8525ff9fd4160e9b7c5f533ca0c2688b916c49ba
[mesa.git] / src / mesa / main / texobj.c
1 /**
2 * \file texobj.c
3 * Texture object management.
4 */
5
6 /*
7 * Mesa 3-D graphics library
8 * Version: 7.1
9 *
10 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
11 *
12 * Permission is hereby granted, free of charge, to any person obtaining a
13 * copy of this software and associated documentation files (the "Software"),
14 * to deal in the Software without restriction, including without limitation
15 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
16 * and/or sell copies of the Software, and to permit persons to whom the
17 * Software is furnished to do so, subject to the following conditions:
18 *
19 * The above copyright notice and this permission notice shall be included
20 * in all copies or substantial portions of the Software.
21 *
22 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
23 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
24 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
25 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
26 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
27 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
28 */
29
30
31 #include "mfeatures.h"
32 #include "bufferobj.h"
33 #include "colortab.h"
34 #include "context.h"
35 #include "enums.h"
36 #include "fbobject.h"
37 #include "formats.h"
38 #include "hash.h"
39 #include "imports.h"
40 #include "macros.h"
41 #include "teximage.h"
42 #include "texobj.h"
43 #include "texstate.h"
44 #include "mtypes.h"
45 #include "program/prog_instruction.h"
46
47
48
49 /**********************************************************************/
50 /** \name Internal functions */
51 /*@{*/
52
53
54 /**
55 * Return the gl_texture_object for a given ID.
56 */
57 struct gl_texture_object *
58 _mesa_lookup_texture(struct gl_context *ctx, GLuint id)
59 {
60 return (struct gl_texture_object *)
61 _mesa_HashLookup(ctx->Shared->TexObjects, id);
62 }
63
64
65
66 /**
67 * Allocate and initialize a new texture object. But don't put it into the
68 * texture object hash table.
69 *
70 * Called via ctx->Driver.NewTextureObject, unless overridden by a device
71 * driver.
72 *
73 * \param shared the shared GL state structure to contain the texture object
74 * \param name integer name for the texture object
75 * \param target either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,
76 * GL_TEXTURE_CUBE_MAP_ARB or GL_TEXTURE_RECTANGLE_NV. zero is ok for the sake
77 * of GenTextures()
78 *
79 * \return pointer to new texture object.
80 */
81 struct gl_texture_object *
82 _mesa_new_texture_object( struct gl_context *ctx, GLuint name, GLenum target )
83 {
84 struct gl_texture_object *obj;
85 (void) ctx;
86 obj = MALLOC_STRUCT(gl_texture_object);
87 _mesa_initialize_texture_object(obj, name, target);
88 return obj;
89 }
90
91
92 /**
93 * Initialize a new texture object to default values.
94 * \param obj the texture object
95 * \param name the texture name
96 * \param target the texture target
97 */
98 void
99 _mesa_initialize_texture_object( struct gl_texture_object *obj,
100 GLuint name, GLenum target )
101 {
102 ASSERT(target == 0 ||
103 target == GL_TEXTURE_1D ||
104 target == GL_TEXTURE_2D ||
105 target == GL_TEXTURE_3D ||
106 target == GL_TEXTURE_CUBE_MAP_ARB ||
107 target == GL_TEXTURE_RECTANGLE_NV ||
108 target == GL_TEXTURE_1D_ARRAY_EXT ||
109 target == GL_TEXTURE_2D_ARRAY_EXT ||
110 target == GL_TEXTURE_EXTERNAL_OES ||
111 target == GL_TEXTURE_BUFFER);
112
113 memset(obj, 0, sizeof(*obj));
114 /* init the non-zero fields */
115 _glthread_INIT_MUTEX(obj->Mutex);
116 obj->RefCount = 1;
117 obj->Name = name;
118 obj->Target = target;
119 obj->Priority = 1.0F;
120 obj->BaseLevel = 0;
121 obj->MaxLevel = 1000;
122
123 /* must be one; no support for (YUV) planes in separate buffers */
124 obj->RequiredTextureImageUnits = 1;
125
126 /* sampler state */
127 if (target == GL_TEXTURE_RECTANGLE_NV ||
128 target == GL_TEXTURE_EXTERNAL_OES) {
129 obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
130 obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
131 obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
132 obj->Sampler.MinFilter = GL_LINEAR;
133 }
134 else {
135 obj->Sampler.WrapS = GL_REPEAT;
136 obj->Sampler.WrapT = GL_REPEAT;
137 obj->Sampler.WrapR = GL_REPEAT;
138 obj->Sampler.MinFilter = GL_NEAREST_MIPMAP_LINEAR;
139 }
140 obj->Sampler.MagFilter = GL_LINEAR;
141 obj->Sampler.MinLod = -1000.0;
142 obj->Sampler.MaxLod = 1000.0;
143 obj->Sampler.LodBias = 0.0;
144 obj->Sampler.MaxAnisotropy = 1.0;
145 obj->Sampler.CompareMode = GL_NONE; /* ARB_shadow */
146 obj->Sampler.CompareFunc = GL_LEQUAL; /* ARB_shadow */
147 obj->DepthMode = GL_LUMINANCE;
148 obj->Sampler.CubeMapSeamless = GL_FALSE;
149 obj->Swizzle[0] = GL_RED;
150 obj->Swizzle[1] = GL_GREEN;
151 obj->Swizzle[2] = GL_BLUE;
152 obj->Swizzle[3] = GL_ALPHA;
153 obj->_Swizzle = SWIZZLE_NOOP;
154 obj->Sampler.sRGBDecode = GL_DECODE_EXT;
155 obj->BufferObjectFormat = GL_LUMINANCE8;
156 obj->_BufferObjectFormat = MESA_FORMAT_L8;
157 }
158
159
160 /**
161 * Some texture initialization can't be finished until we know which
162 * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
163 */
164 static void
165 finish_texture_init(struct gl_context *ctx, GLenum target,
166 struct gl_texture_object *obj)
167 {
168 assert(obj->Target == 0);
169
170 if (target == GL_TEXTURE_RECTANGLE_NV ||
171 target == GL_TEXTURE_EXTERNAL_OES) {
172 /* have to init wrap and filter state here - kind of klunky */
173 obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
174 obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
175 obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
176 obj->Sampler.MinFilter = GL_LINEAR;
177 if (ctx->Driver.TexParameter) {
178 static const GLfloat fparam_wrap[1] = {(GLfloat) GL_CLAMP_TO_EDGE};
179 static const GLfloat fparam_filter[1] = {(GLfloat) GL_LINEAR};
180 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_S, fparam_wrap);
181 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_T, fparam_wrap);
182 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_R, fparam_wrap);
183 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_MIN_FILTER, fparam_filter);
184 }
185 }
186 }
187
188
189 /**
190 * Deallocate a texture object struct. It should have already been
191 * removed from the texture object pool.
192 * Called via ctx->Driver.DeleteTexture() if not overriden by a driver.
193 *
194 * \param shared the shared GL state to which the object belongs.
195 * \param texObj the texture object to delete.
196 */
197 void
198 _mesa_delete_texture_object(struct gl_context *ctx,
199 struct gl_texture_object *texObj)
200 {
201 GLuint i, face;
202
203 /* Set Target to an invalid value. With some assertions elsewhere
204 * we can try to detect possible use of deleted textures.
205 */
206 texObj->Target = 0x99;
207
208 /* free the texture images */
209 for (face = 0; face < 6; face++) {
210 for (i = 0; i < MAX_TEXTURE_LEVELS; i++) {
211 if (texObj->Image[face][i]) {
212 ctx->Driver.DeleteTextureImage(ctx, texObj->Image[face][i]);
213 }
214 }
215 }
216
217 _mesa_reference_buffer_object(ctx, &texObj->BufferObject, NULL);
218
219 /* destroy the mutex -- it may have allocated memory (eg on bsd) */
220 _glthread_DESTROY_MUTEX(texObj->Mutex);
221
222 /* free this object */
223 free(texObj);
224 }
225
226
227
228 /**
229 * Copy texture object state from one texture object to another.
230 * Use for glPush/PopAttrib.
231 *
232 * \param dest destination texture object.
233 * \param src source texture object.
234 */
235 void
236 _mesa_copy_texture_object( struct gl_texture_object *dest,
237 const struct gl_texture_object *src )
238 {
239 dest->Target = src->Target;
240 dest->Name = src->Name;
241 dest->Priority = src->Priority;
242 dest->Sampler.BorderColor.f[0] = src->Sampler.BorderColor.f[0];
243 dest->Sampler.BorderColor.f[1] = src->Sampler.BorderColor.f[1];
244 dest->Sampler.BorderColor.f[2] = src->Sampler.BorderColor.f[2];
245 dest->Sampler.BorderColor.f[3] = src->Sampler.BorderColor.f[3];
246 dest->Sampler.WrapS = src->Sampler.WrapS;
247 dest->Sampler.WrapT = src->Sampler.WrapT;
248 dest->Sampler.WrapR = src->Sampler.WrapR;
249 dest->Sampler.MinFilter = src->Sampler.MinFilter;
250 dest->Sampler.MagFilter = src->Sampler.MagFilter;
251 dest->Sampler.MinLod = src->Sampler.MinLod;
252 dest->Sampler.MaxLod = src->Sampler.MaxLod;
253 dest->Sampler.LodBias = src->Sampler.LodBias;
254 dest->BaseLevel = src->BaseLevel;
255 dest->MaxLevel = src->MaxLevel;
256 dest->Sampler.MaxAnisotropy = src->Sampler.MaxAnisotropy;
257 dest->Sampler.CompareMode = src->Sampler.CompareMode;
258 dest->Sampler.CompareFunc = src->Sampler.CompareFunc;
259 dest->Sampler.CubeMapSeamless = src->Sampler.CubeMapSeamless;
260 dest->DepthMode = src->DepthMode;
261 dest->Sampler.sRGBDecode = src->Sampler.sRGBDecode;
262 dest->_MaxLevel = src->_MaxLevel;
263 dest->_MaxLambda = src->_MaxLambda;
264 dest->GenerateMipmap = src->GenerateMipmap;
265 dest->_BaseComplete = src->_BaseComplete;
266 dest->_MipmapComplete = src->_MipmapComplete;
267 COPY_4V(dest->Swizzle, src->Swizzle);
268 dest->_Swizzle = src->_Swizzle;
269
270 dest->RequiredTextureImageUnits = src->RequiredTextureImageUnits;
271 }
272
273
274 /**
275 * Free all texture images of the given texture object.
276 *
277 * \param ctx GL context.
278 * \param t texture object.
279 *
280 * \sa _mesa_clear_texture_image().
281 */
282 void
283 _mesa_clear_texture_object(struct gl_context *ctx,
284 struct gl_texture_object *texObj)
285 {
286 GLuint i, j;
287
288 if (texObj->Target == 0)
289 return;
290
291 for (i = 0; i < MAX_FACES; i++) {
292 for (j = 0; j < MAX_TEXTURE_LEVELS; j++) {
293 struct gl_texture_image *texImage = texObj->Image[i][j];
294 if (texImage)
295 _mesa_clear_texture_image(ctx, texImage);
296 }
297 }
298 }
299
300
301 /**
302 * Check if the given texture object is valid by examining its Target field.
303 * For debugging only.
304 */
305 static GLboolean
306 valid_texture_object(const struct gl_texture_object *tex)
307 {
308 switch (tex->Target) {
309 case 0:
310 case GL_TEXTURE_1D:
311 case GL_TEXTURE_2D:
312 case GL_TEXTURE_3D:
313 case GL_TEXTURE_CUBE_MAP_ARB:
314 case GL_TEXTURE_RECTANGLE_NV:
315 case GL_TEXTURE_1D_ARRAY_EXT:
316 case GL_TEXTURE_2D_ARRAY_EXT:
317 case GL_TEXTURE_BUFFER:
318 case GL_TEXTURE_EXTERNAL_OES:
319 return GL_TRUE;
320 case 0x99:
321 _mesa_problem(NULL, "invalid reference to a deleted texture object");
322 return GL_FALSE;
323 default:
324 _mesa_problem(NULL, "invalid texture object Target 0x%x, Id = %u",
325 tex->Target, tex->Name);
326 return GL_FALSE;
327 }
328 }
329
330
331 /**
332 * Reference (or unreference) a texture object.
333 * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
334 * If 'tex' is non-null, increment its refcount.
335 * This is normally only called from the _mesa_reference_texobj() macro
336 * when there's a real pointer change.
337 */
338 void
339 _mesa_reference_texobj_(struct gl_texture_object **ptr,
340 struct gl_texture_object *tex)
341 {
342 assert(ptr);
343
344 if (*ptr) {
345 /* Unreference the old texture */
346 GLboolean deleteFlag = GL_FALSE;
347 struct gl_texture_object *oldTex = *ptr;
348
349 ASSERT(valid_texture_object(oldTex));
350 (void) valid_texture_object; /* silence warning in release builds */
351
352 _glthread_LOCK_MUTEX(oldTex->Mutex);
353 ASSERT(oldTex->RefCount > 0);
354 oldTex->RefCount--;
355
356 deleteFlag = (oldTex->RefCount == 0);
357 _glthread_UNLOCK_MUTEX(oldTex->Mutex);
358
359 if (deleteFlag) {
360 GET_CURRENT_CONTEXT(ctx);
361 if (ctx)
362 ctx->Driver.DeleteTexture(ctx, oldTex);
363 else
364 _mesa_problem(NULL, "Unable to delete texture, no context");
365 }
366
367 *ptr = NULL;
368 }
369 assert(!*ptr);
370
371 if (tex) {
372 /* reference new texture */
373 ASSERT(valid_texture_object(tex));
374 _glthread_LOCK_MUTEX(tex->Mutex);
375 if (tex->RefCount == 0) {
376 /* this texture's being deleted (look just above) */
377 /* Not sure this can every really happen. Warn if it does. */
378 _mesa_problem(NULL, "referencing deleted texture object");
379 *ptr = NULL;
380 }
381 else {
382 tex->RefCount++;
383 *ptr = tex;
384 }
385 _glthread_UNLOCK_MUTEX(tex->Mutex);
386 }
387 }
388
389
390 enum base_mipmap { BASE, MIPMAP };
391
392
393 /**
394 * Mark a texture object as incomplete. There are actually three kinds of
395 * (in)completeness:
396 * 1. "base incomplete": the base level of the texture is invalid so no
397 * texturing is possible.
398 * 2. "mipmap incomplete": a non-base level of the texture is invalid so
399 * mipmap filtering isn't possible, but non-mipmap filtering is.
400 * 3. "texture incompleteness": some combination of texture state and
401 * sampler state renders the texture incomplete.
402 *
403 * \param t texture object
404 * \param bm either BASE or MIPMAP to indicate what's incomplete
405 * \param fmt... string describing why it's incomplete (for debugging).
406 */
407 static void
408 incomplete(struct gl_texture_object *t, enum base_mipmap bm,
409 const char *fmt, ...)
410 {
411 if (MESA_DEBUG_FLAGS & DEBUG_INCOMPLETE_TEXTURE) {
412 va_list args;
413 char s[100];
414
415 va_start(args, fmt);
416 vsnprintf(s, sizeof(s), fmt, args);
417 va_end(args);
418
419 _mesa_debug(NULL, "Texture Obj %d incomplete because: %s\n", t->Name, s);
420 }
421
422 if (bm == BASE)
423 t->_BaseComplete = GL_FALSE;
424 t->_MipmapComplete = GL_FALSE;
425 }
426
427
428 /**
429 * Examine a texture object to determine if it is complete.
430 *
431 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
432 * accordingly.
433 *
434 * \param ctx GL context.
435 * \param t texture object.
436 *
437 * According to the texture target, verifies that each of the mipmaps is
438 * present and has the expected size.
439 */
440 void
441 _mesa_test_texobj_completeness( const struct gl_context *ctx,
442 struct gl_texture_object *t )
443 {
444 const GLint baseLevel = t->BaseLevel;
445 const struct gl_texture_image *baseImage;
446 GLint maxLog2 = 0, maxLevels = 0;
447
448 /* We'll set these to FALSE if tests fail below */
449 t->_BaseComplete = GL_TRUE;
450 t->_MipmapComplete = GL_TRUE;
451
452 if (t->Target == GL_TEXTURE_BUFFER) {
453 /* Buffer textures are always considered complete. The obvious case where
454 * they would be incomplete (no BO attached) is actually specced to be
455 * undefined rendering results.
456 */
457 return;
458 }
459
460 /* Detect cases where the application set the base level to an invalid
461 * value.
462 */
463 if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS)) {
464 incomplete(t, BASE, "base level = %d is invalid", baseLevel);
465 return;
466 }
467
468 if (t->MaxLevel < baseLevel) {
469 incomplete(t, BASE, "MAX_LEVEL (%d) < BASE_LEVEL (%d)",
470 t->MaxLevel, baseLevel);
471 return;
472 }
473
474 baseImage = t->Image[0][baseLevel];
475
476 /* Always need the base level image */
477 if (!baseImage) {
478 incomplete(t, BASE, "Image[baseLevel=%d] == NULL", baseLevel);
479 return;
480 }
481
482 /* Check width/height/depth for zero */
483 if (baseImage->Width == 0 ||
484 baseImage->Height == 0 ||
485 baseImage->Depth == 0) {
486 incomplete(t, BASE, "texture width or height or depth = 0");
487 return;
488 }
489
490 /* Check if the texture values are integer */
491 {
492 GLenum datatype = _mesa_get_format_datatype(baseImage->TexFormat);
493 t->_IsIntegerFormat = datatype == GL_INT || datatype == GL_UNSIGNED_INT;
494 }
495
496 /* Compute _MaxLevel (the maximum mipmap level we'll sample from given the
497 * mipmap image sizes and GL_TEXTURE_MAX_LEVEL state).
498 */
499 switch (t->Target) {
500 case GL_TEXTURE_1D:
501 case GL_TEXTURE_1D_ARRAY_EXT:
502 maxLog2 = baseImage->WidthLog2;
503 maxLevels = ctx->Const.MaxTextureLevels;
504 break;
505 case GL_TEXTURE_2D:
506 case GL_TEXTURE_2D_ARRAY_EXT:
507 maxLog2 = MAX2(baseImage->WidthLog2,
508 baseImage->HeightLog2);
509 maxLevels = ctx->Const.MaxTextureLevels;
510 break;
511 case GL_TEXTURE_3D:
512 maxLog2 = MAX3(baseImage->WidthLog2,
513 baseImage->HeightLog2,
514 baseImage->DepthLog2);
515 maxLevels = ctx->Const.Max3DTextureLevels;
516 break;
517 case GL_TEXTURE_CUBE_MAP_ARB:
518 maxLog2 = MAX2(baseImage->WidthLog2,
519 baseImage->HeightLog2);
520 maxLevels = ctx->Const.MaxCubeTextureLevels;
521 break;
522 case GL_TEXTURE_RECTANGLE_NV:
523 case GL_TEXTURE_BUFFER:
524 case GL_TEXTURE_EXTERNAL_OES:
525 maxLog2 = 0; /* not applicable */
526 maxLevels = 1; /* no mipmapping */
527 break;
528 default:
529 _mesa_problem(ctx, "Bad t->Target in _mesa_test_texobj_completeness");
530 return;
531 }
532
533 ASSERT(maxLevels > 0);
534
535 t->_MaxLevel = baseLevel + maxLog2; /* 'p' in the GL spec */
536 t->_MaxLevel = MIN2(t->_MaxLevel, t->MaxLevel);
537 t->_MaxLevel = MIN2(t->_MaxLevel, maxLevels - 1); /* 'q' in the GL spec */
538
539 /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
540 t->_MaxLambda = (GLfloat) (t->_MaxLevel - baseLevel);
541
542 if (t->Immutable) {
543 /* This texture object was created with glTexStorage1/2/3D() so we
544 * know that all the mipmap levels are the right size and all cube
545 * map faces are the same size.
546 * We don't need to do any of the additional checks below.
547 */
548 return;
549 }
550
551 if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
552 /* Make sure that all six cube map level 0 images are the same size.
553 * Note: we know that the image's width==height (we enforce that
554 * at glTexImage time) so we only need to test the width here.
555 */
556 GLuint face;
557 assert(baseImage->Width2 == baseImage->Height);
558 for (face = 1; face < 6; face++) {
559 assert(t->Image[face][baseLevel] == NULL ||
560 t->Image[face][baseLevel]->Width2 ==
561 t->Image[face][baseLevel]->Height2);
562 if (t->Image[face][baseLevel] == NULL ||
563 t->Image[face][baseLevel]->Width2 != baseImage->Width2) {
564 incomplete(t, BASE, "Cube face missing or mismatched size");
565 return;
566 }
567 }
568 }
569
570 /*
571 * Do mipmap consistency checking.
572 * Note: we don't care about the current texture sampler state here.
573 * To determine texture completeness we'll either look at _BaseComplete
574 * or _MipmapComplete depending on the current minification filter mode.
575 */
576 {
577 GLint i;
578 const GLint minLevel = baseLevel;
579 const GLint maxLevel = t->_MaxLevel;
580 const GLuint numFaces = _mesa_num_tex_faces(t->Target);
581 GLuint width, height, depth, face;
582
583 if (minLevel > maxLevel) {
584 incomplete(t, BASE, "minLevel > maxLevel");
585 return;
586 }
587
588 /* Get the base image's dimensions */
589 width = baseImage->Width2;
590 height = baseImage->Height2;
591 depth = baseImage->Depth2;
592
593 /* Note: this loop will be a no-op for RECT, BUFFER, EXTERNAL textures */
594 for (i = baseLevel + 1; i < maxLevels; i++) {
595 /* Compute the expected size of image at level[i] */
596 if (width > 1) {
597 width /= 2;
598 }
599 if (height > 1 && t->Target != GL_TEXTURE_1D_ARRAY) {
600 height /= 2;
601 }
602 if (depth > 1 && t->Target != GL_TEXTURE_2D_ARRAY) {
603 depth /= 2;
604 }
605
606 /* loop over cube faces (or single face otherwise) */
607 for (face = 0; face < numFaces; face++) {
608 if (i >= minLevel && i <= maxLevel) {
609 const struct gl_texture_image *img = t->Image[face][i];
610
611 if (!img) {
612 incomplete(t, MIPMAP, "TexImage[%d] is missing", i);
613 return;
614 }
615 if (img->TexFormat != baseImage->TexFormat) {
616 incomplete(t, MIPMAP, "Format[i] != Format[baseLevel]");
617 return;
618 }
619 if (img->Border != baseImage->Border) {
620 incomplete(t, MIPMAP, "Border[i] != Border[baseLevel]");
621 return;
622 }
623 if (img->Width2 != width) {
624 incomplete(t, MIPMAP, "TexImage[%d] bad width %u", i, img->Width2);
625 return;
626 }
627 if (img->Height2 != height) {
628 incomplete(t, MIPMAP, "TexImage[%d] bad height %u", i, img->Height2);
629 return;
630 }
631 if (img->Depth2 != depth) {
632 incomplete(t, MIPMAP, "TexImage[%d] bad depth %u", i, img->Depth2);
633 return;
634 }
635
636 /* Extra checks for cube textures */
637 if (face > 0) {
638 /* check that cube faces are the same size */
639 if (img->Width2 != t->Image[0][i]->Width2 ||
640 img->Height2 != t->Image[0][i]->Height2) {
641 incomplete(t, MIPMAP, "CubeMap Image[n][i] bad size");
642 return;
643 }
644 }
645 }
646 }
647
648 if (width == 1 && height == 1 && depth == 1) {
649 return; /* found smallest needed mipmap, all done! */
650 }
651 }
652 }
653 }
654
655
656 /**
657 * Check if the given cube map texture is "cube complete" as defined in
658 * the OpenGL specification.
659 */
660 GLboolean
661 _mesa_cube_complete(const struct gl_texture_object *texObj)
662 {
663 const GLint baseLevel = texObj->BaseLevel;
664 const struct gl_texture_image *img0, *img;
665 GLuint face;
666
667 if (texObj->Target != GL_TEXTURE_CUBE_MAP)
668 return GL_FALSE;
669
670 if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS))
671 return GL_FALSE;
672
673 /* check first face */
674 img0 = texObj->Image[0][baseLevel];
675 if (!img0 ||
676 img0->Width < 1 ||
677 img0->Width != img0->Height)
678 return GL_FALSE;
679
680 /* check remaining faces vs. first face */
681 for (face = 1; face < 6; face++) {
682 img = texObj->Image[face][baseLevel];
683 if (!img ||
684 img->Width != img0->Width ||
685 img->Height != img0->Height ||
686 img->TexFormat != img0->TexFormat)
687 return GL_FALSE;
688 }
689
690 return GL_TRUE;
691 }
692
693
694 /**
695 * Mark a texture object dirty. It forces the object to be incomplete
696 * and optionally forces the context to re-validate its state.
697 *
698 * \param ctx GL context.
699 * \param texObj texture object.
700 * \param invalidate_state also invalidate context state.
701 */
702 void
703 _mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj,
704 GLboolean invalidate_state)
705 {
706 texObj->_BaseComplete = GL_FALSE;
707 texObj->_MipmapComplete = GL_FALSE;
708 if (invalidate_state)
709 ctx->NewState |= _NEW_TEXTURE;
710 }
711
712
713 /**
714 * Return pointer to a default/fallback texture of the given type/target.
715 * The texture is an RGBA texture with all texels = (0,0,0,1).
716 * That's the value a GLSL sampler should get when sampling from an
717 * incomplete texture.
718 */
719 struct gl_texture_object *
720 _mesa_get_fallback_texture(struct gl_context *ctx, gl_texture_index tex)
721 {
722 if (!ctx->Shared->FallbackTex[tex]) {
723 /* create fallback texture now */
724 const GLsizei width = 1, height = 1, depth = 1;
725 GLubyte texel[4];
726 struct gl_texture_object *texObj;
727 struct gl_texture_image *texImage;
728 gl_format texFormat;
729 GLuint dims, face, numFaces = 1;
730 GLenum target;
731
732 texel[0] =
733 texel[1] =
734 texel[2] = 0x0;
735 texel[3] = 0xff;
736
737 switch (tex) {
738 case TEXTURE_2D_ARRAY_INDEX:
739 dims = 3;
740 target = GL_TEXTURE_2D_ARRAY;
741 break;
742 case TEXTURE_1D_ARRAY_INDEX:
743 dims = 2;
744 target = GL_TEXTURE_1D_ARRAY;
745 break;
746 case TEXTURE_CUBE_INDEX:
747 dims = 2;
748 target = GL_TEXTURE_CUBE_MAP;
749 numFaces = 6;
750 break;
751 case TEXTURE_3D_INDEX:
752 dims = 3;
753 target = GL_TEXTURE_3D;
754 break;
755 case TEXTURE_RECT_INDEX:
756 dims = 2;
757 target = GL_TEXTURE_RECTANGLE;
758 break;
759 case TEXTURE_2D_INDEX:
760 dims = 2;
761 target = GL_TEXTURE_2D;
762 break;
763 case TEXTURE_1D_INDEX:
764 dims = 1;
765 target = GL_TEXTURE_1D;
766 break;
767 case TEXTURE_BUFFER_INDEX:
768 dims = 0;
769 target = GL_TEXTURE_BUFFER;
770 break;
771 case TEXTURE_EXTERNAL_INDEX:
772 dims = 2;
773 target = GL_TEXTURE_EXTERNAL_OES;
774 break;
775 default:
776 /* no-op */
777 return NULL;
778 }
779
780 /* create texture object */
781 texObj = ctx->Driver.NewTextureObject(ctx, 0, target);
782 if (!texObj)
783 return NULL;
784
785 assert(texObj->RefCount == 1);
786 texObj->Sampler.MinFilter = GL_NEAREST;
787 texObj->Sampler.MagFilter = GL_NEAREST;
788
789 texFormat = ctx->Driver.ChooseTextureFormat(ctx, target,
790 GL_RGBA, GL_RGBA,
791 GL_UNSIGNED_BYTE);
792
793 /* need a loop here just for cube maps */
794 for (face = 0; face < numFaces; face++) {
795 GLenum faceTarget;
796
797 if (target == GL_TEXTURE_CUBE_MAP)
798 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + face;
799 else
800 faceTarget = target;
801
802 /* initialize level[0] texture image */
803 texImage = _mesa_get_tex_image(ctx, texObj, faceTarget, 0);
804
805 _mesa_init_teximage_fields(ctx, texImage,
806 width,
807 (dims > 1) ? height : 1,
808 (dims > 2) ? depth : 1,
809 0, /* border */
810 GL_RGBA, texFormat);
811
812 ctx->Driver.TexImage(ctx, dims, texImage,
813 GL_RGBA, GL_UNSIGNED_BYTE, texel,
814 &ctx->DefaultPacking);
815 }
816
817 _mesa_test_texobj_completeness(ctx, texObj);
818 assert(texObj->_BaseComplete);
819 assert(texObj->_MipmapComplete);
820
821 ctx->Shared->FallbackTex[tex] = texObj;
822 }
823 return ctx->Shared->FallbackTex[tex];
824 }
825
826
827 /**
828 * Compute the size of the given texture object, in bytes.
829 */
830 static GLuint
831 texture_size(const struct gl_texture_object *texObj)
832 {
833 const GLuint numFaces = _mesa_num_tex_faces(texObj->Target);
834 GLuint face, level, size = 0;
835
836 for (face = 0; face < numFaces; face++) {
837 for (level = 0; level < MAX_TEXTURE_LEVELS; level++) {
838 const struct gl_texture_image *img = texObj->Image[face][level];
839 if (img) {
840 GLuint sz = _mesa_format_image_size(img->TexFormat, img->Width,
841 img->Height, img->Depth);
842 size += sz;
843 }
844 }
845 }
846
847 return size;
848 }
849
850
851 /**
852 * Callback called from _mesa_HashWalk()
853 */
854 static void
855 count_tex_size(GLuint key, void *data, void *userData)
856 {
857 const struct gl_texture_object *texObj =
858 (const struct gl_texture_object *) data;
859 GLuint *total = (GLuint *) userData;
860
861 *total = *total + texture_size(texObj);
862 }
863
864
865 /**
866 * Compute total size (in bytes) of all textures for the given context.
867 * For debugging purposes.
868 */
869 GLuint
870 _mesa_total_texture_memory(struct gl_context *ctx)
871 {
872 GLuint tgt, total = 0;
873
874 _mesa_HashWalk(ctx->Shared->TexObjects, count_tex_size, &total);
875
876 /* plus, the default texture objects */
877 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
878 total += texture_size(ctx->Shared->DefaultTex[tgt]);
879 }
880
881 return total;
882 }
883
884 static struct gl_texture_object *
885 invalidate_tex_image_error_check(struct gl_context *ctx, GLuint texture,
886 GLint level, const char *name)
887 {
888 /* The GL_ARB_invalidate_subdata spec says:
889 *
890 * "If <texture> is zero or is not the name of a texture, the error
891 * INVALID_VALUE is generated."
892 *
893 * This performs the error check in a different order than listed in the
894 * spec. We have to get the texture object before we can validate the
895 * other parameters against values in the texture object.
896 */
897 struct gl_texture_object *const t = _mesa_lookup_texture(ctx, texture);
898 if (texture == 0 || t == NULL) {
899 _mesa_error(ctx, GL_INVALID_VALUE, "%s(texture)", name);
900 return NULL;
901 }
902
903 /* The GL_ARB_invalidate_subdata spec says:
904 *
905 * "If <level> is less than zero or greater than the base 2 logarithm
906 * of the maximum texture width, height, or depth, the error
907 * INVALID_VALUE is generated."
908 */
909 if (level < 0 || level > t->MaxLevel) {
910 _mesa_error(ctx, GL_INVALID_VALUE, "%s(level)", name);
911 return NULL;
912 }
913
914 /* The GL_ARB_invalidate_subdata spec says:
915 *
916 * "If the target of <texture> is TEXTURE_RECTANGLE, TEXTURE_BUFFER,
917 * TEXTURE_2D_MULTISAMPLE, or TEXTURE_2D_MULTISAMPLE_ARRAY, and <level>
918 * is not zero, the error INVALID_VALUE is generated."
919 */
920 if (level != 0) {
921 switch (t->Target) {
922 case GL_TEXTURE_RECTANGLE:
923 case GL_TEXTURE_BUFFER:
924 case GL_TEXTURE_2D_MULTISAMPLE:
925 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
926 _mesa_error(ctx, GL_INVALID_VALUE, "%s(level)", name);
927 return NULL;
928
929 default:
930 break;
931 }
932 }
933
934 return t;
935 }
936
937 /*@}*/
938
939
940 /***********************************************************************/
941 /** \name API functions */
942 /*@{*/
943
944
945 /**
946 * Generate texture names.
947 *
948 * \param n number of texture names to be generated.
949 * \param textures an array in which will hold the generated texture names.
950 *
951 * \sa glGenTextures().
952 *
953 * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
954 * IDs which are stored in \p textures. Corresponding empty texture
955 * objects are also generated.
956 */
957 void GLAPIENTRY
958 _mesa_GenTextures( GLsizei n, GLuint *textures )
959 {
960 GET_CURRENT_CONTEXT(ctx);
961 GLuint first;
962 GLint i;
963 ASSERT_OUTSIDE_BEGIN_END(ctx);
964
965 if (n < 0) {
966 _mesa_error( ctx, GL_INVALID_VALUE, "glGenTextures" );
967 return;
968 }
969
970 if (!textures)
971 return;
972
973 /*
974 * This must be atomic (generation and allocation of texture IDs)
975 */
976 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
977
978 first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n);
979
980 /* Allocate new, empty texture objects */
981 for (i = 0; i < n; i++) {
982 struct gl_texture_object *texObj;
983 GLuint name = first + i;
984 GLenum target = 0;
985 texObj = ctx->Driver.NewTextureObject(ctx, name, target);
986 if (!texObj) {
987 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
988 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
989 return;
990 }
991
992 /* insert into hash table */
993 _mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
994
995 textures[i] = name;
996 }
997
998 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
999 }
1000
1001
1002 /**
1003 * Check if the given texture object is bound to the current draw or
1004 * read framebuffer. If so, Unbind it.
1005 */
1006 static void
1007 unbind_texobj_from_fbo(struct gl_context *ctx,
1008 struct gl_texture_object *texObj)
1009 {
1010 const GLuint n = (ctx->DrawBuffer == ctx->ReadBuffer) ? 1 : 2;
1011 GLuint i;
1012
1013 for (i = 0; i < n; i++) {
1014 struct gl_framebuffer *fb = (i == 0) ? ctx->DrawBuffer : ctx->ReadBuffer;
1015 if (_mesa_is_user_fbo(fb)) {
1016 GLuint j;
1017 for (j = 0; j < BUFFER_COUNT; j++) {
1018 if (fb->Attachment[j].Type == GL_TEXTURE &&
1019 fb->Attachment[j].Texture == texObj) {
1020 /* Vertices are already flushed by _mesa_DeleteTextures */
1021 ctx->NewState |= _NEW_BUFFERS;
1022 _mesa_remove_attachment(ctx, fb->Attachment + j);
1023 }
1024 }
1025 }
1026 }
1027 }
1028
1029
1030 /**
1031 * Check if the given texture object is bound to any texture image units and
1032 * unbind it if so (revert to default textures).
1033 */
1034 static void
1035 unbind_texobj_from_texunits(struct gl_context *ctx,
1036 struct gl_texture_object *texObj)
1037 {
1038 GLuint u, tex;
1039
1040 for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
1041 struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
1042 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
1043 if (texObj == unit->CurrentTex[tex]) {
1044 _mesa_reference_texobj(&unit->CurrentTex[tex],
1045 ctx->Shared->DefaultTex[tex]);
1046 ASSERT(unit->CurrentTex[tex]);
1047 break;
1048 }
1049 }
1050 }
1051 }
1052
1053
1054 /**
1055 * Delete named textures.
1056 *
1057 * \param n number of textures to be deleted.
1058 * \param textures array of texture IDs to be deleted.
1059 *
1060 * \sa glDeleteTextures().
1061 *
1062 * If we're about to delete a texture that's currently bound to any
1063 * texture unit, unbind the texture first. Decrement the reference
1064 * count on the texture object and delete it if it's zero.
1065 * Recall that texture objects can be shared among several rendering
1066 * contexts.
1067 */
1068 void GLAPIENTRY
1069 _mesa_DeleteTextures( GLsizei n, const GLuint *textures)
1070 {
1071 GET_CURRENT_CONTEXT(ctx);
1072 GLint i;
1073 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* too complex */
1074
1075 if (!textures)
1076 return;
1077
1078 for (i = 0; i < n; i++) {
1079 if (textures[i] > 0) {
1080 struct gl_texture_object *delObj
1081 = _mesa_lookup_texture(ctx, textures[i]);
1082
1083 if (delObj) {
1084 _mesa_lock_texture(ctx, delObj);
1085
1086 /* Check if texture is bound to any framebuffer objects.
1087 * If so, unbind.
1088 * See section 4.4.2.3 of GL_EXT_framebuffer_object.
1089 */
1090 unbind_texobj_from_fbo(ctx, delObj);
1091
1092 /* Check if this texture is currently bound to any texture units.
1093 * If so, unbind it.
1094 */
1095 unbind_texobj_from_texunits(ctx, delObj);
1096
1097 _mesa_unlock_texture(ctx, delObj);
1098
1099 ctx->NewState |= _NEW_TEXTURE;
1100
1101 /* The texture _name_ is now free for re-use.
1102 * Remove it from the hash table now.
1103 */
1104 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1105 _mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name);
1106 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1107
1108 /* Unreference the texobj. If refcount hits zero, the texture
1109 * will be deleted.
1110 */
1111 _mesa_reference_texobj(&delObj, NULL);
1112 }
1113 }
1114 }
1115 }
1116
1117
1118 /**
1119 * Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
1120 * into the corresponding Mesa texture target index.
1121 * Note that proxy targets are not valid here.
1122 * \return TEXTURE_x_INDEX or -1 if target is invalid
1123 */
1124 static GLint
1125 target_enum_to_index(struct gl_context *ctx, GLenum target)
1126 {
1127 switch (target) {
1128 case GL_TEXTURE_1D:
1129 return _mesa_is_desktop_gl(ctx) ? TEXTURE_1D_INDEX : -1;
1130 case GL_TEXTURE_2D:
1131 return TEXTURE_2D_INDEX;
1132 case GL_TEXTURE_3D:
1133 return TEXTURE_3D_INDEX;
1134 case GL_TEXTURE_CUBE_MAP_ARB:
1135 return ctx->Extensions.ARB_texture_cube_map
1136 ? TEXTURE_CUBE_INDEX : -1;
1137 case GL_TEXTURE_RECTANGLE_NV:
1138 return _mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle
1139 ? TEXTURE_RECT_INDEX : -1;
1140 case GL_TEXTURE_1D_ARRAY_EXT:
1141 return _mesa_is_desktop_gl(ctx)
1142 && (ctx->Extensions.EXT_texture_array
1143 || ctx->Extensions.MESA_texture_array)
1144 ? TEXTURE_1D_ARRAY_INDEX : -1;
1145 case GL_TEXTURE_2D_ARRAY_EXT:
1146 return (_mesa_is_desktop_gl(ctx)
1147 && (ctx->Extensions.EXT_texture_array
1148 || ctx->Extensions.MESA_texture_array))
1149 || _mesa_is_gles3(ctx)
1150 ? TEXTURE_2D_ARRAY_INDEX : -1;
1151 case GL_TEXTURE_BUFFER_ARB:
1152 return _mesa_is_desktop_gl(ctx)
1153 && ctx->Extensions.ARB_texture_buffer_object
1154 ? TEXTURE_BUFFER_INDEX : -1;
1155 case GL_TEXTURE_EXTERNAL_OES:
1156 return _mesa_is_gles(ctx) && ctx->Extensions.OES_EGL_image_external
1157 ? TEXTURE_EXTERNAL_INDEX : -1;
1158 default:
1159 return -1;
1160 }
1161 }
1162
1163
1164 /**
1165 * Bind a named texture to a texturing target.
1166 *
1167 * \param target texture target.
1168 * \param texName texture name.
1169 *
1170 * \sa glBindTexture().
1171 *
1172 * Determines the old texture object bound and returns immediately if rebinding
1173 * the same texture. Get the current texture which is either a default texture
1174 * if name is null, a named texture from the hash, or a new texture if the
1175 * given texture name is new. Increments its reference count, binds it, and
1176 * calls dd_function_table::BindTexture. Decrements the old texture reference
1177 * count and deletes it if it reaches zero.
1178 */
1179 void GLAPIENTRY
1180 _mesa_BindTexture( GLenum target, GLuint texName )
1181 {
1182 GET_CURRENT_CONTEXT(ctx);
1183 struct gl_texture_unit *texUnit = _mesa_get_current_tex_unit(ctx);
1184 struct gl_texture_object *newTexObj = NULL;
1185 GLint targetIndex;
1186 ASSERT_OUTSIDE_BEGIN_END(ctx);
1187
1188 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1189 _mesa_debug(ctx, "glBindTexture %s %d\n",
1190 _mesa_lookup_enum_by_nr(target), (GLint) texName);
1191
1192 targetIndex = target_enum_to_index(ctx, target);
1193 if (targetIndex < 0) {
1194 _mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)");
1195 return;
1196 }
1197 assert(targetIndex < NUM_TEXTURE_TARGETS);
1198
1199 /*
1200 * Get pointer to new texture object (newTexObj)
1201 */
1202 if (texName == 0) {
1203 /* Use a default texture object */
1204 newTexObj = ctx->Shared->DefaultTex[targetIndex];
1205 }
1206 else {
1207 /* non-default texture object */
1208 newTexObj = _mesa_lookup_texture(ctx, texName);
1209 if (newTexObj) {
1210 /* error checking */
1211 if (newTexObj->Target != 0 && newTexObj->Target != target) {
1212 /* the named texture object's target doesn't match the given target */
1213 _mesa_error( ctx, GL_INVALID_OPERATION,
1214 "glBindTexture(target mismatch)" );
1215 return;
1216 }
1217 if (newTexObj->Target == 0) {
1218 finish_texture_init(ctx, target, newTexObj);
1219 }
1220 }
1221 else {
1222 if (ctx->API == API_OPENGL_CORE) {
1223 _mesa_error(ctx, GL_INVALID_OPERATION, "glBindTexture(non-gen name)");
1224 return;
1225 }
1226
1227 /* if this is a new texture id, allocate a texture object now */
1228 newTexObj = ctx->Driver.NewTextureObject(ctx, texName, target);
1229 if (!newTexObj) {
1230 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
1231 return;
1232 }
1233
1234 /* and insert it into hash table */
1235 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1236 _mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj);
1237 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1238 }
1239 newTexObj->Target = target;
1240 }
1241
1242 assert(valid_texture_object(newTexObj));
1243
1244 /* Check if this texture is only used by this context and is already bound.
1245 * If so, just return.
1246 */
1247 {
1248 GLboolean early_out;
1249 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1250 early_out = ((ctx->Shared->RefCount == 1)
1251 && (newTexObj == texUnit->CurrentTex[targetIndex]));
1252 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1253 if (early_out) {
1254 return;
1255 }
1256 }
1257
1258 /* flush before changing binding */
1259 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1260
1261 /* Do the actual binding. The refcount on the previously bound
1262 * texture object will be decremented. It'll be deleted if the
1263 * count hits zero.
1264 */
1265 _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], newTexObj);
1266 ASSERT(texUnit->CurrentTex[targetIndex]);
1267
1268 /* Pass BindTexture call to device driver */
1269 if (ctx->Driver.BindTexture)
1270 ctx->Driver.BindTexture(ctx, target, newTexObj);
1271 }
1272
1273
1274 /**
1275 * Set texture priorities.
1276 *
1277 * \param n number of textures.
1278 * \param texName texture names.
1279 * \param priorities corresponding texture priorities.
1280 *
1281 * \sa glPrioritizeTextures().
1282 *
1283 * Looks up each texture in the hash, clamps the corresponding priority between
1284 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
1285 */
1286 void GLAPIENTRY
1287 _mesa_PrioritizeTextures( GLsizei n, const GLuint *texName,
1288 const GLclampf *priorities )
1289 {
1290 GET_CURRENT_CONTEXT(ctx);
1291 GLint i;
1292 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1293
1294 if (n < 0) {
1295 _mesa_error( ctx, GL_INVALID_VALUE, "glPrioritizeTextures" );
1296 return;
1297 }
1298
1299 if (!priorities)
1300 return;
1301
1302 for (i = 0; i < n; i++) {
1303 if (texName[i] > 0) {
1304 struct gl_texture_object *t = _mesa_lookup_texture(ctx, texName[i]);
1305 if (t) {
1306 t->Priority = CLAMP( priorities[i], 0.0F, 1.0F );
1307 }
1308 }
1309 }
1310
1311 ctx->NewState |= _NEW_TEXTURE;
1312 }
1313
1314
1315
1316 /**
1317 * See if textures are loaded in texture memory.
1318 *
1319 * \param n number of textures to query.
1320 * \param texName array with the texture names.
1321 * \param residences array which will hold the residence status.
1322 *
1323 * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
1324 *
1325 * Note: we assume all textures are always resident
1326 */
1327 GLboolean GLAPIENTRY
1328 _mesa_AreTexturesResident(GLsizei n, const GLuint *texName,
1329 GLboolean *residences)
1330 {
1331 GET_CURRENT_CONTEXT(ctx);
1332 GLboolean allResident = GL_TRUE;
1333 GLint i;
1334 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1335
1336 if (n < 0) {
1337 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)");
1338 return GL_FALSE;
1339 }
1340
1341 if (!texName || !residences)
1342 return GL_FALSE;
1343
1344 /* We only do error checking on the texture names */
1345 for (i = 0; i < n; i++) {
1346 struct gl_texture_object *t;
1347 if (texName[i] == 0) {
1348 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1349 return GL_FALSE;
1350 }
1351 t = _mesa_lookup_texture(ctx, texName[i]);
1352 if (!t) {
1353 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1354 return GL_FALSE;
1355 }
1356 }
1357
1358 return allResident;
1359 }
1360
1361
1362 /**
1363 * See if a name corresponds to a texture.
1364 *
1365 * \param texture texture name.
1366 *
1367 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
1368 * otherwise.
1369 *
1370 * \sa glIsTexture().
1371 *
1372 * Calls _mesa_HashLookup().
1373 */
1374 GLboolean GLAPIENTRY
1375 _mesa_IsTexture( GLuint texture )
1376 {
1377 struct gl_texture_object *t;
1378 GET_CURRENT_CONTEXT(ctx);
1379 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1380
1381 if (!texture)
1382 return GL_FALSE;
1383
1384 t = _mesa_lookup_texture(ctx, texture);
1385
1386 /* IsTexture is true only after object has been bound once. */
1387 return t && t->Target;
1388 }
1389
1390
1391 /**
1392 * Simplest implementation of texture locking: grab the shared tex
1393 * mutex. Examine the shared context state timestamp and if there has
1394 * been a change, set the appropriate bits in ctx->NewState.
1395 *
1396 * This is used to deal with synchronizing things when a texture object
1397 * is used/modified by different contexts (or threads) which are sharing
1398 * the texture.
1399 *
1400 * See also _mesa_lock/unlock_texture() in teximage.h
1401 */
1402 void
1403 _mesa_lock_context_textures( struct gl_context *ctx )
1404 {
1405 _glthread_LOCK_MUTEX(ctx->Shared->TexMutex);
1406
1407 if (ctx->Shared->TextureStateStamp != ctx->TextureStateTimestamp) {
1408 ctx->NewState |= _NEW_TEXTURE;
1409 ctx->TextureStateTimestamp = ctx->Shared->TextureStateStamp;
1410 }
1411 }
1412
1413
1414 void
1415 _mesa_unlock_context_textures( struct gl_context *ctx )
1416 {
1417 assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp);
1418 _glthread_UNLOCK_MUTEX(ctx->Shared->TexMutex);
1419 }
1420
1421 void GLAPIENTRY
1422 _mesa_InvalidateTexSubImage(GLuint texture, GLint level, GLint xoffset,
1423 GLint yoffset, GLint zoffset, GLsizei width,
1424 GLsizei height, GLsizei depth)
1425 {
1426 struct gl_texture_object *t;
1427 struct gl_texture_image *image;
1428 GET_CURRENT_CONTEXT(ctx);
1429
1430 ASSERT_OUTSIDE_BEGIN_END(ctx);
1431
1432 t = invalidate_tex_image_error_check(ctx, texture, level,
1433 "glInvalidateTexSubImage");
1434
1435 /* The GL_ARB_invalidate_subdata spec says:
1436 *
1437 * "...the specified subregion must be between -<b> and <dim>+<b> where
1438 * <dim> is the size of the dimension of the texture image, and <b> is
1439 * the size of the border of that texture image, otherwise
1440 * INVALID_VALUE is generated (border is not applied to dimensions that
1441 * don't exist in a given texture target)."
1442 */
1443 image = t->Image[0][level];
1444 if (image) {
1445 int xBorder;
1446 int yBorder;
1447 int zBorder;
1448 int imageWidth;
1449 int imageHeight;
1450 int imageDepth;
1451
1452 /* The GL_ARB_invalidate_subdata spec says:
1453 *
1454 * "For texture targets that don't have certain dimensions, this
1455 * command treats those dimensions as having a size of 1. For
1456 * example, to invalidate a portion of a two-dimensional texture,
1457 * the application would use <zoffset> equal to zero and <depth>
1458 * equal to one."
1459 */
1460 switch (t->Target) {
1461 case GL_TEXTURE_BUFFER:
1462 xBorder = 0;
1463 yBorder = 0;
1464 zBorder = 0;
1465 imageWidth = 1;
1466 imageHeight = 1;
1467 imageDepth = 1;
1468 break;
1469 case GL_TEXTURE_1D:
1470 xBorder = image->Border;
1471 yBorder = 0;
1472 zBorder = 0;
1473 imageWidth = image->Width;
1474 imageHeight = 1;
1475 imageDepth = 1;
1476 break;
1477 case GL_TEXTURE_1D_ARRAY:
1478 xBorder = image->Border;
1479 yBorder = 0;
1480 zBorder = 0;
1481 imageWidth = image->Width;
1482 imageHeight = image->Height;
1483 imageDepth = 1;
1484 break;
1485 case GL_TEXTURE_2D:
1486 case GL_TEXTURE_CUBE_MAP:
1487 case GL_TEXTURE_RECTANGLE:
1488 case GL_TEXTURE_2D_MULTISAMPLE:
1489 xBorder = image->Border;
1490 yBorder = image->Border;
1491 zBorder = 0;
1492 imageWidth = image->Width;
1493 imageHeight = image->Height;
1494 imageDepth = 1;
1495 break;
1496 case GL_TEXTURE_2D_ARRAY:
1497 case GL_TEXTURE_CUBE_MAP_ARRAY:
1498 xBorder = image->Border;
1499 yBorder = image->Border;
1500 zBorder = 0;
1501 imageWidth = image->Width;
1502 imageHeight = image->Height;
1503 imageDepth = image->Depth;
1504 break;
1505 case GL_TEXTURE_3D:
1506 xBorder = image->Border;
1507 yBorder = image->Border;
1508 zBorder = image->Border;
1509 imageWidth = image->Width;
1510 imageHeight = image->Height;
1511 imageDepth = image->Depth;
1512 break;
1513 default:
1514 assert(!"Should not get here.");
1515 xBorder = 0;
1516 yBorder = 0;
1517 zBorder = 0;
1518 imageWidth = 0;
1519 imageHeight = 0;
1520 imageDepth = 0;
1521 break;
1522 }
1523
1524 if (xoffset < -xBorder) {
1525 _mesa_error(ctx, GL_INVALID_VALUE, "glInvalidateSubTexImage(xoffset)");
1526 return;
1527 }
1528
1529 if (xoffset + width > imageWidth + xBorder) {
1530 _mesa_error(ctx, GL_INVALID_VALUE,
1531 "glInvalidateSubTexImage(xoffset+width)");
1532 return;
1533 }
1534
1535 if (yoffset < -yBorder) {
1536 _mesa_error(ctx, GL_INVALID_VALUE, "glInvalidateSubTexImage(yoffset)");
1537 return;
1538 }
1539
1540 if (yoffset + height > imageHeight + yBorder) {
1541 _mesa_error(ctx, GL_INVALID_VALUE,
1542 "glInvalidateSubTexImage(yoffset+height)");
1543 return;
1544 }
1545
1546 if (zoffset < -zBorder) {
1547 _mesa_error(ctx, GL_INVALID_VALUE,
1548 "glInvalidateSubTexImage(zoffset)");
1549 return;
1550 }
1551
1552 if (zoffset + depth > imageDepth + zBorder) {
1553 _mesa_error(ctx, GL_INVALID_VALUE,
1554 "glInvalidateSubTexImage(zoffset+depth)");
1555 return;
1556 }
1557 }
1558
1559 /* We don't actually do anything for this yet. Just return after
1560 * validating the parameters and generating the required errors.
1561 */
1562 return;
1563 }
1564
1565 void GLAPIENTRY
1566 _mesa_InvalidateTexImage(GLuint texture, GLint level)
1567 {
1568 GET_CURRENT_CONTEXT(ctx);
1569
1570 ASSERT_OUTSIDE_BEGIN_END(ctx);
1571
1572 invalidate_tex_image_error_check(ctx, texture, level,
1573 "glInvalidateTexImage");
1574
1575 /* We don't actually do anything for this yet. Just return after
1576 * validating the parameters and generating the required errors.
1577 */
1578 return;
1579 }
1580
1581 /*@}*/