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"
44 #include "shader/prog_instruction.h"
48 /**********************************************************************/
49 /** \name Internal functions */
54 * Return the gl_texture_object for a given ID.
56 struct gl_texture_object
*
57 _mesa_lookup_texture(GLcontext
*ctx
, GLuint id
)
59 return (struct gl_texture_object
*)
60 _mesa_HashLookup(ctx
->Shared
->TexObjects
, id
);
66 * Allocate and initialize a new texture object. But don't put it into the
67 * texture object hash table.
69 * Called via ctx->Driver.NewTextureObject, unless overridden by a device
72 * \param shared the shared GL state structure to contain the texture object
73 * \param name integer name for the texture object
74 * \param target either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,
75 * GL_TEXTURE_CUBE_MAP_ARB or GL_TEXTURE_RECTANGLE_NV. zero is ok for the sake
78 * \return pointer to new texture object.
80 struct gl_texture_object
*
81 _mesa_new_texture_object( GLcontext
*ctx
, GLuint name
, GLenum target
)
83 struct gl_texture_object
*obj
;
85 obj
= MALLOC_STRUCT(gl_texture_object
);
86 _mesa_initialize_texture_object(obj
, name
, target
);
92 * Initialize a new texture object to default values.
93 * \param obj the texture object
94 * \param name the texture name
95 * \param target the texture target
98 _mesa_initialize_texture_object( struct gl_texture_object
*obj
,
99 GLuint name
, GLenum target
)
101 ASSERT(target
== 0 ||
102 target
== GL_TEXTURE_1D
||
103 target
== GL_TEXTURE_2D
||
104 target
== GL_TEXTURE_3D
||
105 target
== GL_TEXTURE_CUBE_MAP_ARB
||
106 target
== GL_TEXTURE_RECTANGLE_NV
||
107 target
== GL_TEXTURE_1D_ARRAY_EXT
||
108 target
== GL_TEXTURE_2D_ARRAY_EXT
);
110 _mesa_bzero(obj
, sizeof(*obj
));
111 /* init the non-zero fields */
112 _glthread_INIT_MUTEX(obj
->Mutex
);
115 obj
->Target
= target
;
116 obj
->Priority
= 1.0F
;
117 if (target
== GL_TEXTURE_RECTANGLE_NV
) {
118 obj
->WrapS
= GL_CLAMP_TO_EDGE
;
119 obj
->WrapT
= GL_CLAMP_TO_EDGE
;
120 obj
->WrapR
= GL_CLAMP_TO_EDGE
;
121 obj
->MinFilter
= GL_LINEAR
;
124 obj
->WrapS
= GL_REPEAT
;
125 obj
->WrapT
= GL_REPEAT
;
126 obj
->WrapR
= GL_REPEAT
;
127 obj
->MinFilter
= GL_NEAREST_MIPMAP_LINEAR
;
129 obj
->MagFilter
= GL_LINEAR
;
130 obj
->MinLod
= -1000.0;
131 obj
->MaxLod
= 1000.0;
134 obj
->MaxLevel
= 1000;
135 obj
->MaxAnisotropy
= 1.0;
136 obj
->CompareMode
= GL_NONE
; /* ARB_shadow */
137 obj
->CompareFunc
= GL_LEQUAL
; /* ARB_shadow */
138 obj
->CompareFailValue
= 0.0F
; /* ARB_shadow_ambient */
139 obj
->DepthMode
= GL_LUMINANCE
; /* ARB_depth_texture */
140 obj
->Swizzle
[0] = GL_RED
;
141 obj
->Swizzle
[1] = GL_GREEN
;
142 obj
->Swizzle
[2] = GL_BLUE
;
143 obj
->Swizzle
[3] = GL_ALPHA
;
144 obj
->_Swizzle
= SWIZZLE_NOOP
;
149 * Some texture initialization can't be finished until we know which
150 * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
153 finish_texture_init(GLcontext
*ctx
, GLenum target
,
154 struct gl_texture_object
*obj
)
156 assert(obj
->Target
== 0);
158 if (target
== GL_TEXTURE_RECTANGLE_NV
) {
159 /* have to init wrap and filter state here - kind of klunky */
160 obj
->WrapS
= GL_CLAMP_TO_EDGE
;
161 obj
->WrapT
= GL_CLAMP_TO_EDGE
;
162 obj
->WrapR
= GL_CLAMP_TO_EDGE
;
163 obj
->MinFilter
= GL_LINEAR
;
164 if (ctx
->Driver
.TexParameter
) {
165 static const GLfloat fparam_wrap
[1] = {(GLfloat
) GL_CLAMP_TO_EDGE
};
166 static const GLfloat fparam_filter
[1] = {(GLfloat
) GL_LINEAR
};
167 ctx
->Driver
.TexParameter(ctx
, target
, obj
, GL_TEXTURE_WRAP_S
, fparam_wrap
);
168 ctx
->Driver
.TexParameter(ctx
, target
, obj
, GL_TEXTURE_WRAP_T
, fparam_wrap
);
169 ctx
->Driver
.TexParameter(ctx
, target
, obj
, GL_TEXTURE_WRAP_R
, fparam_wrap
);
170 ctx
->Driver
.TexParameter(ctx
, target
, obj
, GL_TEXTURE_MIN_FILTER
, fparam_filter
);
177 * Deallocate a texture object struct. It should have already been
178 * removed from the texture object pool.
179 * Called via ctx->Driver.DeleteTexture() if not overriden by a driver.
181 * \param shared the shared GL state to which the object belongs.
182 * \param texObj the texture object to delete.
185 _mesa_delete_texture_object( GLcontext
*ctx
, struct gl_texture_object
*texObj
)
191 /* Set Target to an invalid value. With some assertions elsewhere
192 * we can try to detect possible use of deleted textures.
194 texObj
->Target
= 0x99;
196 _mesa_free_colortable_data(&texObj
->Palette
);
198 /* free the texture images */
199 for (face
= 0; face
< 6; face
++) {
200 for (i
= 0; i
< MAX_TEXTURE_LEVELS
; i
++) {
201 if (texObj
->Image
[face
][i
]) {
202 _mesa_delete_texture_image( ctx
, texObj
->Image
[face
][i
] );
207 /* destroy the mutex -- it may have allocated memory (eg on bsd) */
208 _glthread_DESTROY_MUTEX(texObj
->Mutex
);
210 /* free this object */
218 * Copy texture object state from one texture object to another.
219 * Use for glPush/PopAttrib.
221 * \param dest destination texture object.
222 * \param src source texture object.
225 _mesa_copy_texture_object( struct gl_texture_object
*dest
,
226 const struct gl_texture_object
*src
)
228 dest
->Target
= src
->Target
;
229 dest
->Name
= src
->Name
;
230 dest
->Priority
= src
->Priority
;
231 dest
->BorderColor
[0] = src
->BorderColor
[0];
232 dest
->BorderColor
[1] = src
->BorderColor
[1];
233 dest
->BorderColor
[2] = src
->BorderColor
[2];
234 dest
->BorderColor
[3] = src
->BorderColor
[3];
235 dest
->WrapS
= src
->WrapS
;
236 dest
->WrapT
= src
->WrapT
;
237 dest
->WrapR
= src
->WrapR
;
238 dest
->MinFilter
= src
->MinFilter
;
239 dest
->MagFilter
= src
->MagFilter
;
240 dest
->MinLod
= src
->MinLod
;
241 dest
->MaxLod
= src
->MaxLod
;
242 dest
->LodBias
= src
->LodBias
;
243 dest
->BaseLevel
= src
->BaseLevel
;
244 dest
->MaxLevel
= src
->MaxLevel
;
245 dest
->MaxAnisotropy
= src
->MaxAnisotropy
;
246 dest
->CompareMode
= src
->CompareMode
;
247 dest
->CompareFunc
= src
->CompareFunc
;
248 dest
->CompareFailValue
= src
->CompareFailValue
;
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 COPY_4V(dest
->Swizzle
, src
->Swizzle
);
256 dest
->_Swizzle
= src
->_Swizzle
;
261 * Clear all texture images of the given texture object.
263 * \param ctx GL context.
264 * \param t texture object.
266 * \sa _mesa_clear_texture_image().
269 _mesa_clear_texture_object(GLcontext
*ctx
, struct gl_texture_object
*texObj
)
273 if (texObj
->Target
== 0)
276 for (i
= 0; i
< MAX_FACES
; i
++) {
277 for (j
= 0; j
< MAX_TEXTURE_LEVELS
; j
++) {
278 struct gl_texture_image
*texImage
= texObj
->Image
[i
][j
];
280 _mesa_clear_texture_image(ctx
, texImage
);
287 * Check if the given texture object is valid by examining its Target field.
288 * For debugging only.
291 valid_texture_object(const struct gl_texture_object
*tex
)
293 switch (tex
->Target
) {
298 case GL_TEXTURE_CUBE_MAP_ARB
:
299 case GL_TEXTURE_RECTANGLE_NV
:
300 case GL_TEXTURE_1D_ARRAY_EXT
:
301 case GL_TEXTURE_2D_ARRAY_EXT
:
304 _mesa_problem(NULL
, "invalid reference to a deleted texture object");
307 _mesa_problem(NULL
, "invalid texture object Target 0x%x, Id = %u",
308 tex
->Target
, tex
->Name
);
315 * Reference (or unreference) a texture object.
316 * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
317 * If 'tex' is non-null, increment its refcount.
320 _mesa_reference_texobj(struct gl_texture_object
**ptr
,
321 struct gl_texture_object
*tex
)
330 /* Unreference the old texture */
331 GLboolean deleteFlag
= GL_FALSE
;
332 struct gl_texture_object
*oldTex
= *ptr
;
334 ASSERT(valid_texture_object(oldTex
));
336 _glthread_LOCK_MUTEX(oldTex
->Mutex
);
337 ASSERT(oldTex
->RefCount
> 0);
340 deleteFlag
= (oldTex
->RefCount
== 0);
341 _glthread_UNLOCK_MUTEX(oldTex
->Mutex
);
344 GET_CURRENT_CONTEXT(ctx
);
346 ctx
->Driver
.DeleteTexture(ctx
, oldTex
);
348 _mesa_problem(NULL
, "Unable to delete texture, no context");
356 /* reference new texture */
357 ASSERT(valid_texture_object(tex
));
358 _glthread_LOCK_MUTEX(tex
->Mutex
);
359 if (tex
->RefCount
== 0) {
360 /* this texture's being deleted (look just above) */
361 /* Not sure this can every really happen. Warn if it does. */
362 _mesa_problem(NULL
, "referencing deleted texture object");
369 _glthread_UNLOCK_MUTEX(tex
->Mutex
);
376 * Report why a texture object is incomplete.
378 * \param t texture object.
379 * \param why string describing why it's incomplete.
381 * \note For debug purposes only.
385 incomplete(const struct gl_texture_object
*t
, const char *why
)
387 _mesa_printf("Texture Obj %d incomplete because: %s\n", t
->Name
, why
);
390 #define incomplete(t, why)
395 * Examine a texture object to determine if it is complete.
397 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
400 * \param ctx GL context.
401 * \param t texture object.
403 * According to the texture target, verifies that each of the mipmaps is
404 * present and has the expected size.
407 _mesa_test_texobj_completeness( const GLcontext
*ctx
,
408 struct gl_texture_object
*t
)
410 const GLint baseLevel
= t
->BaseLevel
;
411 GLint maxLog2
= 0, maxLevels
= 0;
413 t
->_Complete
= GL_TRUE
; /* be optimistic */
415 /* Detect cases where the application set the base level to an invalid
418 if ((baseLevel
< 0) || (baseLevel
> MAX_TEXTURE_LEVELS
)) {
420 _mesa_sprintf(s
, "base level = %d is invalid", baseLevel
);
422 t
->_Complete
= GL_FALSE
;
426 /* Always need the base level image */
427 if (!t
->Image
[0][baseLevel
]) {
429 _mesa_sprintf(s
, "Image[baseLevel=%d] == NULL", baseLevel
);
431 t
->_Complete
= GL_FALSE
;
435 /* Check width/height/depth for zero */
436 if (t
->Image
[0][baseLevel
]->Width
== 0 ||
437 t
->Image
[0][baseLevel
]->Height
== 0 ||
438 t
->Image
[0][baseLevel
]->Depth
== 0) {
439 incomplete(t
, "texture width = 0");
440 t
->_Complete
= GL_FALSE
;
444 /* Compute _MaxLevel */
445 if ((t
->Target
== GL_TEXTURE_1D
) ||
446 (t
->Target
== GL_TEXTURE_1D_ARRAY_EXT
)) {
447 maxLog2
= t
->Image
[0][baseLevel
]->WidthLog2
;
448 maxLevels
= ctx
->Const
.MaxTextureLevels
;
450 else if ((t
->Target
== GL_TEXTURE_2D
) ||
451 (t
->Target
== GL_TEXTURE_2D_ARRAY_EXT
)) {
452 maxLog2
= MAX2(t
->Image
[0][baseLevel
]->WidthLog2
,
453 t
->Image
[0][baseLevel
]->HeightLog2
);
454 maxLevels
= ctx
->Const
.MaxTextureLevels
;
456 else if (t
->Target
== GL_TEXTURE_3D
) {
457 GLint max
= MAX2(t
->Image
[0][baseLevel
]->WidthLog2
,
458 t
->Image
[0][baseLevel
]->HeightLog2
);
459 maxLog2
= MAX2(max
, (GLint
)(t
->Image
[0][baseLevel
]->DepthLog2
));
460 maxLevels
= ctx
->Const
.Max3DTextureLevels
;
462 else if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
463 maxLog2
= MAX2(t
->Image
[0][baseLevel
]->WidthLog2
,
464 t
->Image
[0][baseLevel
]->HeightLog2
);
465 maxLevels
= ctx
->Const
.MaxCubeTextureLevels
;
467 else if (t
->Target
== GL_TEXTURE_RECTANGLE_NV
) {
468 maxLog2
= 0; /* not applicable */
469 maxLevels
= 1; /* no mipmapping */
472 _mesa_problem(ctx
, "Bad t->Target in _mesa_test_texobj_completeness");
476 ASSERT(maxLevels
> 0);
478 t
->_MaxLevel
= baseLevel
+ maxLog2
;
479 t
->_MaxLevel
= MIN2(t
->_MaxLevel
, t
->MaxLevel
);
480 t
->_MaxLevel
= MIN2(t
->_MaxLevel
, maxLevels
- 1);
482 /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
483 t
->_MaxLambda
= (GLfloat
) (t
->_MaxLevel
- t
->BaseLevel
);
485 if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
486 /* make sure that all six cube map level 0 images are the same size */
487 const GLuint w
= t
->Image
[0][baseLevel
]->Width2
;
488 const GLuint h
= t
->Image
[0][baseLevel
]->Height2
;
490 for (face
= 1; face
< 6; face
++) {
491 if (t
->Image
[face
][baseLevel
] == NULL
||
492 t
->Image
[face
][baseLevel
]->Width2
!= w
||
493 t
->Image
[face
][baseLevel
]->Height2
!= h
) {
494 t
->_Complete
= GL_FALSE
;
495 incomplete(t
, "Cube face missing or mismatched size");
501 /* extra checking for mipmaps */
502 if (t
->MinFilter
!= GL_NEAREST
&& t
->MinFilter
!= GL_LINEAR
) {
504 * Mipmapping: determine if we have a complete set of mipmaps
507 GLint minLevel
= baseLevel
;
508 GLint maxLevel
= t
->_MaxLevel
;
510 if (minLevel
> maxLevel
) {
511 t
->_Complete
= GL_FALSE
;
512 incomplete(t
, "minLevel > maxLevel");
516 /* Test dimension-independent attributes */
517 for (i
= minLevel
; i
<= maxLevel
; i
++) {
518 if (t
->Image
[0][i
]) {
519 if (t
->Image
[0][i
]->TexFormat
!= t
->Image
[0][baseLevel
]->TexFormat
) {
520 t
->_Complete
= GL_FALSE
;
521 incomplete(t
, "Format[i] != Format[baseLevel]");
524 if (t
->Image
[0][i
]->Border
!= t
->Image
[0][baseLevel
]->Border
) {
525 t
->_Complete
= GL_FALSE
;
526 incomplete(t
, "Border[i] != Border[baseLevel]");
532 /* Test things which depend on number of texture image dimensions */
533 if ((t
->Target
== GL_TEXTURE_1D
) ||
534 (t
->Target
== GL_TEXTURE_1D_ARRAY_EXT
)) {
535 /* Test 1-D mipmaps */
536 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
537 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
541 if (i
>= minLevel
&& i
<= maxLevel
) {
542 if (!t
->Image
[0][i
]) {
543 t
->_Complete
= GL_FALSE
;
544 incomplete(t
, "1D Image[0][i] == NULL");
547 if (t
->Image
[0][i
]->Width2
!= width
) {
548 t
->_Complete
= GL_FALSE
;
549 incomplete(t
, "1D Image[0][i] bad width");
554 return; /* found smallest needed mipmap, all done! */
558 else if ((t
->Target
== GL_TEXTURE_2D
) ||
559 (t
->Target
== GL_TEXTURE_2D_ARRAY_EXT
)) {
560 /* Test 2-D mipmaps */
561 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
562 GLuint height
= t
->Image
[0][baseLevel
]->Height2
;
563 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
570 if (i
>= minLevel
&& i
<= maxLevel
) {
571 if (!t
->Image
[0][i
]) {
572 t
->_Complete
= GL_FALSE
;
573 incomplete(t
, "2D Image[0][i] == NULL");
576 if (t
->Image
[0][i
]->Width2
!= width
) {
577 t
->_Complete
= GL_FALSE
;
578 incomplete(t
, "2D Image[0][i] bad width");
581 if (t
->Image
[0][i
]->Height2
!= height
) {
582 t
->_Complete
= GL_FALSE
;
583 incomplete(t
, "2D Image[0][i] bad height");
586 if (width
==1 && height
==1) {
587 return; /* found smallest needed mipmap, all done! */
592 else if (t
->Target
== GL_TEXTURE_3D
) {
593 /* Test 3-D mipmaps */
594 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
595 GLuint height
= t
->Image
[0][baseLevel
]->Height2
;
596 GLuint depth
= t
->Image
[0][baseLevel
]->Depth2
;
597 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
607 if (i
>= minLevel
&& i
<= maxLevel
) {
608 if (!t
->Image
[0][i
]) {
609 incomplete(t
, "3D Image[0][i] == NULL");
610 t
->_Complete
= GL_FALSE
;
613 if (t
->Image
[0][i
]->_BaseFormat
== GL_DEPTH_COMPONENT
) {
614 t
->_Complete
= GL_FALSE
;
615 incomplete(t
, "GL_DEPTH_COMPONENT only works with 1/2D tex");
618 if (t
->Image
[0][i
]->Width2
!= width
) {
619 t
->_Complete
= GL_FALSE
;
620 incomplete(t
, "3D Image[0][i] bad width");
623 if (t
->Image
[0][i
]->Height2
!= height
) {
624 t
->_Complete
= GL_FALSE
;
625 incomplete(t
, "3D Image[0][i] bad height");
628 if (t
->Image
[0][i
]->Depth2
!= depth
) {
629 t
->_Complete
= GL_FALSE
;
630 incomplete(t
, "3D Image[0][i] bad depth");
634 if (width
== 1 && height
== 1 && depth
== 1) {
635 return; /* found smallest needed mipmap, all done! */
639 else if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
640 /* make sure 6 cube faces are consistant */
641 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
642 GLuint height
= t
->Image
[0][baseLevel
]->Height2
;
643 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
650 if (i
>= minLevel
&& i
<= maxLevel
) {
652 for (face
= 0; face
< 6; face
++) {
653 /* check that we have images defined */
654 if (!t
->Image
[face
][i
]) {
655 t
->_Complete
= GL_FALSE
;
656 incomplete(t
, "CubeMap Image[n][i] == NULL");
659 /* Don't support GL_DEPTH_COMPONENT for cube maps */
660 if (t
->Image
[face
][i
]->_BaseFormat
== GL_DEPTH_COMPONENT
) {
661 t
->_Complete
= GL_FALSE
;
662 incomplete(t
, "GL_DEPTH_COMPONENT only works with 1/2D tex");
665 /* check that all six images have same size */
666 if (t
->Image
[face
][i
]->Width2
!=width
||
667 t
->Image
[face
][i
]->Height2
!=height
) {
668 t
->_Complete
= GL_FALSE
;
669 incomplete(t
, "CubeMap Image[n][i] bad size");
674 if (width
== 1 && height
== 1) {
675 return; /* found smallest needed mipmap, all done! */
679 else if (t
->Target
== GL_TEXTURE_RECTANGLE_NV
) {
680 /* XXX special checking? */
684 _mesa_problem(ctx
, "Bug in gl_test_texture_object_completeness\n");
691 * Mark a texture object dirty. It forces the object to be incomplete
692 * and optionally forces the context to re-validate its state.
694 * \param ctx GL context.
695 * \param texObj texture object.
696 * \param invalidate_state also invalidate context state.
699 _mesa_dirty_texobj(GLcontext
*ctx
, struct gl_texture_object
*texObj
,
700 GLboolean invalidate_state
)
702 texObj
->_Complete
= GL_FALSE
;
703 if (invalidate_state
)
704 ctx
->NewState
|= _NEW_TEXTURE
;
709 * Return pointer to a default/fallback texture.
710 * The texture is a 2D 8x8 RGBA texture with all texels = (0,0,0,1).
711 * That's the value a sampler should get when sampling from an
712 * incomplete texture.
714 struct gl_texture_object
*
715 _mesa_get_fallback_texture(GLcontext
*ctx
)
717 if (!ctx
->Shared
->FallbackTex
) {
718 /* create fallback texture now */
719 static GLubyte texels
[8 * 8][4];
720 struct gl_texture_object
*texObj
;
721 struct gl_texture_image
*texImage
;
724 for (i
= 0; i
< 8 * 8; i
++) {
731 /* create texture object */
732 texObj
= ctx
->Driver
.NewTextureObject(ctx
, 0, GL_TEXTURE_2D
);
733 assert(texObj
->RefCount
== 1);
734 texObj
->MinFilter
= GL_NEAREST
;
735 texObj
->MagFilter
= GL_NEAREST
;
737 /* create level[0] texture image */
738 texImage
= _mesa_get_tex_image(ctx
, texObj
, GL_TEXTURE_2D
, 0);
740 /* init the image fields */
741 _mesa_init_teximage_fields(ctx
, GL_TEXTURE_2D
, texImage
,
742 8, 8, 1, 0, GL_RGBA
);
744 texImage
->TexFormat
=
745 ctx
->Driver
.ChooseTextureFormat(ctx
, GL_RGBA
, GL_RGBA
, GL_UNSIGNED_BYTE
);
746 ASSERT(texImage
->TexFormat
!= MESA_FORMAT_NONE
);
749 ctx
->Driver
.TexImage2D(ctx
, GL_TEXTURE_2D
, 0, GL_RGBA
,
751 GL_RGBA
, GL_UNSIGNED_BYTE
, texels
,
752 &ctx
->DefaultPacking
, texObj
, texImage
);
754 _mesa_test_texobj_completeness(ctx
, texObj
);
755 assert(texObj
->_Complete
);
757 ctx
->Shared
->FallbackTex
= texObj
;
759 return ctx
->Shared
->FallbackTex
;
766 /***********************************************************************/
767 /** \name API functions */
772 * Generate texture names.
774 * \param n number of texture names to be generated.
775 * \param textures an array in which will hold the generated texture names.
777 * \sa glGenTextures().
779 * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
780 * IDs which are stored in \p textures. Corresponding empty texture
781 * objects are also generated.
784 _mesa_GenTextures( GLsizei n
, GLuint
*textures
)
786 GET_CURRENT_CONTEXT(ctx
);
789 ASSERT_OUTSIDE_BEGIN_END(ctx
);
792 _mesa_error( ctx
, GL_INVALID_VALUE
, "glGenTextures" );
800 * This must be atomic (generation and allocation of texture IDs)
802 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
804 first
= _mesa_HashFindFreeKeyBlock(ctx
->Shared
->TexObjects
, n
);
806 /* Allocate new, empty texture objects */
807 for (i
= 0; i
< n
; i
++) {
808 struct gl_texture_object
*texObj
;
809 GLuint name
= first
+ i
;
811 texObj
= (*ctx
->Driver
.NewTextureObject
)( ctx
, name
, target
);
813 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
814 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glGenTextures");
818 /* insert into hash table */
819 _mesa_HashInsert(ctx
->Shared
->TexObjects
, texObj
->Name
, texObj
);
824 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
829 * Check if the given texture object is bound to the current draw or
830 * read framebuffer. If so, Unbind it.
833 unbind_texobj_from_fbo(GLcontext
*ctx
, struct gl_texture_object
*texObj
)
835 const GLuint n
= (ctx
->DrawBuffer
== ctx
->ReadBuffer
) ? 1 : 2;
838 for (i
= 0; i
< n
; i
++) {
839 struct gl_framebuffer
*fb
= (i
== 0) ? ctx
->DrawBuffer
: ctx
->ReadBuffer
;
842 for (j
= 0; j
< BUFFER_COUNT
; j
++) {
843 if (fb
->Attachment
[j
].Type
== GL_TEXTURE
&&
844 fb
->Attachment
[j
].Texture
== texObj
) {
845 _mesa_remove_attachment(ctx
, fb
->Attachment
+ j
);
854 * Check if the given texture object is bound to any texture image units and
855 * unbind it if so (revert to default textures).
858 unbind_texobj_from_texunits(GLcontext
*ctx
, struct gl_texture_object
*texObj
)
862 for (u
= 0; u
< MAX_TEXTURE_IMAGE_UNITS
; u
++) {
863 struct gl_texture_unit
*unit
= &ctx
->Texture
.Unit
[u
];
864 for (tex
= 0; tex
< NUM_TEXTURE_TARGETS
; tex
++) {
865 if (texObj
== unit
->CurrentTex
[tex
]) {
866 _mesa_reference_texobj(&unit
->CurrentTex
[tex
],
867 ctx
->Shared
->DefaultTex
[tex
]);
868 ASSERT(unit
->CurrentTex
[tex
]);
877 * Delete named textures.
879 * \param n number of textures to be deleted.
880 * \param textures array of texture IDs to be deleted.
882 * \sa glDeleteTextures().
884 * If we're about to delete a texture that's currently bound to any
885 * texture unit, unbind the texture first. Decrement the reference
886 * count on the texture object and delete it if it's zero.
887 * Recall that texture objects can be shared among several rendering
891 _mesa_DeleteTextures( GLsizei n
, const GLuint
*textures
)
893 GET_CURRENT_CONTEXT(ctx
);
895 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
); /* too complex */
900 for (i
= 0; i
< n
; i
++) {
901 if (textures
[i
] > 0) {
902 struct gl_texture_object
*delObj
903 = _mesa_lookup_texture(ctx
, textures
[i
]);
906 _mesa_lock_texture(ctx
, delObj
);
908 /* Check if texture is bound to any framebuffer objects.
910 * See section 4.4.2.3 of GL_EXT_framebuffer_object.
912 unbind_texobj_from_fbo(ctx
, delObj
);
914 /* Check if this texture is currently bound to any texture units.
917 unbind_texobj_from_texunits(ctx
, delObj
);
919 _mesa_unlock_texture(ctx
, delObj
);
921 ctx
->NewState
|= _NEW_TEXTURE
;
923 /* The texture _name_ is now free for re-use.
924 * Remove it from the hash table now.
926 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
927 _mesa_HashRemove(ctx
->Shared
->TexObjects
, delObj
->Name
);
928 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
930 /* Unreference the texobj. If refcount hits zero, the texture
933 _mesa_reference_texobj(&delObj
, NULL
);
941 * Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
942 * into the corresponding Mesa texture target index.
943 * Note that proxy targets are not valid here.
944 * \return TEXTURE_x_INDEX or -1 if target is invalid
947 target_enum_to_index(GLenum target
)
951 return TEXTURE_1D_INDEX
;
953 return TEXTURE_2D_INDEX
;
955 return TEXTURE_3D_INDEX
;
956 case GL_TEXTURE_CUBE_MAP_ARB
:
957 return TEXTURE_CUBE_INDEX
;
958 case GL_TEXTURE_RECTANGLE_NV
:
959 return TEXTURE_RECT_INDEX
;
960 case GL_TEXTURE_1D_ARRAY_EXT
:
961 return TEXTURE_1D_ARRAY_INDEX
;
962 case GL_TEXTURE_2D_ARRAY_EXT
:
963 return TEXTURE_2D_ARRAY_INDEX
;
971 * Bind a named texture to a texturing target.
973 * \param target texture target.
974 * \param texName texture name.
976 * \sa glBindTexture().
978 * Determines the old texture object bound and returns immediately if rebinding
979 * the same texture. Get the current texture which is either a default texture
980 * if name is null, a named texture from the hash, or a new texture if the
981 * given texture name is new. Increments its reference count, binds it, and
982 * calls dd_function_table::BindTexture. Decrements the old texture reference
983 * count and deletes it if it reaches zero.
986 _mesa_BindTexture( GLenum target
, GLuint texName
)
988 GET_CURRENT_CONTEXT(ctx
);
989 const GLuint unit
= ctx
->Texture
.CurrentUnit
;
990 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[unit
];
991 struct gl_texture_object
*newTexObj
= NULL
, *defaultTexObj
= NULL
;
993 GLboolean early_out
= GL_FALSE
;
994 ASSERT_OUTSIDE_BEGIN_END(ctx
);
996 if (MESA_VERBOSE
& (VERBOSE_API
|VERBOSE_TEXTURE
))
997 _mesa_debug(ctx
, "glBindTexture %s %d\n",
998 _mesa_lookup_enum_by_nr(target
), (GLint
) texName
);
1000 targetIndex
= target_enum_to_index(target
);
1001 if (targetIndex
< 0) {
1002 _mesa_error(ctx
, GL_INVALID_ENUM
, "glBindTexture(target)");
1005 assert(targetIndex
< NUM_TEXTURE_TARGETS
);
1006 defaultTexObj
= ctx
->Shared
->DefaultTex
[targetIndex
];
1009 * Get pointer to new texture object (newTexObj)
1012 newTexObj
= defaultTexObj
;
1015 /* non-default texture object */
1016 newTexObj
= _mesa_lookup_texture(ctx
, texName
);
1018 /* error checking */
1019 if (newTexObj
->Target
!= 0 && newTexObj
->Target
!= target
) {
1020 /* the named texture object's target doesn't match the given target */
1021 _mesa_error( ctx
, GL_INVALID_OPERATION
,
1022 "glBindTexture(target mismatch)" );
1025 if (newTexObj
->Target
== 0) {
1026 finish_texture_init(ctx
, target
, newTexObj
);
1030 /* if this is a new texture id, allocate a texture object now */
1031 newTexObj
= (*ctx
->Driver
.NewTextureObject
)(ctx
, texName
, target
);
1033 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glBindTexture");
1037 /* and insert it into hash table */
1038 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
1039 _mesa_HashInsert(ctx
->Shared
->TexObjects
, texName
, newTexObj
);
1040 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
1042 newTexObj
->Target
= target
;
1045 assert(valid_texture_object(newTexObj
));
1047 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
1048 if ((ctx
->Shared
->RefCount
== 1)
1049 && (newTexObj
== texUnit
->CurrentTex
[targetIndex
])) {
1050 early_out
= GL_TRUE
;
1052 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
1058 /* flush before changing binding */
1059 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1061 /* Do the actual binding. The refcount on the previously bound
1062 * texture object will be decremented. It'll be deleted if the
1065 _mesa_reference_texobj(&texUnit
->CurrentTex
[targetIndex
], newTexObj
);
1066 ASSERT(texUnit
->CurrentTex
[targetIndex
]);
1068 /* Pass BindTexture call to device driver */
1069 if (ctx
->Driver
.BindTexture
)
1070 (*ctx
->Driver
.BindTexture
)( ctx
, target
, newTexObj
);
1075 * Set texture priorities.
1077 * \param n number of textures.
1078 * \param texName texture names.
1079 * \param priorities corresponding texture priorities.
1081 * \sa glPrioritizeTextures().
1083 * Looks up each texture in the hash, clamps the corresponding priority between
1084 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
1087 _mesa_PrioritizeTextures( GLsizei n
, const GLuint
*texName
,
1088 const GLclampf
*priorities
)
1090 GET_CURRENT_CONTEXT(ctx
);
1092 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
1095 _mesa_error( ctx
, GL_INVALID_VALUE
, "glPrioritizeTextures" );
1102 for (i
= 0; i
< n
; i
++) {
1103 if (texName
[i
] > 0) {
1104 struct gl_texture_object
*t
= _mesa_lookup_texture(ctx
, texName
[i
]);
1106 t
->Priority
= CLAMP( priorities
[i
], 0.0F
, 1.0F
);
1111 ctx
->NewState
|= _NEW_TEXTURE
;
1115 * See if textures are loaded in texture memory.
1117 * \param n number of textures to query.
1118 * \param texName array with the texture names.
1119 * \param residences array which will hold the residence status.
1121 * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
1123 * \sa glAreTexturesResident().
1125 * Looks up each texture in the hash and calls
1126 * dd_function_table::IsTextureResident.
1128 GLboolean GLAPIENTRY
1129 _mesa_AreTexturesResident(GLsizei n
, const GLuint
*texName
,
1130 GLboolean
*residences
)
1132 GET_CURRENT_CONTEXT(ctx
);
1133 GLboolean allResident
= GL_TRUE
;
1135 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
1138 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident(n)");
1142 if (!texName
|| !residences
)
1145 for (i
= 0; i
< n
; i
++) {
1146 struct gl_texture_object
*t
;
1147 if (texName
[i
] == 0) {
1148 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident");
1151 t
= _mesa_lookup_texture(ctx
, texName
[i
]);
1153 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident");
1156 if (!ctx
->Driver
.IsTextureResident
||
1157 ctx
->Driver
.IsTextureResident(ctx
, t
)) {
1158 /* The texture is resident */
1160 residences
[i
] = GL_TRUE
;
1163 /* The texture is not resident */
1165 allResident
= GL_FALSE
;
1166 for (j
= 0; j
< i
; j
++)
1167 residences
[j
] = GL_TRUE
;
1169 residences
[i
] = GL_FALSE
;
1177 * See if a name corresponds to a texture.
1179 * \param texture texture name.
1181 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
1184 * \sa glIsTexture().
1186 * Calls _mesa_HashLookup().
1188 GLboolean GLAPIENTRY
1189 _mesa_IsTexture( GLuint texture
)
1191 struct gl_texture_object
*t
;
1192 GET_CURRENT_CONTEXT(ctx
);
1193 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
1198 t
= _mesa_lookup_texture(ctx
, texture
);
1200 /* IsTexture is true only after object has been bound once. */
1201 return t
&& t
->Target
;
1206 * Simplest implementation of texture locking: grab the shared tex
1207 * mutex. Examine the shared context state timestamp and if there has
1208 * been a change, set the appropriate bits in ctx->NewState.
1210 * This is used to deal with synchronizing things when a texture object
1211 * is used/modified by different contexts (or threads) which are sharing
1214 * See also _mesa_lock/unlock_texture() in teximage.h
1217 _mesa_lock_context_textures( GLcontext
*ctx
)
1219 _glthread_LOCK_MUTEX(ctx
->Shared
->TexMutex
);
1221 if (ctx
->Shared
->TextureStateStamp
!= ctx
->TextureStateTimestamp
) {
1222 ctx
->NewState
|= _NEW_TEXTURE
;
1223 ctx
->TextureStateTimestamp
= ctx
->Shared
->TextureStateStamp
;
1229 _mesa_unlock_context_textures( GLcontext
*ctx
)
1231 assert(ctx
->Shared
->TextureStateStamp
== ctx
->TextureStateTimestamp
);
1232 _glthread_UNLOCK_MUTEX(ctx
->Shared
->TexMutex
);