3 * Texture object management.
7 * Mesa 3-D graphics library
10 * Copyright (C) 1999-2004 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.
44 /**********************************************************************/
45 /** \name Internal functions */
49 * Allocate and initialize a new texture object. But don't put it into the
50 * texture object hash table.
52 * Called via ctx->Driver.NewTextureObject, unless overridden by a device
55 * \param shared the shared GL state structure to contain the texture object
56 * \param name integer name for the texture object
57 * \param target either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,
58 * GL_TEXTURE_CUBE_MAP_ARB or GL_TEXTURE_RECTANGLE_NV. zero is ok for the sake
61 * \return pointer to new texture object.
63 struct gl_texture_object
*
64 _mesa_new_texture_object( GLcontext
*ctx
, GLuint name
, GLenum target
)
66 struct gl_texture_object
*obj
;
67 obj
= MALLOC_STRUCT(gl_texture_object
);
68 _mesa_initialize_texture_object(obj
, name
, target
);
74 * Initialize a texture object to default values.
75 * \param obj the texture object
76 * \param name the texture name
77 * \param target the texture target
80 _mesa_initialize_texture_object( struct gl_texture_object
*obj
,
81 GLuint name
, GLenum target
)
84 target
== GL_TEXTURE_1D
||
85 target
== GL_TEXTURE_2D
||
86 target
== GL_TEXTURE_3D
||
87 target
== GL_TEXTURE_CUBE_MAP_ARB
||
88 target
== GL_TEXTURE_RECTANGLE_NV
);
90 /* init the non-zero fields */
91 _glthread_INIT_MUTEX(obj
->Mutex
);
92 _mesa_bzero(obj
, sizeof(*obj
));
97 if (target
== GL_TEXTURE_RECTANGLE_NV
) {
98 obj
->WrapS
= GL_CLAMP_TO_EDGE
;
99 obj
->WrapT
= GL_CLAMP_TO_EDGE
;
100 obj
->WrapR
= GL_CLAMP_TO_EDGE
;
101 obj
->MinFilter
= GL_LINEAR
;
104 obj
->WrapS
= GL_REPEAT
;
105 obj
->WrapT
= GL_REPEAT
;
106 obj
->WrapR
= GL_REPEAT
;
107 obj
->MinFilter
= GL_NEAREST_MIPMAP_LINEAR
;
109 obj
->MagFilter
= GL_LINEAR
;
110 obj
->MinLod
= -1000.0;
111 obj
->MaxLod
= 1000.0;
114 obj
->MaxLevel
= 1000;
115 obj
->MaxAnisotropy
= 1.0;
116 obj
->CompareFlag
= GL_FALSE
; /* SGIX_shadow */
117 obj
->CompareOperator
= GL_TEXTURE_LEQUAL_R_SGIX
; /* SGIX_shadow */
118 obj
->CompareMode
= GL_NONE
; /* ARB_shadow */
119 obj
->CompareFunc
= GL_LEQUAL
; /* ARB_shadow */
120 obj
->DepthMode
= GL_LUMINANCE
; /* ARB_depth_texture */
121 obj
->ShadowAmbient
= 0.0F
; /* ARB/SGIX_shadow_ambient */
122 _mesa_init_colortable(&obj
->Palette
);
127 * Deallocate a texture object struct. It should have already been
128 * removed from the texture object pool.
130 * \param shared the shared GL state to which the object belongs.
131 * \param texOjb the texture object to delete.
134 _mesa_delete_texture_object( GLcontext
*ctx
, struct gl_texture_object
*texObj
)
142 _mesa_free_colortable_data(&texObj
->Palette
);
144 /* free the texture images */
145 for (i
= 0; i
< MAX_TEXTURE_LEVELS
; i
++) {
146 if (texObj
->Image
[i
]) {
147 _mesa_delete_texture_image( texObj
->Image
[i
] );
151 /* destroy the mutex -- it may have allocated memory (eg on bsd) */
152 _glthread_DESTROY_MUTEX(texObj
->Mutex
);
154 /* free this object */
160 * Add the given texture object to the texture object pool.
163 _mesa_save_texture_object( GLcontext
*ctx
, struct gl_texture_object
*texObj
)
165 /* insert into linked list */
166 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
167 texObj
->Next
= ctx
->Shared
->TexObjectList
;
168 ctx
->Shared
->TexObjectList
= texObj
;
169 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
171 if (texObj
->Name
> 0) {
172 /* insert into hash table */
173 _mesa_HashInsert(ctx
->Shared
->TexObjects
, texObj
->Name
, texObj
);
179 * Remove the given texture object from the texture object pool.
180 * Do not deallocate the texture object though.
183 _mesa_remove_texture_object( GLcontext
*ctx
, struct gl_texture_object
*texObj
)
185 struct gl_texture_object
*tprev
, *tcurr
;
187 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
189 /* unlink from the linked list */
191 tcurr
= ctx
->Shared
->TexObjectList
;
193 if (tcurr
== texObj
) {
195 tprev
->Next
= texObj
->Next
;
198 ctx
->Shared
->TexObjectList
= texObj
->Next
;
206 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
208 if (texObj
->Name
> 0) {
209 /* remove from hash table */
210 _mesa_HashRemove(ctx
->Shared
->TexObjects
, texObj
->Name
);
215 * Copy texture object state from one texture object to another.
217 * \param dest destination texture object.
218 * \param src source texture object.
221 _mesa_copy_texture_object( struct gl_texture_object
*dest
,
222 const struct gl_texture_object
*src
)
224 dest
->Name
= src
->Name
;
225 dest
->Priority
= src
->Priority
;
226 dest
->BorderColor
[0] = src
->BorderColor
[0];
227 dest
->BorderColor
[1] = src
->BorderColor
[1];
228 dest
->BorderColor
[2] = src
->BorderColor
[2];
229 dest
->BorderColor
[3] = src
->BorderColor
[3];
230 dest
->WrapS
= src
->WrapS
;
231 dest
->WrapT
= src
->WrapT
;
232 dest
->WrapR
= src
->WrapR
;
233 dest
->MinFilter
= src
->MinFilter
;
234 dest
->MagFilter
= src
->MagFilter
;
235 dest
->MinLod
= src
->MinLod
;
236 dest
->MaxLod
= src
->MaxLod
;
237 dest
->LodBias
= src
->LodBias
;
238 dest
->BaseLevel
= src
->BaseLevel
;
239 dest
->MaxLevel
= src
->MaxLevel
;
240 dest
->MaxAnisotropy
= src
->MaxAnisotropy
;
241 dest
->CompareFlag
= src
->CompareFlag
;
242 dest
->CompareOperator
= src
->CompareOperator
;
243 dest
->ShadowAmbient
= src
->ShadowAmbient
;
244 dest
->CompareMode
= src
->CompareMode
;
245 dest
->CompareFunc
= src
->CompareFunc
;
246 dest
->DepthMode
= src
->DepthMode
;
247 dest
->_MaxLevel
= src
->_MaxLevel
;
248 dest
->_MaxLambda
= src
->_MaxLambda
;
249 dest
->GenerateMipmap
= src
->GenerateMipmap
;
250 dest
->Palette
= src
->Palette
;
251 dest
->Complete
= src
->Complete
;
252 dest
->_IsPowerOfTwo
= src
->_IsPowerOfTwo
;
257 * Report why a texture object is incomplete.
259 * \param t texture object.
260 * \param why string describing why it's incomplete.
262 * \note For debug purposes only.
266 incomplete(const struct gl_texture_object
*t
, const char *why
)
268 _mesa_printf("Texture Obj %d incomplete because: %s\n", t
->Name
, why
);
271 #define incomplete(t, why)
276 * Examine a texture object to determine if it is complete.
278 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
281 * \param ctx GL context.
282 * \param t texture object.
284 * According to the texture target, verifies that each of the mipmaps is
285 * present and has the expected size.
288 _mesa_test_texobj_completeness( const GLcontext
*ctx
,
289 struct gl_texture_object
*t
)
291 const GLint baseLevel
= t
->BaseLevel
;
292 GLint maxLog2
= 0, maxLevels
= 0;
294 t
->Complete
= GL_TRUE
; /* be optimistic */
295 t
->_IsPowerOfTwo
= GL_TRUE
; /* may be set FALSE below */
297 /* Always need the base level image */
298 if (!t
->Image
[baseLevel
]) {
300 sprintf(s
, "obj %p (%d) Image[baseLevel=%d] == NULL",
301 (void *) t
, t
->Name
, baseLevel
);
303 t
->Complete
= GL_FALSE
;
307 /* Check width/height/depth for zero */
308 if (t
->Image
[baseLevel
]->Width
== 0 ||
309 t
->Image
[baseLevel
]->Height
== 0 ||
310 t
->Image
[baseLevel
]->Depth
== 0) {
311 incomplete(t
, "texture width = 0");
312 t
->Complete
= GL_FALSE
;
316 /* Compute _MaxLevel */
317 if (t
->Target
== GL_TEXTURE_1D
) {
318 maxLog2
= t
->Image
[baseLevel
]->WidthLog2
;
319 maxLevels
= ctx
->Const
.MaxTextureLevels
;
321 else if (t
->Target
== GL_TEXTURE_2D
) {
322 maxLog2
= MAX2(t
->Image
[baseLevel
]->WidthLog2
,
323 t
->Image
[baseLevel
]->HeightLog2
);
324 maxLevels
= ctx
->Const
.MaxTextureLevels
;
326 else if (t
->Target
== GL_TEXTURE_3D
) {
327 GLint max
= MAX2(t
->Image
[baseLevel
]->WidthLog2
,
328 t
->Image
[baseLevel
]->HeightLog2
);
329 maxLog2
= MAX2(max
, (GLint
)(t
->Image
[baseLevel
]->DepthLog2
));
330 maxLevels
= ctx
->Const
.Max3DTextureLevels
;
332 else if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
333 maxLog2
= MAX2(t
->Image
[baseLevel
]->WidthLog2
,
334 t
->Image
[baseLevel
]->HeightLog2
);
335 maxLevels
= ctx
->Const
.MaxCubeTextureLevels
;
337 else if (t
->Target
== GL_TEXTURE_RECTANGLE_NV
) {
338 maxLog2
= 0; /* not applicable */
339 maxLevels
= 1; /* no mipmapping */
342 _mesa_problem(ctx
, "Bad t->Target in _mesa_test_texobj_completeness");
346 ASSERT(maxLevels
> 0);
348 t
->_MaxLevel
= baseLevel
+ maxLog2
;
349 t
->_MaxLevel
= MIN2(t
->_MaxLevel
, t
->MaxLevel
);
350 t
->_MaxLevel
= MIN2(t
->_MaxLevel
, maxLevels
- 1);
352 /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
353 t
->_MaxLambda
= (GLfloat
) (t
->_MaxLevel
- t
->BaseLevel
);
355 if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
356 /* make sure that all six cube map level 0 images are the same size */
357 const GLuint w
= t
->Image
[baseLevel
]->Width2
;
358 const GLuint h
= t
->Image
[baseLevel
]->Height2
;
359 if (!t
->NegX
[baseLevel
] ||
360 t
->NegX
[baseLevel
]->Width2
!= w
||
361 t
->NegX
[baseLevel
]->Height2
!= h
||
362 !t
->PosY
[baseLevel
] ||
363 t
->PosY
[baseLevel
]->Width2
!= w
||
364 t
->PosY
[baseLevel
]->Height2
!= h
||
365 !t
->NegY
[baseLevel
] ||
366 t
->NegY
[baseLevel
]->Width2
!= w
||
367 t
->NegY
[baseLevel
]->Height2
!= h
||
368 !t
->PosZ
[baseLevel
] ||
369 t
->PosZ
[baseLevel
]->Width2
!= w
||
370 t
->PosZ
[baseLevel
]->Height2
!= h
||
371 !t
->NegZ
[baseLevel
] ||
372 t
->NegZ
[baseLevel
]->Width2
!= w
||
373 t
->NegZ
[baseLevel
]->Height2
!= h
) {
374 t
->Complete
= GL_FALSE
;
375 incomplete(t
, "Non-quare cubemap image");
380 /* check for non power of two */
381 if (!t
->Image
[baseLevel
]->_IsPowerOfTwo
) {
382 t
->_IsPowerOfTwo
= GL_FALSE
;
385 /* extra checking for mipmaps */
386 if (t
->MinFilter
!= GL_NEAREST
&& t
->MinFilter
!= GL_LINEAR
) {
388 * Mipmapping: determine if we have a complete set of mipmaps
391 GLint minLevel
= baseLevel
;
392 GLint maxLevel
= t
->_MaxLevel
;
394 if (minLevel
> maxLevel
) {
395 t
->Complete
= GL_FALSE
;
396 incomplete(t
, "minLevel > maxLevel");
400 /* Test dimension-independent attributes */
401 for (i
= minLevel
; i
<= maxLevel
; i
++) {
403 if (t
->Image
[i
]->TexFormat
!= t
->Image
[baseLevel
]->TexFormat
) {
404 t
->Complete
= GL_FALSE
;
405 incomplete(t
, "Format[i] != Format[baseLevel]");
408 if (t
->Image
[i
]->Border
!= t
->Image
[baseLevel
]->Border
) {
409 t
->Complete
= GL_FALSE
;
410 incomplete(t
, "Border[i] != Border[baseLevel]");
416 /* Test things which depend on number of texture image dimensions */
417 if (t
->Target
== GL_TEXTURE_1D
) {
418 /* Test 1-D mipmaps */
419 GLuint width
= t
->Image
[baseLevel
]->Width2
;
420 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
424 if (i
>= minLevel
&& i
<= maxLevel
) {
426 t
->Complete
= GL_FALSE
;
427 incomplete(t
, "1D Image[i] == NULL");
430 if (t
->Image
[i
]->Width2
!= width
) {
431 t
->Complete
= GL_FALSE
;
432 incomplete(t
, "1D Image[i] bad width");
437 return; /* found smallest needed mipmap, all done! */
441 else if (t
->Target
== GL_TEXTURE_2D
) {
442 /* Test 2-D mipmaps */
443 GLuint width
= t
->Image
[baseLevel
]->Width2
;
444 GLuint height
= t
->Image
[baseLevel
]->Height2
;
445 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
452 if (i
>= minLevel
&& i
<= maxLevel
) {
454 t
->Complete
= GL_FALSE
;
455 incomplete(t
, "2D Image[i] == NULL");
458 if (t
->Image
[i
]->Width2
!= width
) {
459 t
->Complete
= GL_FALSE
;
460 incomplete(t
, "2D Image[i] bad width");
463 if (t
->Image
[i
]->Height2
!= height
) {
464 t
->Complete
= GL_FALSE
;
465 incomplete(t
, "2D Image[i] bad height");
468 if (width
==1 && height
==1) {
469 return; /* found smallest needed mipmap, all done! */
474 else if (t
->Target
== GL_TEXTURE_3D
) {
475 /* Test 3-D mipmaps */
476 GLuint width
= t
->Image
[baseLevel
]->Width2
;
477 GLuint height
= t
->Image
[baseLevel
]->Height2
;
478 GLuint depth
= t
->Image
[baseLevel
]->Depth2
;
479 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
489 if (i
>= minLevel
&& i
<= maxLevel
) {
491 incomplete(t
, "3D Image[i] == NULL");
492 t
->Complete
= GL_FALSE
;
495 if (t
->Image
[i
]->Format
== GL_DEPTH_COMPONENT
) {
496 t
->Complete
= GL_FALSE
;
497 incomplete(t
, "GL_DEPTH_COMPONENT only works with 1/2D tex");
500 if (t
->Image
[i
]->Width2
!= width
) {
501 t
->Complete
= GL_FALSE
;
502 incomplete(t
, "3D Image[i] bad width");
505 if (t
->Image
[i
]->Height2
!= height
) {
506 t
->Complete
= GL_FALSE
;
507 incomplete(t
, "3D Image[i] bad height");
510 if (t
->Image
[i
]->Depth2
!= depth
) {
511 t
->Complete
= GL_FALSE
;
512 incomplete(t
, "3D Image[i] bad depth");
516 if (width
== 1 && height
== 1 && depth
== 1) {
517 return; /* found smallest needed mipmap, all done! */
521 else if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
522 /* make sure 6 cube faces are consistant */
523 GLuint width
= t
->Image
[baseLevel
]->Width2
;
524 GLuint height
= t
->Image
[baseLevel
]->Height2
;
525 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
532 if (i
>= minLevel
&& i
<= maxLevel
) {
533 /* check that we have images defined */
534 if (!t
->Image
[i
] || !t
->NegX
[i
] ||
535 !t
->PosY
[i
] || !t
->NegY
[i
] ||
536 !t
->PosZ
[i
] || !t
->NegZ
[i
]) {
537 t
->Complete
= GL_FALSE
;
538 incomplete(t
, "CubeMap Image[i] == NULL");
541 /* Don't support GL_DEPTH_COMPONENT for cube maps */
542 if (t
->Image
[i
]->Format
== GL_DEPTH_COMPONENT
) {
543 t
->Complete
= GL_FALSE
;
544 incomplete(t
, "GL_DEPTH_COMPONENT only works with 1/2D tex");
547 /* check that all six images have same size */
548 if (t
->NegX
[i
]->Width2
!=width
|| t
->NegX
[i
]->Height2
!=height
||
549 t
->PosY
[i
]->Width2
!=width
|| t
->PosY
[i
]->Height2
!=height
||
550 t
->NegY
[i
]->Width2
!=width
|| t
->NegY
[i
]->Height2
!=height
||
551 t
->PosZ
[i
]->Width2
!=width
|| t
->PosZ
[i
]->Height2
!=height
||
552 t
->NegZ
[i
]->Width2
!=width
|| t
->NegZ
[i
]->Height2
!=height
) {
553 t
->Complete
= GL_FALSE
;
554 incomplete(t
, "CubeMap Image[i] bad size");
558 if (width
== 1 && height
== 1) {
559 return; /* found smallest needed mipmap, all done! */
563 else if (t
->Target
== GL_TEXTURE_RECTANGLE_NV
) {
564 /* XXX special checking? */
568 _mesa_problem(ctx
, "Bug in gl_test_texture_object_completeness\n");
576 /***********************************************************************/
577 /** \name API functions */
581 * Texture name generation lock.
583 * Used by _mesa_GenTextures() to guarantee that the generation and allocation
584 * of texture IDs is atomic.
586 _glthread_DECLARE_STATIC_MUTEX(GenTexturesLock
);
589 * Generate texture names.
591 * \param n number of texture names to be generated.
592 * \param texName an array in which will hold the generated texture names.
594 * \sa glGenTextures().
596 * While holding the GenTexturesLock lock, calls _mesa_HashFindFreeKeyBlock()
597 * to find a block of free texture IDs which are stored in \p texName.
598 * Corresponding empty texture objects are also generated.
601 _mesa_GenTextures( GLsizei n
, GLuint
*texName
)
603 GET_CURRENT_CONTEXT(ctx
);
606 ASSERT_OUTSIDE_BEGIN_END(ctx
);
609 _mesa_error( ctx
, GL_INVALID_VALUE
, "glGenTextures" );
617 * This must be atomic (generation and allocation of texture IDs)
619 _glthread_LOCK_MUTEX(GenTexturesLock
);
621 first
= _mesa_HashFindFreeKeyBlock(ctx
->Shared
->TexObjects
, n
);
623 /* Allocate new, empty texture objects */
624 for (i
= 0; i
< n
; i
++) {
625 struct gl_texture_object
*texObj
;
626 GLuint name
= first
+ i
;
628 texObj
= (*ctx
->Driver
.NewTextureObject
)( ctx
, name
, target
);
630 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glGenTextures");
633 _mesa_save_texture_object(ctx
, texObj
);
637 _glthread_UNLOCK_MUTEX(GenTexturesLock
);
641 * Delete named textures.
643 * \param n number of textures to be deleted.
644 * \param texName array of textures names to be deleted.
646 * \sa glDeleteTextures().
648 * For each texture checks if its bound to any of the texture units, unbinding
649 * it and decrementing the reference count if so. If the texture reference
650 * count is zero, delete its object.
653 _mesa_DeleteTextures( GLsizei n
, const GLuint
*texName
)
655 GET_CURRENT_CONTEXT(ctx
);
657 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
); /* too complex */
663 if (texName
[i
] > 0) {
664 struct gl_texture_object
*delObj
= (struct gl_texture_object
*)
665 _mesa_HashLookup(ctx
->Shared
->TexObjects
, texName
[i
]);
667 /* First check if this texture is currently bound.
668 * If so, unbind it and decrement the reference count.
671 for (u
= 0; u
< MAX_TEXTURE_IMAGE_UNITS
; u
++) {
672 struct gl_texture_unit
*unit
= &ctx
->Texture
.Unit
[u
];
673 if (delObj
== unit
->Current1D
) {
674 unit
->Current1D
= ctx
->Shared
->Default1D
;
675 ctx
->Shared
->Default1D
->RefCount
++;
677 if (delObj
== unit
->_Current
)
678 unit
->_Current
= unit
->Current1D
;
680 else if (delObj
== unit
->Current2D
) {
681 unit
->Current2D
= ctx
->Shared
->Default2D
;
682 ctx
->Shared
->Default2D
->RefCount
++;
684 if (delObj
== unit
->_Current
)
685 unit
->_Current
= unit
->Current2D
;
687 else if (delObj
== unit
->Current3D
) {
688 unit
->Current3D
= ctx
->Shared
->Default3D
;
689 ctx
->Shared
->Default3D
->RefCount
++;
691 if (delObj
== unit
->_Current
)
692 unit
->_Current
= unit
->Current3D
;
694 else if (delObj
== unit
->CurrentCubeMap
) {
695 unit
->CurrentCubeMap
= ctx
->Shared
->DefaultCubeMap
;
696 ctx
->Shared
->DefaultCubeMap
->RefCount
++;
698 if (delObj
== unit
->_Current
)
699 unit
->_Current
= unit
->CurrentCubeMap
;
701 else if (delObj
== unit
->CurrentRect
) {
702 unit
->CurrentRect
= ctx
->Shared
->DefaultRect
;
703 ctx
->Shared
->DefaultRect
->RefCount
++;
705 if (delObj
== unit
->_Current
)
706 unit
->_Current
= unit
->CurrentRect
;
709 ctx
->NewState
|= _NEW_TEXTURE
;
711 /* Decrement reference count and delete if zero */
713 ASSERT(delObj
->RefCount
>= 0);
715 if (delObj
->RefCount
== 0) {
716 ASSERT(delObj
->Name
!= 0);
717 _mesa_remove_texture_object(ctx
, delObj
);
718 ASSERT(ctx
->Driver
.DeleteTexture
);
719 (*ctx
->Driver
.DeleteTexture
)(ctx
, delObj
);
727 * Bind a named texture to a texturing target.
729 * \param target texture target.
730 * \param texName texture name.
732 * \sa glBindTexture().
734 * Determines the old texture object bound and returns immediately if rebinding
735 * the same texture. Get the current texture which is either a default texture
736 * if name is null, a named texture from the hash, or a new texture if the
737 * given texture name is new. Increments its reference count, binds it, and
738 * calls dd_function_table::BindTexture. Decrements the old texture reference
739 * count and deletes it if it reaches zero.
742 _mesa_BindTexture( GLenum target
, GLuint texName
)
744 GET_CURRENT_CONTEXT(ctx
);
745 GLuint unit
= ctx
->Texture
.CurrentUnit
;
746 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[unit
];
747 struct gl_texture_object
*oldTexObj
;
748 struct gl_texture_object
*newTexObj
= 0;
749 ASSERT_OUTSIDE_BEGIN_END(ctx
);
751 if (MESA_VERBOSE
& (VERBOSE_API
|VERBOSE_TEXTURE
))
752 _mesa_debug(ctx
, "glBindTexture %s %d\n",
753 _mesa_lookup_enum_by_nr(target
), (GLint
) texName
);
757 oldTexObj
= texUnit
->Current1D
;
760 oldTexObj
= texUnit
->Current2D
;
763 oldTexObj
= texUnit
->Current3D
;
765 case GL_TEXTURE_CUBE_MAP_ARB
:
766 if (!ctx
->Extensions
.ARB_texture_cube_map
) {
767 _mesa_error( ctx
, GL_INVALID_ENUM
, "glBindTexture(target)" );
770 oldTexObj
= texUnit
->CurrentCubeMap
;
772 case GL_TEXTURE_RECTANGLE_NV
:
773 if (!ctx
->Extensions
.NV_texture_rectangle
) {
774 _mesa_error( ctx
, GL_INVALID_ENUM
, "glBindTexture(target)" );
777 oldTexObj
= texUnit
->CurrentRect
;
780 _mesa_error( ctx
, GL_INVALID_ENUM
, "glBindTexture(target)" );
784 if (oldTexObj
->Name
== texName
)
785 return; /* rebinding the same texture- no change */
788 * Get pointer to new texture object (newTexObj)
791 /* newTexObj = a default texture object */
794 newTexObj
= ctx
->Shared
->Default1D
;
797 newTexObj
= ctx
->Shared
->Default2D
;
800 newTexObj
= ctx
->Shared
->Default3D
;
802 case GL_TEXTURE_CUBE_MAP_ARB
:
803 newTexObj
= ctx
->Shared
->DefaultCubeMap
;
805 case GL_TEXTURE_RECTANGLE_NV
:
806 newTexObj
= ctx
->Shared
->DefaultRect
;
809 ; /* Bad targets are caught above */
813 /* non-default texture object */
814 const struct _mesa_HashTable
*hash
= ctx
->Shared
->TexObjects
;
815 newTexObj
= (struct gl_texture_object
*) _mesa_HashLookup(hash
, texName
);
818 if (newTexObj
->Target
!= 0 && newTexObj
->Target
!= target
) {
819 /* the named texture object's dimensions don't match the target */
820 _mesa_error( ctx
, GL_INVALID_OPERATION
,
821 "glBindTexture(wrong dimensionality)" );
824 if (newTexObj
->Target
== 0 && target
== GL_TEXTURE_RECTANGLE_NV
) {
825 /* have to init wrap and filter state here - kind of klunky */
826 newTexObj
->WrapS
= GL_CLAMP_TO_EDGE
;
827 newTexObj
->WrapT
= GL_CLAMP_TO_EDGE
;
828 newTexObj
->WrapR
= GL_CLAMP_TO_EDGE
;
829 newTexObj
->MinFilter
= GL_LINEAR
;
833 /* if this is a new texture id, allocate a texture object now */
834 newTexObj
= (*ctx
->Driver
.NewTextureObject
)(ctx
, texName
, target
);
836 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glBindTexture");
839 _mesa_save_texture_object(ctx
, newTexObj
);
841 newTexObj
->Target
= target
;
844 newTexObj
->RefCount
++;
846 /* do the actual binding, but first flush outstanding vertices:
848 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
852 texUnit
->Current1D
= newTexObj
;
855 texUnit
->Current2D
= newTexObj
;
858 texUnit
->Current3D
= newTexObj
;
860 case GL_TEXTURE_CUBE_MAP_ARB
:
861 texUnit
->CurrentCubeMap
= newTexObj
;
863 case GL_TEXTURE_RECTANGLE_NV
:
864 texUnit
->CurrentRect
= newTexObj
;
867 _mesa_problem(ctx
, "bad target in BindTexture");
871 /* Pass BindTexture call to device driver */
872 if (ctx
->Driver
.BindTexture
)
873 (*ctx
->Driver
.BindTexture
)( ctx
, target
, newTexObj
);
875 oldTexObj
->RefCount
--;
876 assert(oldTexObj
->RefCount
>= 0);
877 if (oldTexObj
->RefCount
== 0) {
878 assert(oldTexObj
->Name
!= 0);
879 _mesa_remove_texture_object(ctx
, oldTexObj
);
880 ASSERT(ctx
->Driver
.DeleteTexture
);
881 (*ctx
->Driver
.DeleteTexture
)( ctx
, oldTexObj
);
886 * Set texture priorities.
888 * \param n number of textures.
889 * \param texName texture names.
890 * \param priorities corresponding texture priorities.
892 * \sa glPrioritizeTextures().
894 * Looks up each texture in the hash, clamps the corresponding priority between
895 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
898 _mesa_PrioritizeTextures( GLsizei n
, const GLuint
*texName
,
899 const GLclampf
*priorities
)
901 GET_CURRENT_CONTEXT(ctx
);
903 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
906 _mesa_error( ctx
, GL_INVALID_VALUE
, "glPrioritizeTextures" );
913 for (i
= 0; i
< n
; i
++) {
914 if (texName
[i
] > 0) {
915 struct gl_texture_object
*t
= (struct gl_texture_object
*)
916 _mesa_HashLookup(ctx
->Shared
->TexObjects
, texName
[i
]);
918 t
->Priority
= CLAMP( priorities
[i
], 0.0F
, 1.0F
);
919 if (ctx
->Driver
.PrioritizeTexture
)
920 ctx
->Driver
.PrioritizeTexture( ctx
, t
, t
->Priority
);
925 ctx
->NewState
|= _NEW_TEXTURE
;
929 * See if textures are loaded in texture memory.
931 * \param n number of textures to query.
932 * \param texName array with the texture names.
933 * \param residences array which will hold the residence status.
935 * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
937 * \sa glAreTexturesResident().
939 * Looks up each texture in the hash and calls
940 * dd_function_table::IsTextureResident.
943 _mesa_AreTexturesResident(GLsizei n
, const GLuint
*texName
,
944 GLboolean
*residences
)
946 GET_CURRENT_CONTEXT(ctx
);
947 GLboolean allResident
= GL_TRUE
;
949 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
952 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident(n)");
956 if (!texName
|| !residences
)
959 for (i
= 0; i
< n
; i
++) {
960 struct gl_texture_object
*t
;
961 if (texName
[i
] == 0) {
962 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident");
965 t
= (struct gl_texture_object
*)
966 _mesa_HashLookup(ctx
->Shared
->TexObjects
, texName
[i
]);
968 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident");
971 if (!ctx
->Driver
.IsTextureResident
||
972 ctx
->Driver
.IsTextureResident(ctx
, t
)) {
973 /* The texture is resident */
975 residences
[i
] = GL_TRUE
;
978 /* The texture is not resident */
980 allResident
= GL_FALSE
;
981 for (j
= 0; j
< i
; j
++)
982 residences
[j
] = GL_TRUE
;
984 residences
[i
] = GL_FALSE
;
992 * See if a name corresponds to a texture.
994 * \param texture texture name.
996 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
1001 * Calls _mesa_HashLookup().
1003 GLboolean GLAPIENTRY
1004 _mesa_IsTexture( GLuint texture
)
1006 GET_CURRENT_CONTEXT(ctx
);
1007 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
1008 return texture
> 0 && _mesa_HashLookup(ctx
->Shared
->TexObjects
, texture
);