct gl_texture_object *oldTex = *ptr;
304
305 assert(valid_texture_object(oldTex));
306
307 _glthread_LOCK_MUTEX(oldTex->Mutex);
308 ASSERT(oldTex->RefCount > 0);
309 oldTex->RefCount--;
310
311 deleteFlag = (oldTex->RefCount == 0);
312 _glthread_UNLOCK_MUTEX(oldTex->Mutex);
313
314 if (deleteFlag) {
315 GET_CURRENT_CONTEXT(ctx);
316 if (ctx)
317 ctx->Driver.DeleteTexture(ctx, oldTex);
318 else
319 _mesa_problem(NULL, "Unable to delete texture, no context");
320 }
321
322 *ptr = NULL;
323 }
324 assert(!*ptr);
325
326 if (tex) {
327 /* reference new texture */
328 assert(valid_texture_object(tex));
329 _glthread_LOCK_MUTEX(tex->Mutex);
330 if (tex->RefCount == 0) {
331 /* this texture's being deleted (look just above) */
332 /* Not sure this can every really happen. Warn if it does. */
333 _mesa_problem(NULL, "referencing deleted texture object");
334 *ptr = NULL;
335 }
336 else {
337 tex->RefCount++;
338 *ptr = tex;
339 }
340 _glthread_UNLOCK_MUTEX(tex->Mutex);
341 }
342 }
343
344
345
346 /**
347 * Report why a texture object is incomplete.
348 *
349 * \param t texture object.
350 * \param why string describing why it's incomplete.
351 *
352 * \note For debug purposes only.
353 */
354 #if 0
355 static void
356 incomplete(const struct gl_texture_object *t, const char *why)
357 {
358 _mesa_printf("Texture Obj %d incomplete because: %s\n", t->Name, why);
359 }
360 #else
361 #define incomplete(t, why)
362 #endif
363
364
365 /**
366 * Examine a texture object to determine if it is complete.
367 *
368 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
369 * accordingly.
370 *
371 * \param ctx GL context.
372 * \param t texture object.
373 *
374 * According to the texture target, verifies that each of the mipmaps is
375 * present and has the expected size.
376 */
377 void
378 _mesa_test_texobj_completeness( const GLcontext *ctx,
379 struct gl_texture_object *t )
380 {
381 const GLint baseLevel = t->BaseLevel;
382 GLint maxLog2 = 0, maxLevels = 0;
383
384 t->_Complete = GL_TRUE; /* be optimistic */
385
386 /* Detect cases where the application set the base level to an invalid
387 * value.
388 */
389 if ((baseLevel < 0) || (baseLevel > MAX_TEXTURE_LEVELS)) {
390 char s[100];
391 _mesa_sprintf(s, "obj %p (%d) base level = %d is invalid",
392 (void *) t, t->Name, baseLevel);
393 incomplete(t, s);
394 t->_Complete = GL_FALSE;
395 return;
396 }
397
398 /* Always need the base level image */
399 if (!t->Image[0][baseLevel]) {
400 char s[100];
401 _mesa_sprintf(s, "obj %p (%d) Image[baseLevel=%d] == NULL",
402 (void *) t, t->Name, baseLevel);
403 incomplete(t, s);
404 t->_Complete = GL_FALSE;
405 return;
406 }
407
408 /* Check width/height/depth for zero */
409 if (t->Image[0][baseLevel]->Width == 0 ||
410 t->Image[0][baseLevel]->Height == 0 ||
411 t->Image[0][baseLevel]->Depth == 0) {
412 incomplete(t, "texture width = 0");
413 t->_Complete = GL_FALSE;
414 return;
415 }
416
417 /* Compute _MaxLevel */
418 if ((t->Target == GL_TEXTURE_1D) ||
419 (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) {
420 maxLog2 = t->Image[0][baseLevel]->WidthLog2;
421 maxLevels = ctx->Const.MaxTextureLevels;
422 }
423 else if ((t->Target == GL_TEXTURE_2D) ||
424 (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) {
425 maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
426 t->Image[0][baseLevel]->HeightLog2);
427 maxLevels = ctx->Const.MaxTextureLevels;
428 }
429 else if (t->Target == GL_TEXTURE_3D) {
430 GLint max = MAX2(t->Image[0][baseLevel]->WidthLog2,
431 t->Image[0][baseLevel]->HeightLog2);
432 maxLog2 = MAX2(max, (GLint)(t->Image[0][baseLevel]->DepthLog2));
433 maxLevels = ctx->Const.Max3DTextureLevels;
434 }
435 else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
436 maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
437 t->Image[0][baseLevel]->HeightLog2);
438 maxLevels = ctx->Const.MaxCubeTextureLevels;
439 }
440 else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
441 maxLog2 = 0; /* not applicable */
442 maxLevels = 1; /* no mipmapping */
443 }
444 else {
445 _mesa_problem(ctx, "Bad t->Target in _mesa_test_texobj_completeness");
446 return;
447 }
448
449 ASSERT(maxLevels > 0);
450
451 t->_MaxLevel = baseLevel + maxLog2;
452 t->_MaxLevel = MIN2(t->_MaxLevel, t->MaxLevel);
453 t->_MaxLevel = MIN2(t->_MaxLevel, maxLevels - 1);
454
455 /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
456 t->_MaxLambda = (GLfloat) (t->_MaxLevel - t->BaseLevel);
457
458 if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
459 /* make sure that all six cube map level 0 images are the same size */
460 const GLuint w = t->Image[0][baseLevel]->Width2;
461 const GLuint h = t->Image[0][baseLevel]->Height2;
462 GLuint face;
463 for (face = 1; face < 6; face++) {
464 if (t->Image[face][baseLevel] == NULL ||
465 t->Image[face][baseLevel]->Width2 != w ||
466 t->Image[face][baseLevel]->Height2 != h) {
467 t->_Complete = GL_FALSE;
468 incomplete(t, "Non-quare cubemap image");
469 return;
470 }
471 }
472 }
473
474 /* extra checking for mipmaps */
475 if (t->MinFilter != GL_NEAREST && t->MinFilter != GL_LINEAR) {
476 /*
477 * Mipmapping: determine if we have a complete set of mipmaps
478 */
479 GLint i;
480 GLint minLevel = baseLevel;
481 GLint maxLevel = t->_MaxLevel;
482
483 if (minLevel > maxLevel) {
484 t->_Complete = GL_FALSE;
485 incomplete(t, "minLevel > maxLevel");
486 return;
487 }
488
489 /* Test dimension-independent attributes */
490 for (i = minLevel; i <= maxLevel; i++) {
491 if (t->Image[0][i]) {
492 if (t->Image[0][i]->TexFormat != t->Image[0][baseLevel]->TexFormat) {
493 t->_Complete = GL_FALSE;
494 incomplete(t, "Format[i] != Format[baseLevel]");
495 return;
496 }
497 if (t->Image[0][i]->Border != t->Image[0][baseLevel]->Border) {
498 t->_Complete = GL_FALSE;
499 incomplete(t, "Border[i] != Border[baseLevel]");
500 return;
501 }
502 }
503 }
504
505 /* Test things which depend on number of texture image dimensions */
506 if ((t->Target == GL_TEXTURE_1D) ||
507 (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) {
508 /* Test 1-D mipmaps */
509 GLuint width = t->Image[0][baseLevel]->Width2;
510 for (i = baseLevel + 1; i < maxLevels; i++) {
511 if (width > 1) {
512 width /= 2;
513 }
514 if (i >= minLevel && i <= maxLevel) {
515 if (!t->Image[0][i]) {
516 t->_Complete = GL_FALSE;
517 incomplete(t, "1D Image[0][i] == NULL");
518 return;
519 }
520 if (t->Image[0][i]->Width2 != width ) {
521 t->_Complete = GL_FALSE;
522 incomplete(t, "1D Image[0][i] bad width");
523 return;
524 }
525 }
526 if (width == 1) {
527 return; /* found smallest needed mipmap, all done! */
528 }
529 }
530 }
531 else if ((t->Target == GL_TEXTURE_2D) ||
532 (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) {
533 /* Test 2-D mipmaps */
534 GLuint width = t->Image[0][baseLevel]->Width2;
535 GLuint height = t->Image[0][baseLevel]->Height2;
536 for (i = baseLevel + 1; i < maxLevels; i++) {
537 if (width > 1) {
538 width /= 2;
539 }
540 if (height > 1) {
541 height /= 2;
542 }
543 if (i >= minLevel && i <= maxLevel) {
544 if (!t->Image[0][i]) {
545 t->_Complete = GL_FALSE;
546 incomplete(t, "2D Image[0][i] == NULL");
547 return;
548 }
549 if (t->Image[0][i]->Width2 != width) {
550 t->_Complete = GL_FALSE;
551 incomplete(t, "2D Image[0][i] bad width");
552 return;
553 }
554 if (t->Image[0][i]->Height2 != height) {
555 t->_Complete = GL_FALSE;
556 incomplete(t, "2D Image[0][i] bad height");
557 return;
558 }
559 if (width==1 && height==1) {
560 return; /* found smallest needed mipmap, all done! */
561 }
562 }
563 }
564 }
565 else if (t->Target == GL_TEXTURE_3D) {
566 /* Test 3-D mipmaps */
567 GLuint width = t->Image[0][baseLevel]->Width2;
568 GLuint height = t->Image[0][baseLevel]->Height2;
569 GLuint depth = t->Image[0][baseLevel]->Depth2;
570 for (i = baseLevel + 1; i < maxLevels; i++) {
571 if (width > 1) {
572 width /= 2;
573 }
574 if (height > 1) {
575 height /= 2;
576 }
577 if (depth > 1) {
578 depth /= 2;
579 }
580 if (i >= minLevel && i <= maxLevel) {
581 if (!t->Image[0][i]) {
582 incomplete(t, "3D Image[0][i] == NULL");
583 t->_Complete = GL_FALSE;
584 return;
585 }
586 if (t->Image[0][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
587 t->_Complete = GL_FALSE;
588 incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
589 return;
590 }
591 if (t->Image[0][i]->Width2 != width) {
592 t->_Complete = GL_FALSE;
593 incomplete(t, "3D Image[0][i] bad width");
594 return;
595 }
596 if (t->Image[0][i]->Height2 != height) {
597 t->_Complete = GL_FALSE;
598 incomplete(t, "3D Image[0][i] bad height");
599 return;
600 }
601 if (t->Image[0][i]->Depth2 != depth) {
602 t->_Complete = GL_FALSE;
603 incomplete(t, "3D Image[0][i] bad depth");
604 return;
605 }
606 }
607 if (width == 1 && height == 1 && depth == 1) {
608 return; /* found smallest needed mipmap, all done! */
609 }
610 }
611 }
612 else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
613 /* make sure 6 cube faces are consistant */
614 GLuint width = t->Image[0][baseLevel]->Width2;
615 GLuint height = t->Image[0][baseLevel]->Height2;
616 for (i = baseLevel + 1; i < maxLevels; i++) {
617 if (width > 1) {
618 width /= 2;
619 }
620 if (height > 1) {
621 height /= 2;
622 }
623 if (i >= minLevel && i <= maxLevel) {
624 GLuint face;
625 for (face = 0; face < 6; face++) {
626 /* check that we have images defined */
627 if (!t->Image[face][i]) {
628 t->_Complete = GL_FALSE;
629 incomplete(t, "CubeMap Image[n][i] == NULL");
630 return;
631 }
632 /* Don't support GL_DEPTH_COMPONENT for cube maps */
633 if (t->Image[face][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
634 t->_Complete = GL_FALSE;
635 incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
636 return;
637 }
638 /* check that all six images have same size */
639 if (t->Image[face][i]->Width2!=width ||
640 t->Image[face][i]->Height2!=height) {
641 t->_Complete = GL_FALSE;
642 incomplete(t, "CubeMap Image[n][i] bad size");
643 return;
644 }
645 }
646 }
647 if (width == 1 && height == 1) {
648 return; /* found smallest needed mipmap, all done! */
649 }
650 }
651 }
652 else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
653 /* XXX special checking? */
654 }
655 else {
656 /* Target = ??? */
657 _mesa_problem(ctx, "Bug in gl_test_texture_object_completeness\n");
658 }
659 }
660 }
661
662 /*@}*/
663
664
665 /***********************************************************************/
666 /** \name API functions */
667 /*@{*/
668
669
670 /**
671 * Generate texture names.
672 *
673 * \param n number of texture names to be generated.
674 * \param textures an array in which will hold the generated texture names.
675 *
676 * \sa glGenTextures().
677 *
678 * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
679 * IDs which are stored in \p textures. Corresponding empty texture
680 * objects are also generated.
681 */
682 void GLAPIENTRY
683 _mesa_GenTextures( GLsizei n, GLuint *textures )
684 {
685 GET_CURRENT_CONTEXT(ctx);
686 GLuint first;
687 GLint i;
688 ASSERT_OUTSIDE_BEGIN_END(ctx);
689
690 if (n < 0) {
691 _mesa_error( ctx, GL_INVALID_VALUE, "glGenTextures" );
692 return;
693 }
694
695 if (!textures)
696 return;
697
698 /*
699 * This must be atomic (generation and allocation of texture IDs)
700 */
701 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
702
703 first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n);
704
705 /* Allocate new, empty texture objects */
706 for (i = 0; i < n; i++) {
707 struct gl_texture_object *texObj;
708 GLuint name = first + i;
709 GLenum target = 0;
710 texObj = (*ctx->Driver.NewTextureObject)( ctx, name, target);
711 if (!texObj) {
712 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
713 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
714 return;
715 }
716
717 /* insert into hash table */
718 _mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
719
720 textures[i] = name;
721 }
722
723 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
724 }
725
726
727 /**
728 * Check if the given texture object is bound to the current draw or
729 * read framebuffer. If so, Unbind it.
730 */
731 static void
732 unbind_texobj_from_fbo(GLcontext *ctx, struct gl_texture_object *texObj)
733 {
734 const GLuint n = (ctx->DrawBuffer == ctx->ReadBuffer) ? 1 : 2;
735 GLuint i;
736
737 for (i = 0; i < n; i++) {
738 struct gl_framebuffer *fb = (i == 0) ? ctx->DrawBuffer : ctx->ReadBuffer;
739 if (fb->Name) {
740 GLuint j;
741 for (j = 0; j < BUFFER_COUNT; j++) {
742 if (fb->Attachment[j].Type == GL_TEXTURE &&
743 fb->Attachment[j].Texture == texObj) {
744 _mesa_remove_attachment(ctx, fb->Attachment + j);
745 }
746 }
747 }
748 }
749 }
750
751
752 /**
753 * Check if the given texture object is bound to any texture image units and
754 * unbind it if so (revert to default textures).
755 */
756 static void
757 unbind_texobj_from_texunits(GLcontext *ctx, struct gl_texture_object *texObj)
758 {
759 GLuint u;
760
761 for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++) {
762 struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
763 if (texObj == unit->Current1D) {
764 _mesa_reference_texobj(&unit->Current1D, ctx->Shared->Default1D);
765 ASSERT(unit->Current1D);
766 }
767 else if (texObj == unit->Current2D) {
768 _mesa_reference_texobj(&unit->Current2D, ctx->Shared->Default2D);
769 ASSERT(unit->Current2D);
770 }
771 else if (texObj == unit->Current3D) {
772 _mesa_reference_texobj(&unit->Current3D, ctx->Shared->Default3D);
773 ASSERT(unit->Current3D);
774 }
775 else if (texObj == unit->CurrentCubeMap) {
776 _mesa_reference_texobj(&unit->CurrentCubeMap, ctx->Shared->DefaultCubeMap);
777 ASSERT(unit->CurrentCubeMap);
778 }
779 else if (texObj == unit->CurrentRect) {
780 _mesa_reference_texobj(&unit->CurrentRect, ctx->Shared->DefaultRect);
781 ASSERT(unit->CurrentRect);
782 }
783 else if (texObj == unit->Current1DArray) {
784 _mesa_reference_texobj(&unit->Current1DArray, ctx->Shared->Default1DArray);
785 ASSERT(unit->Current1DArray);
786 }
787 else if (texObj == unit->Current2DArray) {
788 _mesa_reference_texobj(&unit->Current2DArray, ctx->Shared->Default2DArray);
789 ASSERT(unit->Current2DArray);
790 }
791 }
792 }
793
794
795 /**
796 * Delete named textures.
797 *
798 * \param n number of textures to be deleted.
799 * \param textures array of texture IDs to be deleted.
800 *
801 * \sa glDeleteTextures().
802 *
803 * If we're about to delete a texture that's currently bound to any
804 * texture unit, unbind the texture first. Decrement the reference
805 * count on the texture object and delete it if it's zero.
806 * Recall that texture objects can be shared among several rendering
807 * contexts.
808 */
809 void GLAPIENTRY
810 _mesa_DeleteTextures( GLsizei n, const GLuint *textures)
811 {
812 GET_CURRENT_CONTEXT(ctx);
813 GLint i;
814 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* too complex */
815
816 if (!textures)
817 return;
818
819 for (i = 0; i < n; i++) {
820 if (textures[i] > 0) {
821 struct gl_texture_object *delObj
822 = _mesa_lookup_texture(ctx, textures[i]);
823
824 if (delObj) {
825 _mesa_lock_texture(ctx, delObj);
826
827 /* Check if texture is bound to any framebuffer objects.
828 * If so, unbind.
829 * See section 4.4.2.3 of GL_EXT_framebuffer_object.
830 */
831 unbind_texobj_from_fbo(ctx, delObj);
832
833 /* Check if this texture is currently bound to any texture units.
834 * If so, unbind it.
835 */
836 unbind_texobj_from_texunits(ctx, delObj);
837
838 _mesa_unlock_texture(ctx, delObj);
839
840 ctx->NewState |= _NEW_TEXTURE;
841
842 /* The texture _name_ is now free for re-use.
843 * Remove it from the hash table now.
844 */
845 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
846 _mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name);
847 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
848
849 /* Unreference the texobj. If refcount hits zero, the texture
850 * will be deleted.
851 */
852 _mesa_reference_texobj(&delObj, NULL);
853 }
854 }
855 }
856 }
857
858
859 /**
860 * Bind a named texture to a texturing target.
861 *
862 * \param target texture target.
863 * \param texName texture name.
864 *
865 * \sa glBindTexture().
866 *
867 * Determines the old texture object bound and returns immediately if rebinding
868 * the same texture. Get the current texture which is either a default texture
869 * if name is null, a named texture from the hash, or a new texture if the
870 * given texture name is new. Increments its reference count, binds it, and
871 * calls dd_function_table::BindTexture. Decrements the old texture reference
872 * count and deletes it if it reaches zero.
873 */
874 void GLAPIENTRY
875 _mesa_BindTexture( GLenum target, GLuint texName )
876 {
877 GET_CURRENT_CONTEXT(ctx);
878 const GLuint unit = ctx->Texture.CurrentUnit;
879 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
880 struct gl_texture_object *newTexObj = NULL, *defaultTexObj = NULL;
881 ASSERT_OUTSIDE_BEGIN_END(ctx);
882
883 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
884 _mesa_debug(ctx, "glBindTexture %s %d\n",
885 _mesa_lookup_enum_by_nr(target), (GLint) texName);
886
887 switch (target) {
888 case GL_TEXTURE_1D:
889 defaultTexObj = ctx->Shared->Default1D;
890 break;
891 case GL_TEXTURE_2D:
892 defaultTexObj = ctx->Shared->Default2D;
893 break;
894 case GL_TEXTURE_3D:
895 defaultTexObj = ctx->Shared->Default3D;
896 break;
897 case GL_TEXTURE_CUBE_MAP_ARB:
898 defaultTexObj = ctx->Shared->DefaultCubeMap;
899 break;
900 case GL_TEXTURE_RECTANGLE_NV:
901 defaultTexObj = ctx->Shared->DefaultRect;
902 break;
903 case GL_TEXTURE_1D_ARRAY_EXT:
904 defaultTexObj = ctx->Shared->Default1DArray;
905 break;
906 case GL_TEXTURE_2D_ARRAY_EXT:
907 defaultTexObj = ctx->Shared->Default2DArray;
908 break;
909 default:
910 _mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)");
911 return;
912 }
913
914 /*
915 * Get pointer to new texture object (newTexObj)
916 */
917 if (texName == 0) {
918 newTexObj = defaultTexObj;
919 }
920 else {
921 /* non-default texture object */
922 newTexObj = _mesa_lookup_texture(ctx, texName);
923 if (newTexObj) {
924 /* error checking */
925 if (newTexObj->Target != 0 && newTexObj->Target != target) {
926 /* the named texture object's target doesn't match the given target */
927 _mesa_error( ctx, GL_INVALID_OPERATION,
928 "glBindTexture(target mismatch)" );
929 return;
930 }
931 if (newTexObj->Target == 0) {
932 finish_texture_init(ctx, target, newTexObj);
933 }
934 }
935 else {
936 /* if this is a new texture id, allocate a texture object now */
937 newTexObj = (*ctx->Driver.NewTextureObject)(ctx, texName, target);
938 if (!newTexObj) {
939 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
940 return;
941 }
942
943 /* and insert it into hash table */
944 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
945 _mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj);
946 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
947 }
948 newTexObj->Target = target;
949 }
950
951 assert(valid_texture_object(newTexObj));
952
953 /* flush before changing binding */
954 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
955
956 /* Do the actual binding. The refcount on the previously bound
957 * texture object will be decremented. It'll be deleted if the
958 * count hits zero.
959 */
960 switch (target) {
961 case GL_TEXTURE_1D:
962 _mesa_reference_texobj(&texUnit->Current1D, newTexObj);
963 ASSERT(texUnit->Current1D);
964 break;
965 case GL_TEXTURE_2D:
966 _mesa_reference_texobj(&texUnit->Current2D, newTexObj);
967 ASSERT(texUnit->Current2D);
968 break;
969 case GL_TEXTURE_3D:
970 _mesa_reference_texobj(&texUnit->Current3D, newTexObj);
971 ASSERT(texUnit->Current3D);
972 break;
973 case GL_TEXTURE_CUBE_MAP_ARB:
974 _mesa_reference_texobj(&texUnit->CurrentCubeMap, newTexObj);
975 ASSERT(texUnit->CurrentCubeMap);
976 break;
977 case GL_TEXTURE_RECTANGLE_NV:
978 _mesa_reference_texobj(&texUnit->CurrentRect, newTexObj);
979 ASSERT(texUnit->CurrentRect);
980 break;
981 case GL_TEXTURE_1D_ARRAY_EXT:
982 texUnit->Current1DArray = newTexObj;
983 ASSERT(texUnit->Current1DArray);
984 break;
985 case GL_TEXTURE_2D_ARRAY_EXT:
986 texUnit->Current2DArray = newTexObj;
987 ASSERT(texUnit->Current2DArray);
988 break;
989 default:
990 /* Bad target should be caught above */
991 _mesa_problem(ctx, "bad target in BindTexture");
992 return;
993 }
994
995 /* Pass BindTexture call to device driver */
996 if (ctx->Driver.BindTexture)
997 (*ctx->Driver.BindTexture)( ctx, target, newTexObj );
998 }
999
1000
1001 /**
1002 * Set texture priorities.
1003 *
1004 * \param n number of textures.
1005 * \param texName texture names.
1006 * \param priorities corresponding texture priorities.
1007 *
1008 * \sa glPrioritizeTextures().
1009 *
1010 * Looks up each texture in the hash, clamps the corresponding priority between
1011 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
1012 */
1013 void GLAPIENTRY
1014 _mesa_PrioritizeTextures( GLsizei n, const GLuint *texName,
1015 const GLclampf *priorities )
1016 {
1017 GET_CURRENT_CONTEXT(ctx);
1018 GLint i;
1019 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1020
1021 if (n < 0) {
1022 _mesa_error( ctx, GL_INVALID_VALUE, "glPrioritizeTextures" );
1023 return;
1024 }
1025
1026 if (!priorities)
1027 return;
1028
1029 for (i = 0; i < n; i++) {
1030 if (texName[i] > 0) {
1031 struct gl_texture_object *t = _mesa_lookup_texture(ctx, texName[i]);
1032 if (t) {
1033 t->Priority = CLAMP( priorities[i], 0.0F, 1.0F );
1034 if (ctx->Driver.PrioritizeTexture)
1035 ctx->Driver.PrioritizeTexture( ctx, t, t->Priority );
1036 }
1037 }
1038 }
1039
1040 ctx->NewState |= _NEW_TEXTURE;
1041 }
1042
1043 /**
1044 * See if textures are loaded in texture memory.
1045 *
1046 * \param n number of textures to query.
1047 * \param texName array with the texture names.
1048 * \param residences array which will hold the residence status.
1049 *
1050 * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
1051 *
1052 * \sa glAreTexturesResident().
1053 *
1054 * Looks up each texture in the hash and calls
1055 * dd_function_table::IsTextureResident.
1056 */
1057 GLboolean GLAPIENTRY
1058 _mesa_AreTexturesResident(GLsizei n, const GLuint *texName,
1059 GLboolean *residences)
1060 {
1061 GET_CURRENT_CONTEXT(ctx);
1062 GLboolean allResident = GL_TRUE;
1063 GLint i, j;
1064 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1065
1066 if (n < 0) {
1067 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)");
1068 return GL_FALSE;
1069 }
1070
1071 if (!texName || !residences)
1072 return GL_FALSE;
1073
1074 for (i = 0; i < n; i++) {
1075 struct gl_texture_object *t;
1076 if (texName[i] == 0) {
1077 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1078 return GL_FALSE;
1079 }
1080 t = _mesa_lookup_texture(ctx, texName[i]);
1081 if (!t) {
1082 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1083 return GL_FALSE;
1084 }
1085 if (!ctx->Driver.IsTextureResident ||
1086 ctx->Driver.IsTextureResident(ctx, t)) {
1087 /* The texture is resident */
1088 if (!allResident)
1089 residences[i] = GL_TRUE;
1090 }
1091 else {
1092 /* The texture is not resident */
1093 if (allResident) {
1094 allResident = GL_FALSE;
1095 for (j = 0; j < i; j++)
1096 residences[j] = GL_TRUE;
1097 }
1098 residences[i] = GL_FALSE;
1099 }
1100 }
1101
1102 return allResident;
1103 }
1104
1105 /**
1106 * See if a name corresponds to a texture.
1107 *
1108 * \param texture texture name.
1109 *
1110 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
1111 * otherwise.
1112 *
1113 * \sa glIsTexture().
1114 *
1115 * Calls _mesa_HashLookup().
1116 */
1117 GLboolean GLAPIENTRY
1118 _mesa_IsTexture( GLuint texture )
1119 {
1120 struct gl_texture_object *t;
1121 GET_CURRENT_CONTEXT(ctx);
1122 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1123
1124 if (!texture)
1125 return GL_FALSE;
1126
1127 t = _mesa_lookup_texture(ctx, texture);
1128
1129 /* IsTexture is true only after object has been bound once. */
1130 return t && t->Target;
1131 }
1132
1133
1134 /**
1135 * Simplest implementation of texture locking: Grab the a new mutex in
1136 * the shared context. Examine the shared context state timestamp and
1137 * if there has been a change, set the appropriate bits in
1138 * ctx->NewState.
1139 *
1140 * This is used to deal with synchronizing things when a texture object
1141 * is used/modified by different contexts (or threads) which are sharing
1142 * the texture.
1143 *
1144 * See also _mesa_lock/unlock_texture() in teximage.h
1145 */
1146 void
1147 _mesa_lock_context_textures( GLcontext *ctx )
1148 {
1149 _glthread_LOCK_MUTEX(ctx->Shared->TexMutex);
1150
1151 if (ctx->Shared->TextureStateStamp != ctx->TextureStateTimestamp) {
1152 ctx->NewState |= _NEW_TEXTURE;
1153 ctx->TextureStateTimestamp = ctx->Shared->TextureStateStamp;
1154 }
1155 }
1156
1157
1158 void
1159 _mesa_unlock_context_textures( GLcontext *ctx )
1160 {
1161 assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp);
1162 _glthread_UNLOCK_MUTEX(ctx->Shared->TexMutex);
1163 }
1164
1165 /*@}*/
1166
1167