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"
32 #include "bufferobj.h"
45 #include "program/prog_instruction.h"
49 /**********************************************************************/
50 /** \name Internal functions */
55 * Return the gl_texture_object for a given ID.
57 struct gl_texture_object
*
58 _mesa_lookup_texture(struct gl_context
*ctx
, GLuint id
)
60 return (struct gl_texture_object
*)
61 _mesa_HashLookup(ctx
->Shared
->TexObjects
, id
);
67 * Allocate and initialize a new texture object. But don't put it into the
68 * texture object hash table.
70 * Called via ctx->Driver.NewTextureObject, unless overridden by a device
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
79 * \return pointer to new texture object.
81 struct gl_texture_object
*
82 _mesa_new_texture_object( struct gl_context
*ctx
, GLuint name
, GLenum target
)
84 struct gl_texture_object
*obj
;
86 obj
= MALLOC_STRUCT(gl_texture_object
);
87 _mesa_initialize_texture_object(obj
, name
, target
);
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
99 _mesa_initialize_texture_object( struct gl_texture_object
*obj
,
100 GLuint name
, GLenum target
)
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_BUFFER
);
112 memset(obj
, 0, sizeof(*obj
));
113 /* init the non-zero fields */
114 _glthread_INIT_MUTEX(obj
->Mutex
);
117 obj
->Target
= target
;
118 obj
->Priority
= 1.0F
;
120 obj
->MaxLevel
= 1000;
123 if (target
== GL_TEXTURE_RECTANGLE_NV
) {
124 obj
->Sampler
.WrapS
= GL_CLAMP_TO_EDGE
;
125 obj
->Sampler
.WrapT
= GL_CLAMP_TO_EDGE
;
126 obj
->Sampler
.WrapR
= GL_CLAMP_TO_EDGE
;
127 obj
->Sampler
.MinFilter
= GL_LINEAR
;
130 obj
->Sampler
.WrapS
= GL_REPEAT
;
131 obj
->Sampler
.WrapT
= GL_REPEAT
;
132 obj
->Sampler
.WrapR
= GL_REPEAT
;
133 obj
->Sampler
.MinFilter
= GL_NEAREST_MIPMAP_LINEAR
;
135 obj
->Sampler
.MagFilter
= GL_LINEAR
;
136 obj
->Sampler
.MinLod
= -1000.0;
137 obj
->Sampler
.MaxLod
= 1000.0;
138 obj
->Sampler
.LodBias
= 0.0;
139 obj
->Sampler
.MaxAnisotropy
= 1.0;
140 obj
->Sampler
.CompareMode
= GL_NONE
; /* ARB_shadow */
141 obj
->Sampler
.CompareFunc
= GL_LEQUAL
; /* ARB_shadow */
142 obj
->Sampler
.CompareFailValue
= 0.0F
; /* ARB_shadow_ambient */
143 obj
->Sampler
.DepthMode
= GL_LUMINANCE
; /* ARB_depth_texture */
144 obj
->Sampler
.CubeMapSeamless
= GL_FALSE
;
145 obj
->Swizzle
[0] = GL_RED
;
146 obj
->Swizzle
[1] = GL_GREEN
;
147 obj
->Swizzle
[2] = GL_BLUE
;
148 obj
->Swizzle
[3] = GL_ALPHA
;
149 obj
->_Swizzle
= SWIZZLE_NOOP
;
150 obj
->Sampler
.sRGBDecode
= GL_DECODE_EXT
;
155 * Some texture initialization can't be finished until we know which
156 * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
159 finish_texture_init(struct gl_context
*ctx
, GLenum target
,
160 struct gl_texture_object
*obj
)
162 assert(obj
->Target
== 0);
164 if (target
== GL_TEXTURE_RECTANGLE_NV
) {
165 /* have to init wrap and filter state here - kind of klunky */
166 obj
->Sampler
.WrapS
= GL_CLAMP_TO_EDGE
;
167 obj
->Sampler
.WrapT
= GL_CLAMP_TO_EDGE
;
168 obj
->Sampler
.WrapR
= GL_CLAMP_TO_EDGE
;
169 obj
->Sampler
.MinFilter
= GL_LINEAR
;
170 if (ctx
->Driver
.TexParameter
) {
171 static const GLfloat fparam_wrap
[1] = {(GLfloat
) GL_CLAMP_TO_EDGE
};
172 static const GLfloat fparam_filter
[1] = {(GLfloat
) GL_LINEAR
};
173 ctx
->Driver
.TexParameter(ctx
, target
, obj
, GL_TEXTURE_WRAP_S
, fparam_wrap
);
174 ctx
->Driver
.TexParameter(ctx
, target
, obj
, GL_TEXTURE_WRAP_T
, fparam_wrap
);
175 ctx
->Driver
.TexParameter(ctx
, target
, obj
, GL_TEXTURE_WRAP_R
, fparam_wrap
);
176 ctx
->Driver
.TexParameter(ctx
, target
, obj
, GL_TEXTURE_MIN_FILTER
, fparam_filter
);
183 * Deallocate a texture object struct. It should have already been
184 * removed from the texture object pool.
185 * Called via ctx->Driver.DeleteTexture() if not overriden by a driver.
187 * \param shared the shared GL state to which the object belongs.
188 * \param texObj the texture object to delete.
191 _mesa_delete_texture_object(struct gl_context
*ctx
,
192 struct gl_texture_object
*texObj
)
196 /* Set Target to an invalid value. With some assertions elsewhere
197 * we can try to detect possible use of deleted textures.
199 texObj
->Target
= 0x99;
201 _mesa_free_colortable_data(&texObj
->Palette
);
203 /* free the texture images */
204 for (face
= 0; face
< 6; face
++) {
205 for (i
= 0; i
< MAX_TEXTURE_LEVELS
; i
++) {
206 if (texObj
->Image
[face
][i
]) {
207 _mesa_delete_texture_image( ctx
, texObj
->Image
[face
][i
] );
212 _mesa_reference_buffer_object(ctx
, &texObj
->BufferObject
, NULL
);
214 /* destroy the mutex -- it may have allocated memory (eg on bsd) */
215 _glthread_DESTROY_MUTEX(texObj
->Mutex
);
217 /* free this object */
224 * Copy texture object state from one texture object to another.
225 * Use for glPush/PopAttrib.
227 * \param dest destination texture object.
228 * \param src source texture object.
231 _mesa_copy_texture_object( struct gl_texture_object
*dest
,
232 const struct gl_texture_object
*src
)
234 dest
->Target
= src
->Target
;
235 dest
->Name
= src
->Name
;
236 dest
->Priority
= src
->Priority
;
237 dest
->Sampler
.BorderColor
.f
[0] = src
->Sampler
.BorderColor
.f
[0];
238 dest
->Sampler
.BorderColor
.f
[1] = src
->Sampler
.BorderColor
.f
[1];
239 dest
->Sampler
.BorderColor
.f
[2] = src
->Sampler
.BorderColor
.f
[2];
240 dest
->Sampler
.BorderColor
.f
[3] = src
->Sampler
.BorderColor
.f
[3];
241 dest
->Sampler
.WrapS
= src
->Sampler
.WrapS
;
242 dest
->Sampler
.WrapT
= src
->Sampler
.WrapT
;
243 dest
->Sampler
.WrapR
= src
->Sampler
.WrapR
;
244 dest
->Sampler
.MinFilter
= src
->Sampler
.MinFilter
;
245 dest
->Sampler
.MagFilter
= src
->Sampler
.MagFilter
;
246 dest
->Sampler
.MinLod
= src
->Sampler
.MinLod
;
247 dest
->Sampler
.MaxLod
= src
->Sampler
.MaxLod
;
248 dest
->Sampler
.LodBias
= src
->Sampler
.LodBias
;
249 dest
->BaseLevel
= src
->BaseLevel
;
250 dest
->MaxLevel
= src
->MaxLevel
;
251 dest
->Sampler
.MaxAnisotropy
= src
->Sampler
.MaxAnisotropy
;
252 dest
->Sampler
.CompareMode
= src
->Sampler
.CompareMode
;
253 dest
->Sampler
.CompareFunc
= src
->Sampler
.CompareFunc
;
254 dest
->Sampler
.CompareFailValue
= src
->Sampler
.CompareFailValue
;
255 dest
->Sampler
.CubeMapSeamless
= src
->Sampler
.CubeMapSeamless
;
256 dest
->Sampler
.DepthMode
= src
->Sampler
.DepthMode
;
257 dest
->_MaxLevel
= src
->_MaxLevel
;
258 dest
->_MaxLambda
= src
->_MaxLambda
;
259 dest
->GenerateMipmap
= src
->GenerateMipmap
;
260 dest
->Palette
= src
->Palette
;
261 dest
->_Complete
= src
->_Complete
;
262 COPY_4V(dest
->Swizzle
, src
->Swizzle
);
263 dest
->_Swizzle
= src
->_Swizzle
;
268 * Free all texture images of the given texture object.
270 * \param ctx GL context.
271 * \param t texture object.
273 * \sa _mesa_clear_texture_image().
276 _mesa_clear_texture_object(struct gl_context
*ctx
,
277 struct gl_texture_object
*texObj
)
281 if (texObj
->Target
== 0)
284 for (i
= 0; i
< MAX_FACES
; i
++) {
285 for (j
= 0; j
< MAX_TEXTURE_LEVELS
; j
++) {
286 struct gl_texture_image
*texImage
= texObj
->Image
[i
][j
];
288 _mesa_clear_texture_image(ctx
, texImage
);
295 * Check if the given texture object is valid by examining its Target field.
296 * For debugging only.
299 valid_texture_object(const struct gl_texture_object
*tex
)
301 switch (tex
->Target
) {
306 case GL_TEXTURE_CUBE_MAP_ARB
:
307 case GL_TEXTURE_RECTANGLE_NV
:
308 case GL_TEXTURE_1D_ARRAY_EXT
:
309 case GL_TEXTURE_2D_ARRAY_EXT
:
310 case GL_TEXTURE_BUFFER
:
313 _mesa_problem(NULL
, "invalid reference to a deleted texture object");
316 _mesa_problem(NULL
, "invalid texture object Target 0x%x, Id = %u",
317 tex
->Target
, tex
->Name
);
324 * Reference (or unreference) a texture object.
325 * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
326 * If 'tex' is non-null, increment its refcount.
329 _mesa_reference_texobj(struct gl_texture_object
**ptr
,
330 struct gl_texture_object
*tex
)
339 /* Unreference the old texture */
340 GLboolean deleteFlag
= GL_FALSE
;
341 struct gl_texture_object
*oldTex
= *ptr
;
343 ASSERT(valid_texture_object(oldTex
));
344 (void) valid_texture_object
; /* silence warning in release builds */
346 _glthread_LOCK_MUTEX(oldTex
->Mutex
);
347 ASSERT(oldTex
->RefCount
> 0);
350 deleteFlag
= (oldTex
->RefCount
== 0);
351 _glthread_UNLOCK_MUTEX(oldTex
->Mutex
);
354 GET_CURRENT_CONTEXT(ctx
);
356 ctx
->Driver
.DeleteTexture(ctx
, oldTex
);
358 _mesa_problem(NULL
, "Unable to delete texture, no context");
366 /* reference new texture */
367 ASSERT(valid_texture_object(tex
));
368 _glthread_LOCK_MUTEX(tex
->Mutex
);
369 if (tex
->RefCount
== 0) {
370 /* this texture's being deleted (look just above) */
371 /* Not sure this can every really happen. Warn if it does. */
372 _mesa_problem(NULL
, "referencing deleted texture object");
379 _glthread_UNLOCK_MUTEX(tex
->Mutex
);
386 * Mark a texture object as incomplete.
387 * \param t texture object
388 * \param fmt... string describing why it's incomplete (for debugging).
391 incomplete(struct gl_texture_object
*t
, const char *fmt
, ...)
398 vsnprintf(s
, sizeof(s
), fmt
, args
);
401 printf("Texture Obj %d incomplete because: %s\n", t
->Name
, s
);
403 t
->_Complete
= GL_FALSE
;
408 * Examine a texture object to determine if it is complete.
410 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
413 * \param ctx GL context.
414 * \param t texture object.
416 * According to the texture target, verifies that each of the mipmaps is
417 * present and has the expected size.
420 _mesa_test_texobj_completeness( const struct gl_context
*ctx
,
421 struct gl_texture_object
*t
)
423 const GLint baseLevel
= t
->BaseLevel
;
424 GLint maxLog2
= 0, maxLevels
= 0;
426 t
->_Complete
= GL_TRUE
; /* be optimistic */
428 /* Detect cases where the application set the base level to an invalid
431 if ((baseLevel
< 0) || (baseLevel
>= MAX_TEXTURE_LEVELS
)) {
432 incomplete(t
, "base level = %d is invalid", baseLevel
);
436 /* Always need the base level image */
437 if (!t
->Image
[0][baseLevel
]) {
438 incomplete(t
, "Image[baseLevel=%d] == NULL", baseLevel
);
442 /* Check width/height/depth for zero */
443 if (t
->Image
[0][baseLevel
]->Width
== 0 ||
444 t
->Image
[0][baseLevel
]->Height
== 0 ||
445 t
->Image
[0][baseLevel
]->Depth
== 0) {
446 incomplete(t
, "texture width = 0");
450 /* Compute _MaxLevel */
451 if ((t
->Target
== GL_TEXTURE_1D
) ||
452 (t
->Target
== GL_TEXTURE_1D_ARRAY_EXT
)) {
453 maxLog2
= t
->Image
[0][baseLevel
]->WidthLog2
;
454 maxLevels
= ctx
->Const
.MaxTextureLevels
;
456 else if ((t
->Target
== GL_TEXTURE_2D
) ||
457 (t
->Target
== GL_TEXTURE_2D_ARRAY_EXT
)) {
458 maxLog2
= MAX2(t
->Image
[0][baseLevel
]->WidthLog2
,
459 t
->Image
[0][baseLevel
]->HeightLog2
);
460 maxLevels
= ctx
->Const
.MaxTextureLevels
;
462 else if (t
->Target
== GL_TEXTURE_3D
) {
463 GLint max
= MAX2(t
->Image
[0][baseLevel
]->WidthLog2
,
464 t
->Image
[0][baseLevel
]->HeightLog2
);
465 maxLog2
= MAX2(max
, (GLint
)(t
->Image
[0][baseLevel
]->DepthLog2
));
466 maxLevels
= ctx
->Const
.Max3DTextureLevels
;
468 else if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
469 maxLog2
= MAX2(t
->Image
[0][baseLevel
]->WidthLog2
,
470 t
->Image
[0][baseLevel
]->HeightLog2
);
471 maxLevels
= ctx
->Const
.MaxCubeTextureLevels
;
473 else if (t
->Target
== GL_TEXTURE_RECTANGLE_NV
) {
474 maxLog2
= 0; /* not applicable */
475 maxLevels
= 1; /* no mipmapping */
478 _mesa_problem(ctx
, "Bad t->Target in _mesa_test_texobj_completeness");
482 ASSERT(maxLevels
> 0);
484 if (t
->MaxLevel
< t
->BaseLevel
) {
485 incomplete(t
, "MAX_LEVEL (%d) < BASE_LEVEL (%d)",
486 t
->MaxLevel
, t
->BaseLevel
);
490 t
->_MaxLevel
= baseLevel
+ maxLog2
;
491 t
->_MaxLevel
= MIN2(t
->_MaxLevel
, t
->MaxLevel
);
492 t
->_MaxLevel
= MIN2(t
->_MaxLevel
, maxLevels
- 1);
494 /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
495 t
->_MaxLambda
= (GLfloat
) (t
->_MaxLevel
- t
->BaseLevel
);
497 if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
498 /* make sure that all six cube map level 0 images are the same size */
499 const GLuint w
= t
->Image
[0][baseLevel
]->Width2
;
500 const GLuint h
= t
->Image
[0][baseLevel
]->Height2
;
502 for (face
= 1; face
< 6; face
++) {
503 if (t
->Image
[face
][baseLevel
] == NULL
||
504 t
->Image
[face
][baseLevel
]->Width2
!= w
||
505 t
->Image
[face
][baseLevel
]->Height2
!= h
) {
506 incomplete(t
, "Cube face missing or mismatched size");
512 /* extra checking for mipmaps */
513 if (t
->Sampler
.MinFilter
!= GL_NEAREST
&& t
->Sampler
.MinFilter
!= GL_LINEAR
) {
515 * Mipmapping: determine if we have a complete set of mipmaps
518 GLint minLevel
= baseLevel
;
519 GLint maxLevel
= t
->_MaxLevel
;
521 if (minLevel
> maxLevel
) {
522 incomplete(t
, "minLevel > maxLevel");
526 /* Test dimension-independent attributes */
527 for (i
= minLevel
; i
<= maxLevel
; i
++) {
528 if (t
->Image
[0][i
]) {
529 if (t
->Image
[0][i
]->TexFormat
!= t
->Image
[0][baseLevel
]->TexFormat
) {
530 incomplete(t
, "Format[i] != Format[baseLevel]");
533 if (t
->Image
[0][i
]->Border
!= t
->Image
[0][baseLevel
]->Border
) {
534 incomplete(t
, "Border[i] != Border[baseLevel]");
540 /* Test things which depend on number of texture image dimensions */
541 if ((t
->Target
== GL_TEXTURE_1D
) ||
542 (t
->Target
== GL_TEXTURE_1D_ARRAY_EXT
)) {
543 /* Test 1-D mipmaps */
544 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
545 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
549 if (i
>= minLevel
&& i
<= maxLevel
) {
550 if (!t
->Image
[0][i
]) {
551 incomplete(t
, "1D Image[0][i] == NULL");
554 if (t
->Image
[0][i
]->Width2
!= width
) {
555 incomplete(t
, "1D Image[0][i] bad width");
560 return; /* found smallest needed mipmap, all done! */
564 else if ((t
->Target
== GL_TEXTURE_2D
) ||
565 (t
->Target
== GL_TEXTURE_2D_ARRAY_EXT
)) {
566 /* Test 2-D mipmaps */
567 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
568 GLuint height
= t
->Image
[0][baseLevel
]->Height2
;
569 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
576 if (i
>= minLevel
&& i
<= maxLevel
) {
577 if (!t
->Image
[0][i
]) {
578 incomplete(t
, "2D Image[0][i] == NULL");
581 if (t
->Image
[0][i
]->Width2
!= width
) {
582 incomplete(t
, "2D Image[0][i] bad width");
585 if (t
->Image
[0][i
]->Height2
!= height
) {
586 incomplete(t
, "2D Image[0][i] bad height");
589 if (width
==1 && height
==1) {
590 return; /* found smallest needed mipmap, all done! */
595 else if (t
->Target
== GL_TEXTURE_3D
) {
596 /* Test 3-D mipmaps */
597 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
598 GLuint height
= t
->Image
[0][baseLevel
]->Height2
;
599 GLuint depth
= t
->Image
[0][baseLevel
]->Depth2
;
600 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
610 if (i
>= minLevel
&& i
<= maxLevel
) {
611 if (!t
->Image
[0][i
]) {
612 incomplete(t
, "3D Image[0][i] == NULL");
615 if (t
->Image
[0][i
]->_BaseFormat
== GL_DEPTH_COMPONENT
) {
616 incomplete(t
, "GL_DEPTH_COMPONENT only works with 1/2D tex");
619 if (t
->Image
[0][i
]->Width2
!= width
) {
620 incomplete(t
, "3D Image[0][i] bad width");
623 if (t
->Image
[0][i
]->Height2
!= height
) {
624 incomplete(t
, "3D Image[0][i] bad height");
627 if (t
->Image
[0][i
]->Depth2
!= depth
) {
628 incomplete(t
, "3D Image[0][i] bad depth");
632 if (width
== 1 && height
== 1 && depth
== 1) {
633 return; /* found smallest needed mipmap, all done! */
637 else if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
638 /* make sure 6 cube faces are consistant */
639 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
640 GLuint height
= t
->Image
[0][baseLevel
]->Height2
;
641 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
648 if (i
>= minLevel
&& i
<= maxLevel
) {
650 for (face
= 0; face
< 6; face
++) {
651 /* check that we have images defined */
652 if (!t
->Image
[face
][i
]) {
653 incomplete(t
, "CubeMap Image[n][i] == NULL");
656 /* Don't support GL_DEPTH_COMPONENT for cube maps */
657 if (t
->Image
[face
][i
]->_BaseFormat
== GL_DEPTH_COMPONENT
) {
658 incomplete(t
, "GL_DEPTH_COMPONENT only works with 1/2D tex");
661 /* check that all six images have same size */
662 if (t
->Image
[face
][i
]->Width2
!= width
||
663 t
->Image
[face
][i
]->Height2
!= height
) {
664 incomplete(t
, "CubeMap Image[n][i] bad size");
669 if (width
== 1 && height
== 1) {
670 return; /* found smallest needed mipmap, all done! */
674 else if (t
->Target
== GL_TEXTURE_RECTANGLE_NV
) {
675 /* XXX special checking? */
679 _mesa_problem(ctx
, "Bug in gl_test_texture_object_completeness\n");
686 * Check if the given cube map texture is "cube complete" as defined in
687 * the OpenGL specification.
690 _mesa_cube_complete(const struct gl_texture_object
*texObj
)
692 const GLint baseLevel
= texObj
->BaseLevel
;
693 const struct gl_texture_image
*img0
, *img
;
696 if (texObj
->Target
!= GL_TEXTURE_CUBE_MAP
)
699 if ((baseLevel
< 0) || (baseLevel
>= MAX_TEXTURE_LEVELS
))
702 /* check first face */
703 img0
= texObj
->Image
[0][baseLevel
];
706 img0
->Width
!= img0
->Height
)
709 /* check remaining faces vs. first face */
710 for (face
= 1; face
< 6; face
++) {
711 img
= texObj
->Image
[face
][baseLevel
];
713 img
->Width
!= img0
->Width
||
714 img
->Height
!= img0
->Height
||
715 img
->TexFormat
!= img0
->TexFormat
)
724 * Mark a texture object dirty. It forces the object to be incomplete
725 * and optionally forces the context to re-validate its state.
727 * \param ctx GL context.
728 * \param texObj texture object.
729 * \param invalidate_state also invalidate context state.
732 _mesa_dirty_texobj(struct gl_context
*ctx
, struct gl_texture_object
*texObj
,
733 GLboolean invalidate_state
)
735 texObj
->_Complete
= GL_FALSE
;
736 if (invalidate_state
)
737 ctx
->NewState
|= _NEW_TEXTURE
;
742 * Return pointer to a default/fallback texture.
743 * The texture is a 2D 8x8 RGBA texture with all texels = (0,0,0,1).
744 * That's the value a sampler should get when sampling from an
745 * incomplete texture.
747 struct gl_texture_object
*
748 _mesa_get_fallback_texture(struct gl_context
*ctx
)
750 if (!ctx
->Shared
->FallbackTex
) {
751 /* create fallback texture now */
752 static GLubyte texels
[8 * 8][4];
753 struct gl_texture_object
*texObj
;
754 struct gl_texture_image
*texImage
;
758 for (i
= 0; i
< 8 * 8; i
++) {
765 /* create texture object */
766 texObj
= ctx
->Driver
.NewTextureObject(ctx
, 0, GL_TEXTURE_2D
);
767 assert(texObj
->RefCount
== 1);
768 texObj
->Sampler
.MinFilter
= GL_NEAREST
;
769 texObj
->Sampler
.MagFilter
= GL_NEAREST
;
771 /* create level[0] texture image */
772 texImage
= _mesa_get_tex_image(ctx
, texObj
, GL_TEXTURE_2D
, 0);
774 texFormat
= ctx
->Driver
.ChooseTextureFormat(ctx
, GL_RGBA
, GL_RGBA
,
777 /* init the image fields */
778 _mesa_init_teximage_fields(ctx
, GL_TEXTURE_2D
, texImage
,
779 8, 8, 1, 0, GL_RGBA
, texFormat
);
781 ASSERT(texImage
->TexFormat
!= MESA_FORMAT_NONE
);
784 ctx
->Driver
.TexImage2D(ctx
, GL_TEXTURE_2D
, 0, GL_RGBA
,
786 GL_RGBA
, GL_UNSIGNED_BYTE
, texels
,
787 &ctx
->DefaultPacking
, texObj
, texImage
);
789 _mesa_test_texobj_completeness(ctx
, texObj
);
790 assert(texObj
->_Complete
);
792 ctx
->Shared
->FallbackTex
= texObj
;
794 return ctx
->Shared
->FallbackTex
;
801 /***********************************************************************/
802 /** \name API functions */
807 * Generate texture names.
809 * \param n number of texture names to be generated.
810 * \param textures an array in which will hold the generated texture names.
812 * \sa glGenTextures().
814 * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
815 * IDs which are stored in \p textures. Corresponding empty texture
816 * objects are also generated.
819 _mesa_GenTextures( GLsizei n
, GLuint
*textures
)
821 GET_CURRENT_CONTEXT(ctx
);
824 ASSERT_OUTSIDE_BEGIN_END(ctx
);
827 _mesa_error( ctx
, GL_INVALID_VALUE
, "glGenTextures" );
835 * This must be atomic (generation and allocation of texture IDs)
837 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
839 first
= _mesa_HashFindFreeKeyBlock(ctx
->Shared
->TexObjects
, n
);
841 /* Allocate new, empty texture objects */
842 for (i
= 0; i
< n
; i
++) {
843 struct gl_texture_object
*texObj
;
844 GLuint name
= first
+ i
;
846 texObj
= (*ctx
->Driver
.NewTextureObject
)( ctx
, name
, target
);
848 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
849 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glGenTextures");
853 /* insert into hash table */
854 _mesa_HashInsert(ctx
->Shared
->TexObjects
, texObj
->Name
, texObj
);
859 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
864 * Check if the given texture object is bound to the current draw or
865 * read framebuffer. If so, Unbind it.
868 unbind_texobj_from_fbo(struct gl_context
*ctx
,
869 struct gl_texture_object
*texObj
)
871 const GLuint n
= (ctx
->DrawBuffer
== ctx
->ReadBuffer
) ? 1 : 2;
874 for (i
= 0; i
< n
; i
++) {
875 struct gl_framebuffer
*fb
= (i
== 0) ? ctx
->DrawBuffer
: ctx
->ReadBuffer
;
878 for (j
= 0; j
< BUFFER_COUNT
; j
++) {
879 if (fb
->Attachment
[j
].Type
== GL_TEXTURE
&&
880 fb
->Attachment
[j
].Texture
== texObj
) {
881 _mesa_remove_attachment(ctx
, fb
->Attachment
+ j
);
890 * Check if the given texture object is bound to any texture image units and
891 * unbind it if so (revert to default textures).
894 unbind_texobj_from_texunits(struct gl_context
*ctx
,
895 struct gl_texture_object
*texObj
)
899 for (u
= 0; u
< MAX_TEXTURE_IMAGE_UNITS
; u
++) {
900 struct gl_texture_unit
*unit
= &ctx
->Texture
.Unit
[u
];
901 for (tex
= 0; tex
< NUM_TEXTURE_TARGETS
; tex
++) {
902 if (texObj
== unit
->CurrentTex
[tex
]) {
903 _mesa_reference_texobj(&unit
->CurrentTex
[tex
],
904 ctx
->Shared
->DefaultTex
[tex
]);
905 ASSERT(unit
->CurrentTex
[tex
]);
914 * Delete named textures.
916 * \param n number of textures to be deleted.
917 * \param textures array of texture IDs to be deleted.
919 * \sa glDeleteTextures().
921 * If we're about to delete a texture that's currently bound to any
922 * texture unit, unbind the texture first. Decrement the reference
923 * count on the texture object and delete it if it's zero.
924 * Recall that texture objects can be shared among several rendering
928 _mesa_DeleteTextures( GLsizei n
, const GLuint
*textures
)
930 GET_CURRENT_CONTEXT(ctx
);
932 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
); /* too complex */
937 for (i
= 0; i
< n
; i
++) {
938 if (textures
[i
] > 0) {
939 struct gl_texture_object
*delObj
940 = _mesa_lookup_texture(ctx
, textures
[i
]);
943 _mesa_lock_texture(ctx
, delObj
);
945 /* Check if texture is bound to any framebuffer objects.
947 * See section 4.4.2.3 of GL_EXT_framebuffer_object.
949 unbind_texobj_from_fbo(ctx
, delObj
);
951 /* Check if this texture is currently bound to any texture units.
954 unbind_texobj_from_texunits(ctx
, delObj
);
956 _mesa_unlock_texture(ctx
, delObj
);
958 ctx
->NewState
|= _NEW_TEXTURE
;
960 /* The texture _name_ is now free for re-use.
961 * Remove it from the hash table now.
963 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
964 _mesa_HashRemove(ctx
->Shared
->TexObjects
, delObj
->Name
);
965 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
967 /* Unreference the texobj. If refcount hits zero, the texture
970 _mesa_reference_texobj(&delObj
, NULL
);
978 * Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
979 * into the corresponding Mesa texture target index.
980 * Note that proxy targets are not valid here.
981 * \return TEXTURE_x_INDEX or -1 if target is invalid
984 target_enum_to_index(GLenum target
)
988 return TEXTURE_1D_INDEX
;
990 return TEXTURE_2D_INDEX
;
992 return TEXTURE_3D_INDEX
;
993 case GL_TEXTURE_CUBE_MAP_ARB
:
994 return TEXTURE_CUBE_INDEX
;
995 case GL_TEXTURE_RECTANGLE_NV
:
996 return TEXTURE_RECT_INDEX
;
997 case GL_TEXTURE_1D_ARRAY_EXT
:
998 return TEXTURE_1D_ARRAY_INDEX
;
999 case GL_TEXTURE_2D_ARRAY_EXT
:
1000 return TEXTURE_2D_ARRAY_INDEX
;
1001 case GL_TEXTURE_BUFFER_ARB
:
1002 return TEXTURE_BUFFER_INDEX
;
1010 * Bind a named texture to a texturing target.
1012 * \param target texture target.
1013 * \param texName texture name.
1015 * \sa glBindTexture().
1017 * Determines the old texture object bound and returns immediately if rebinding
1018 * the same texture. Get the current texture which is either a default texture
1019 * if name is null, a named texture from the hash, or a new texture if the
1020 * given texture name is new. Increments its reference count, binds it, and
1021 * calls dd_function_table::BindTexture. Decrements the old texture reference
1022 * count and deletes it if it reaches zero.
1025 _mesa_BindTexture( GLenum target
, GLuint texName
)
1027 GET_CURRENT_CONTEXT(ctx
);
1028 struct gl_texture_unit
*texUnit
= _mesa_get_current_tex_unit(ctx
);
1029 struct gl_texture_object
*newTexObj
= NULL
;
1031 ASSERT_OUTSIDE_BEGIN_END(ctx
);
1033 if (MESA_VERBOSE
& (VERBOSE_API
|VERBOSE_TEXTURE
))
1034 _mesa_debug(ctx
, "glBindTexture %s %d\n",
1035 _mesa_lookup_enum_by_nr(target
), (GLint
) texName
);
1037 targetIndex
= target_enum_to_index(target
);
1038 if (targetIndex
< 0) {
1039 _mesa_error(ctx
, GL_INVALID_ENUM
, "glBindTexture(target)");
1042 assert(targetIndex
< NUM_TEXTURE_TARGETS
);
1045 * Get pointer to new texture object (newTexObj)
1048 /* Use a default texture object */
1049 newTexObj
= ctx
->Shared
->DefaultTex
[targetIndex
];
1052 /* non-default texture object */
1053 newTexObj
= _mesa_lookup_texture(ctx
, texName
);
1055 /* error checking */
1056 if (newTexObj
->Target
!= 0 && newTexObj
->Target
!= target
) {
1057 /* the named texture object's target doesn't match the given target */
1058 _mesa_error( ctx
, GL_INVALID_OPERATION
,
1059 "glBindTexture(target mismatch)" );
1062 if (newTexObj
->Target
== 0) {
1063 finish_texture_init(ctx
, target
, newTexObj
);
1067 /* if this is a new texture id, allocate a texture object now */
1068 newTexObj
= (*ctx
->Driver
.NewTextureObject
)(ctx
, texName
, target
);
1070 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glBindTexture");
1074 /* and insert it into hash table */
1075 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
1076 _mesa_HashInsert(ctx
->Shared
->TexObjects
, texName
, newTexObj
);
1077 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
1079 newTexObj
->Target
= target
;
1082 assert(valid_texture_object(newTexObj
));
1084 /* Check if this texture is only used by this context and is already bound.
1085 * If so, just return.
1088 GLboolean early_out
;
1089 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
1090 early_out
= ((ctx
->Shared
->RefCount
== 1)
1091 && (newTexObj
== texUnit
->CurrentTex
[targetIndex
]));
1092 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
1098 /* flush before changing binding */
1099 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1101 /* Do the actual binding. The refcount on the previously bound
1102 * texture object will be decremented. It'll be deleted if the
1105 _mesa_reference_texobj(&texUnit
->CurrentTex
[targetIndex
], newTexObj
);
1106 ASSERT(texUnit
->CurrentTex
[targetIndex
]);
1108 /* Pass BindTexture call to device driver */
1109 if (ctx
->Driver
.BindTexture
)
1110 (*ctx
->Driver
.BindTexture
)( ctx
, target
, newTexObj
);
1115 * Set texture priorities.
1117 * \param n number of textures.
1118 * \param texName texture names.
1119 * \param priorities corresponding texture priorities.
1121 * \sa glPrioritizeTextures().
1123 * Looks up each texture in the hash, clamps the corresponding priority between
1124 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
1127 _mesa_PrioritizeTextures( GLsizei n
, const GLuint
*texName
,
1128 const GLclampf
*priorities
)
1130 GET_CURRENT_CONTEXT(ctx
);
1132 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
1135 _mesa_error( ctx
, GL_INVALID_VALUE
, "glPrioritizeTextures" );
1142 for (i
= 0; i
< n
; i
++) {
1143 if (texName
[i
] > 0) {
1144 struct gl_texture_object
*t
= _mesa_lookup_texture(ctx
, texName
[i
]);
1146 t
->Priority
= CLAMP( priorities
[i
], 0.0F
, 1.0F
);
1151 ctx
->NewState
|= _NEW_TEXTURE
;
1157 * See if textures are loaded in texture memory.
1159 * \param n number of textures to query.
1160 * \param texName array with the texture names.
1161 * \param residences array which will hold the residence status.
1163 * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
1165 * \sa glAreTexturesResident().
1167 * Looks up each texture in the hash and calls
1168 * dd_function_table::IsTextureResident.
1170 GLboolean GLAPIENTRY
1171 _mesa_AreTexturesResident(GLsizei n
, const GLuint
*texName
,
1172 GLboolean
*residences
)
1174 GET_CURRENT_CONTEXT(ctx
);
1175 GLboolean allResident
= GL_TRUE
;
1177 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
1180 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident(n)");
1184 if (!texName
|| !residences
)
1187 for (i
= 0; i
< n
; i
++) {
1188 struct gl_texture_object
*t
;
1189 if (texName
[i
] == 0) {
1190 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident");
1193 t
= _mesa_lookup_texture(ctx
, texName
[i
]);
1195 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident");
1198 if (!ctx
->Driver
.IsTextureResident
||
1199 ctx
->Driver
.IsTextureResident(ctx
, t
)) {
1200 /* The texture is resident */
1202 residences
[i
] = GL_TRUE
;
1205 /* The texture is not resident */
1207 allResident
= GL_FALSE
;
1208 for (j
= 0; j
< i
; j
++)
1209 residences
[j
] = GL_TRUE
;
1211 residences
[i
] = GL_FALSE
;
1220 * See if a name corresponds to a texture.
1222 * \param texture texture name.
1224 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
1227 * \sa glIsTexture().
1229 * Calls _mesa_HashLookup().
1231 GLboolean GLAPIENTRY
1232 _mesa_IsTexture( GLuint texture
)
1234 struct gl_texture_object
*t
;
1235 GET_CURRENT_CONTEXT(ctx
);
1236 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
1241 t
= _mesa_lookup_texture(ctx
, texture
);
1243 /* IsTexture is true only after object has been bound once. */
1244 return t
&& t
->Target
;
1249 * Simplest implementation of texture locking: grab the shared tex
1250 * mutex. Examine the shared context state timestamp and if there has
1251 * been a change, set the appropriate bits in ctx->NewState.
1253 * This is used to deal with synchronizing things when a texture object
1254 * is used/modified by different contexts (or threads) which are sharing
1257 * See also _mesa_lock/unlock_texture() in teximage.h
1260 _mesa_lock_context_textures( struct gl_context
*ctx
)
1262 _glthread_LOCK_MUTEX(ctx
->Shared
->TexMutex
);
1264 if (ctx
->Shared
->TextureStateStamp
!= ctx
->TextureStateTimestamp
) {
1265 ctx
->NewState
|= _NEW_TEXTURE
;
1266 ctx
->TextureStateTimestamp
= ctx
->Shared
->TextureStateStamp
;
1272 _mesa_unlock_context_textures( struct gl_context
*ctx
)
1274 assert(ctx
->Shared
->TextureStateStamp
== ctx
->TextureStateTimestamp
);
1275 _glthread_UNLOCK_MUTEX(ctx
->Shared
->TexMutex
);