mesa: Add a _BoundTextures field in gl_texture_unit
[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 *
9 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
10 *
11 * Permission is hereby granted, free of charge, to any person obtaining a
12 * copy of this software and associated documentation files (the "Software"),
13 * to deal in the Software without restriction, including without limitation
14 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
15 * and/or sell copies of the Software, and to permit persons to whom the
16 * Software is furnished to do so, subject to the following conditions:
17 *
18 * The above copyright notice and this permission notice shall be included
19 * in all copies or substantial portions of the Software.
20 *
21 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
22 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
23 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
24 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
25 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
26 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
27 * OTHER DEALINGS IN THE SOFTWARE.
28 */
29
30
31 #include "bufferobj.h"
32 #include "colortab.h"
33 #include "context.h"
34 #include "enums.h"
35 #include "fbobject.h"
36 #include "formats.h"
37 #include "hash.h"
38 #include "imports.h"
39 #include "macros.h"
40 #include "teximage.h"
41 #include "texobj.h"
42 #include "texstate.h"
43 #include "mtypes.h"
44 #include "program/prog_instruction.h"
45
46
47
48 /**********************************************************************/
49 /** \name Internal functions */
50 /*@{*/
51
52
53 /**
54 * Return the gl_texture_object for a given ID.
55 */
56 struct gl_texture_object *
57 _mesa_lookup_texture(struct gl_context *ctx, GLuint id)
58 {
59 return (struct gl_texture_object *)
60 _mesa_HashLookup(ctx->Shared->TexObjects, id);
61 }
62
63
64
65 /**
66 * Allocate and initialize a new texture object. But don't put it into the
67 * texture object hash table.
68 *
69 * Called via ctx->Driver.NewTextureObject, unless overridden by a device
70 * driver.
71 *
72 * \param shared the shared GL state structure to contain the texture object
73 * \param name integer name for the texture object
74 * \param target either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,
75 * GL_TEXTURE_CUBE_MAP_ARB or GL_TEXTURE_RECTANGLE_NV. zero is ok for the sake
76 * of GenTextures()
77 *
78 * \return pointer to new texture object.
79 */
80 struct gl_texture_object *
81 _mesa_new_texture_object( struct gl_context *ctx, GLuint name, GLenum target )
82 {
83 struct gl_texture_object *obj;
84 (void) ctx;
85 obj = MALLOC_STRUCT(gl_texture_object);
86 _mesa_initialize_texture_object(ctx, obj, name, target);
87 return obj;
88 }
89
90
91 /**
92 * Initialize a new texture object to default values.
93 * \param obj the texture object
94 * \param name the texture name
95 * \param target the texture target
96 */
97 void
98 _mesa_initialize_texture_object( struct gl_context *ctx,
99 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_CUBE_MAP_ARRAY ||
112 target == GL_TEXTURE_BUFFER ||
113 target == GL_TEXTURE_2D_MULTISAMPLE ||
114 target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY);
115
116 memset(obj, 0, sizeof(*obj));
117 /* init the non-zero fields */
118 mtx_init(&obj->Mutex, mtx_plain);
119 obj->RefCount = 1;
120 obj->Name = name;
121 obj->Target = target;
122 obj->Priority = 1.0F;
123 obj->BaseLevel = 0;
124 obj->MaxLevel = 1000;
125
126 /* must be one; no support for (YUV) planes in separate buffers */
127 obj->RequiredTextureImageUnits = 1;
128
129 /* sampler state */
130 if (target == GL_TEXTURE_RECTANGLE_NV ||
131 target == GL_TEXTURE_EXTERNAL_OES) {
132 obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
133 obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
134 obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
135 obj->Sampler.MinFilter = GL_LINEAR;
136 }
137 else {
138 obj->Sampler.WrapS = GL_REPEAT;
139 obj->Sampler.WrapT = GL_REPEAT;
140 obj->Sampler.WrapR = GL_REPEAT;
141 obj->Sampler.MinFilter = GL_NEAREST_MIPMAP_LINEAR;
142 }
143 obj->Sampler.MagFilter = GL_LINEAR;
144 obj->Sampler.MinLod = -1000.0;
145 obj->Sampler.MaxLod = 1000.0;
146 obj->Sampler.LodBias = 0.0;
147 obj->Sampler.MaxAnisotropy = 1.0;
148 obj->Sampler.CompareMode = GL_NONE; /* ARB_shadow */
149 obj->Sampler.CompareFunc = GL_LEQUAL; /* ARB_shadow */
150 obj->DepthMode = ctx->API == API_OPENGL_CORE ? GL_RED : GL_LUMINANCE;
151 obj->StencilSampling = false;
152 obj->Sampler.CubeMapSeamless = GL_FALSE;
153 obj->Swizzle[0] = GL_RED;
154 obj->Swizzle[1] = GL_GREEN;
155 obj->Swizzle[2] = GL_BLUE;
156 obj->Swizzle[3] = GL_ALPHA;
157 obj->_Swizzle = SWIZZLE_NOOP;
158 obj->Sampler.sRGBDecode = GL_DECODE_EXT;
159 obj->BufferObjectFormat = GL_R8;
160 obj->_BufferObjectFormat = MESA_FORMAT_R_UNORM8;
161 obj->ImageFormatCompatibilityType = GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE;
162 }
163
164
165 /**
166 * Some texture initialization can't be finished until we know which
167 * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
168 */
169 static void
170 finish_texture_init(struct gl_context *ctx, GLenum target,
171 struct gl_texture_object *obj)
172 {
173 GLenum filter = GL_LINEAR;
174 assert(obj->Target == 0);
175
176 switch (target) {
177 case GL_TEXTURE_2D_MULTISAMPLE:
178 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
179 filter = GL_NEAREST;
180 /* fallthrough */
181
182 case GL_TEXTURE_RECTANGLE_NV:
183 case GL_TEXTURE_EXTERNAL_OES:
184 /* have to init wrap and filter state here - kind of klunky */
185 obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
186 obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
187 obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
188 obj->Sampler.MinFilter = filter;
189 obj->Sampler.MagFilter = filter;
190 if (ctx->Driver.TexParameter) {
191 static const GLfloat fparam_wrap[1] = {(GLfloat) GL_CLAMP_TO_EDGE};
192 const GLfloat fparam_filter[1] = {(GLfloat) filter};
193 ctx->Driver.TexParameter(ctx, obj, GL_TEXTURE_WRAP_S, fparam_wrap);
194 ctx->Driver.TexParameter(ctx, obj, GL_TEXTURE_WRAP_T, fparam_wrap);
195 ctx->Driver.TexParameter(ctx, obj, GL_TEXTURE_WRAP_R, fparam_wrap);
196 ctx->Driver.TexParameter(ctx, obj,
197 GL_TEXTURE_MIN_FILTER, fparam_filter);
198 ctx->Driver.TexParameter(ctx, obj,
199 GL_TEXTURE_MAG_FILTER, fparam_filter);
200 }
201 break;
202
203 default:
204 /* nothing needs done */
205 break;
206 }
207 }
208
209
210 /**
211 * Deallocate a texture object struct. It should have already been
212 * removed from the texture object pool.
213 * Called via ctx->Driver.DeleteTexture() if not overriden by a driver.
214 *
215 * \param shared the shared GL state to which the object belongs.
216 * \param texObj the texture object to delete.
217 */
218 void
219 _mesa_delete_texture_object(struct gl_context *ctx,
220 struct gl_texture_object *texObj)
221 {
222 GLuint i, face;
223
224 /* Set Target to an invalid value. With some assertions elsewhere
225 * we can try to detect possible use of deleted textures.
226 */
227 texObj->Target = 0x99;
228
229 /* free the texture images */
230 for (face = 0; face < 6; face++) {
231 for (i = 0; i < MAX_TEXTURE_LEVELS; i++) {
232 if (texObj->Image[face][i]) {
233 ctx->Driver.DeleteTextureImage(ctx, texObj->Image[face][i]);
234 }
235 }
236 }
237
238 _mesa_reference_buffer_object(ctx, &texObj->BufferObject, NULL);
239
240 /* destroy the mutex -- it may have allocated memory (eg on bsd) */
241 mtx_destroy(&texObj->Mutex);
242
243 free(texObj->Label);
244
245 /* free this object */
246 free(texObj);
247 }
248
249
250
251 /**
252 * Copy texture object state from one texture object to another.
253 * Use for glPush/PopAttrib.
254 *
255 * \param dest destination texture object.
256 * \param src source texture object.
257 */
258 void
259 _mesa_copy_texture_object( struct gl_texture_object *dest,
260 const struct gl_texture_object *src )
261 {
262 dest->Target = src->Target;
263 dest->TargetIndex = src->TargetIndex;
264 dest->Name = src->Name;
265 dest->Priority = src->Priority;
266 dest->Sampler.BorderColor.f[0] = src->Sampler.BorderColor.f[0];
267 dest->Sampler.BorderColor.f[1] = src->Sampler.BorderColor.f[1];
268 dest->Sampler.BorderColor.f[2] = src->Sampler.BorderColor.f[2];
269 dest->Sampler.BorderColor.f[3] = src->Sampler.BorderColor.f[3];
270 dest->Sampler.WrapS = src->Sampler.WrapS;
271 dest->Sampler.WrapT = src->Sampler.WrapT;
272 dest->Sampler.WrapR = src->Sampler.WrapR;
273 dest->Sampler.MinFilter = src->Sampler.MinFilter;
274 dest->Sampler.MagFilter = src->Sampler.MagFilter;
275 dest->Sampler.MinLod = src->Sampler.MinLod;
276 dest->Sampler.MaxLod = src->Sampler.MaxLod;
277 dest->Sampler.LodBias = src->Sampler.LodBias;
278 dest->BaseLevel = src->BaseLevel;
279 dest->MaxLevel = src->MaxLevel;
280 dest->Sampler.MaxAnisotropy = src->Sampler.MaxAnisotropy;
281 dest->Sampler.CompareMode = src->Sampler.CompareMode;
282 dest->Sampler.CompareFunc = src->Sampler.CompareFunc;
283 dest->Sampler.CubeMapSeamless = src->Sampler.CubeMapSeamless;
284 dest->DepthMode = src->DepthMode;
285 dest->StencilSampling = src->StencilSampling;
286 dest->Sampler.sRGBDecode = src->Sampler.sRGBDecode;
287 dest->_MaxLevel = src->_MaxLevel;
288 dest->_MaxLambda = src->_MaxLambda;
289 dest->GenerateMipmap = src->GenerateMipmap;
290 dest->_BaseComplete = src->_BaseComplete;
291 dest->_MipmapComplete = src->_MipmapComplete;
292 COPY_4V(dest->Swizzle, src->Swizzle);
293 dest->_Swizzle = src->_Swizzle;
294
295 dest->RequiredTextureImageUnits = src->RequiredTextureImageUnits;
296 }
297
298
299 /**
300 * Free all texture images of the given texture object.
301 *
302 * \param ctx GL context.
303 * \param t texture object.
304 *
305 * \sa _mesa_clear_texture_image().
306 */
307 void
308 _mesa_clear_texture_object(struct gl_context *ctx,
309 struct gl_texture_object *texObj)
310 {
311 GLuint i, j;
312
313 if (texObj->Target == 0)
314 return;
315
316 for (i = 0; i < MAX_FACES; i++) {
317 for (j = 0; j < MAX_TEXTURE_LEVELS; j++) {
318 struct gl_texture_image *texImage = texObj->Image[i][j];
319 if (texImage)
320 _mesa_clear_texture_image(ctx, texImage);
321 }
322 }
323 }
324
325
326 /**
327 * Check if the given texture object is valid by examining its Target field.
328 * For debugging only.
329 */
330 static GLboolean
331 valid_texture_object(const struct gl_texture_object *tex)
332 {
333 switch (tex->Target) {
334 case 0:
335 case GL_TEXTURE_1D:
336 case GL_TEXTURE_2D:
337 case GL_TEXTURE_3D:
338 case GL_TEXTURE_CUBE_MAP_ARB:
339 case GL_TEXTURE_RECTANGLE_NV:
340 case GL_TEXTURE_1D_ARRAY_EXT:
341 case GL_TEXTURE_2D_ARRAY_EXT:
342 case GL_TEXTURE_BUFFER:
343 case GL_TEXTURE_EXTERNAL_OES:
344 case GL_TEXTURE_CUBE_MAP_ARRAY:
345 case GL_TEXTURE_2D_MULTISAMPLE:
346 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
347 return GL_TRUE;
348 case 0x99:
349 _mesa_problem(NULL, "invalid reference to a deleted texture object");
350 return GL_FALSE;
351 default:
352 _mesa_problem(NULL, "invalid texture object Target 0x%x, Id = %u",
353 tex->Target, tex->Name);
354 return GL_FALSE;
355 }
356 }
357
358
359 /**
360 * Reference (or unreference) a texture object.
361 * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
362 * If 'tex' is non-null, increment its refcount.
363 * This is normally only called from the _mesa_reference_texobj() macro
364 * when there's a real pointer change.
365 */
366 void
367 _mesa_reference_texobj_(struct gl_texture_object **ptr,
368 struct gl_texture_object *tex)
369 {
370 assert(ptr);
371
372 if (*ptr) {
373 /* Unreference the old texture */
374 GLboolean deleteFlag = GL_FALSE;
375 struct gl_texture_object *oldTex = *ptr;
376
377 ASSERT(valid_texture_object(oldTex));
378 (void) valid_texture_object; /* silence warning in release builds */
379
380 mtx_lock(&oldTex->Mutex);
381 ASSERT(oldTex->RefCount > 0);
382 oldTex->RefCount--;
383
384 deleteFlag = (oldTex->RefCount == 0);
385 mtx_unlock(&oldTex->Mutex);
386
387 if (deleteFlag) {
388 GET_CURRENT_CONTEXT(ctx);
389 if (ctx)
390 ctx->Driver.DeleteTexture(ctx, oldTex);
391 else
392 _mesa_problem(NULL, "Unable to delete texture, no context");
393 }
394
395 *ptr = NULL;
396 }
397 assert(!*ptr);
398
399 if (tex) {
400 /* reference new texture */
401 ASSERT(valid_texture_object(tex));
402 mtx_lock(&tex->Mutex);
403 if (tex->RefCount == 0) {
404 /* this texture's being deleted (look just above) */
405 /* Not sure this can every really happen. Warn if it does. */
406 _mesa_problem(NULL, "referencing deleted texture object");
407 *ptr = NULL;
408 }
409 else {
410 tex->RefCount++;
411 *ptr = tex;
412 }
413 mtx_unlock(&tex->Mutex);
414 }
415 }
416
417
418 enum base_mipmap { BASE, MIPMAP };
419
420
421 /**
422 * Mark a texture object as incomplete. There are actually three kinds of
423 * (in)completeness:
424 * 1. "base incomplete": the base level of the texture is invalid so no
425 * texturing is possible.
426 * 2. "mipmap incomplete": a non-base level of the texture is invalid so
427 * mipmap filtering isn't possible, but non-mipmap filtering is.
428 * 3. "texture incompleteness": some combination of texture state and
429 * sampler state renders the texture incomplete.
430 *
431 * \param t texture object
432 * \param bm either BASE or MIPMAP to indicate what's incomplete
433 * \param fmt... string describing why it's incomplete (for debugging).
434 */
435 static void
436 incomplete(struct gl_texture_object *t, enum base_mipmap bm,
437 const char *fmt, ...)
438 {
439 if (MESA_DEBUG_FLAGS & DEBUG_INCOMPLETE_TEXTURE) {
440 va_list args;
441 char s[100];
442
443 va_start(args, fmt);
444 vsnprintf(s, sizeof(s), fmt, args);
445 va_end(args);
446
447 _mesa_debug(NULL, "Texture Obj %d incomplete because: %s\n", t->Name, s);
448 }
449
450 if (bm == BASE)
451 t->_BaseComplete = GL_FALSE;
452 t->_MipmapComplete = GL_FALSE;
453 }
454
455
456 /**
457 * Examine a texture object to determine if it is complete.
458 *
459 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
460 * accordingly.
461 *
462 * \param ctx GL context.
463 * \param t texture object.
464 *
465 * According to the texture target, verifies that each of the mipmaps is
466 * present and has the expected size.
467 */
468 void
469 _mesa_test_texobj_completeness( const struct gl_context *ctx,
470 struct gl_texture_object *t )
471 {
472 const GLint baseLevel = t->BaseLevel;
473 const struct gl_texture_image *baseImage;
474 GLint maxLevels = 0;
475
476 /* We'll set these to FALSE if tests fail below */
477 t->_BaseComplete = GL_TRUE;
478 t->_MipmapComplete = GL_TRUE;
479
480 if (t->Target == GL_TEXTURE_BUFFER) {
481 /* Buffer textures are always considered complete. The obvious case where
482 * they would be incomplete (no BO attached) is actually specced to be
483 * undefined rendering results.
484 */
485 return;
486 }
487
488 /* Detect cases where the application set the base level to an invalid
489 * value.
490 */
491 if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS)) {
492 incomplete(t, BASE, "base level = %d is invalid", baseLevel);
493 return;
494 }
495
496 if (t->MaxLevel < baseLevel) {
497 incomplete(t, MIPMAP, "MAX_LEVEL (%d) < BASE_LEVEL (%d)",
498 t->MaxLevel, baseLevel);
499 return;
500 }
501
502 baseImage = t->Image[0][baseLevel];
503
504 /* Always need the base level image */
505 if (!baseImage) {
506 incomplete(t, BASE, "Image[baseLevel=%d] == NULL", baseLevel);
507 return;
508 }
509
510 /* Check width/height/depth for zero */
511 if (baseImage->Width == 0 ||
512 baseImage->Height == 0 ||
513 baseImage->Depth == 0) {
514 incomplete(t, BASE, "texture width or height or depth = 0");
515 return;
516 }
517
518 /* Check if the texture values are integer */
519 {
520 GLenum datatype = _mesa_get_format_datatype(baseImage->TexFormat);
521 t->_IsIntegerFormat = datatype == GL_INT || datatype == GL_UNSIGNED_INT;
522 }
523
524 /* Compute _MaxLevel (the maximum mipmap level we'll sample from given the
525 * mipmap image sizes and GL_TEXTURE_MAX_LEVEL state).
526 */
527 switch (t->Target) {
528 case GL_TEXTURE_1D:
529 case GL_TEXTURE_1D_ARRAY_EXT:
530 maxLevels = ctx->Const.MaxTextureLevels;
531 break;
532 case GL_TEXTURE_2D:
533 case GL_TEXTURE_2D_ARRAY_EXT:
534 maxLevels = ctx->Const.MaxTextureLevels;
535 break;
536 case GL_TEXTURE_3D:
537 maxLevels = ctx->Const.Max3DTextureLevels;
538 break;
539 case GL_TEXTURE_CUBE_MAP_ARB:
540 case GL_TEXTURE_CUBE_MAP_ARRAY:
541 maxLevels = ctx->Const.MaxCubeTextureLevels;
542 break;
543 case GL_TEXTURE_RECTANGLE_NV:
544 case GL_TEXTURE_BUFFER:
545 case GL_TEXTURE_EXTERNAL_OES:
546 case GL_TEXTURE_2D_MULTISAMPLE:
547 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
548 maxLevels = 1; /* no mipmapping */
549 break;
550 default:
551 _mesa_problem(ctx, "Bad t->Target in _mesa_test_texobj_completeness");
552 return;
553 }
554
555 ASSERT(maxLevels > 0);
556
557 t->_MaxLevel = MIN3(t->MaxLevel,
558 /* 'p' in the GL spec */
559 (int) (baseLevel + baseImage->MaxNumLevels - 1),
560 /* 'q' in the GL spec */
561 maxLevels - 1);
562
563 if (t->Immutable) {
564 /* Adjust max level for views: the data store may have more levels than
565 * the view exposes.
566 */
567 t->_MaxLevel = MIN2(t->_MaxLevel, t->NumLevels - 1);
568 }
569
570 /* Compute _MaxLambda = q - p in the spec used during mipmapping */
571 t->_MaxLambda = (GLfloat) (t->_MaxLevel - baseLevel);
572
573 if (t->Immutable) {
574 /* This texture object was created with glTexStorage1/2/3D() so we
575 * know that all the mipmap levels are the right size and all cube
576 * map faces are the same size.
577 * We don't need to do any of the additional checks below.
578 */
579 return;
580 }
581
582 if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
583 /* Make sure that all six cube map level 0 images are the same size.
584 * Note: we know that the image's width==height (we enforce that
585 * at glTexImage time) so we only need to test the width here.
586 */
587 GLuint face;
588 assert(baseImage->Width2 == baseImage->Height);
589 for (face = 1; face < 6; face++) {
590 assert(t->Image[face][baseLevel] == NULL ||
591 t->Image[face][baseLevel]->Width2 ==
592 t->Image[face][baseLevel]->Height2);
593 if (t->Image[face][baseLevel] == NULL ||
594 t->Image[face][baseLevel]->Width2 != baseImage->Width2) {
595 incomplete(t, BASE, "Cube face missing or mismatched size");
596 return;
597 }
598 }
599 }
600
601 /*
602 * Do mipmap consistency checking.
603 * Note: we don't care about the current texture sampler state here.
604 * To determine texture completeness we'll either look at _BaseComplete
605 * or _MipmapComplete depending on the current minification filter mode.
606 */
607 {
608 GLint i;
609 const GLint minLevel = baseLevel;
610 const GLint maxLevel = t->_MaxLevel;
611 const GLuint numFaces = _mesa_num_tex_faces(t->Target);
612 GLuint width, height, depth, face;
613
614 if (minLevel > maxLevel) {
615 incomplete(t, MIPMAP, "minLevel > maxLevel");
616 return;
617 }
618
619 /* Get the base image's dimensions */
620 width = baseImage->Width2;
621 height = baseImage->Height2;
622 depth = baseImage->Depth2;
623
624 /* Note: this loop will be a no-op for RECT, BUFFER, EXTERNAL,
625 * MULTISAMPLE and MULTISAMPLE_ARRAY textures
626 */
627 for (i = baseLevel + 1; i < maxLevels; i++) {
628 /* Compute the expected size of image at level[i] */
629 if (width > 1) {
630 width /= 2;
631 }
632 if (height > 1 && t->Target != GL_TEXTURE_1D_ARRAY) {
633 height /= 2;
634 }
635 if (depth > 1 && t->Target != GL_TEXTURE_2D_ARRAY && t->Target != GL_TEXTURE_CUBE_MAP_ARRAY) {
636 depth /= 2;
637 }
638
639 /* loop over cube faces (or single face otherwise) */
640 for (face = 0; face < numFaces; face++) {
641 if (i >= minLevel && i <= maxLevel) {
642 const struct gl_texture_image *img = t->Image[face][i];
643
644 if (!img) {
645 incomplete(t, MIPMAP, "TexImage[%d] is missing", i);
646 return;
647 }
648 if (img->TexFormat != baseImage->TexFormat) {
649 incomplete(t, MIPMAP, "Format[i] != Format[baseLevel]");
650 return;
651 }
652 if (img->Border != baseImage->Border) {
653 incomplete(t, MIPMAP, "Border[i] != Border[baseLevel]");
654 return;
655 }
656 if (img->Width2 != width) {
657 incomplete(t, MIPMAP, "TexImage[%d] bad width %u", i, img->Width2);
658 return;
659 }
660 if (img->Height2 != height) {
661 incomplete(t, MIPMAP, "TexImage[%d] bad height %u", i, img->Height2);
662 return;
663 }
664 if (img->Depth2 != depth) {
665 incomplete(t, MIPMAP, "TexImage[%d] bad depth %u", i, img->Depth2);
666 return;
667 }
668
669 /* Extra checks for cube textures */
670 if (face > 0) {
671 /* check that cube faces are the same size */
672 if (img->Width2 != t->Image[0][i]->Width2 ||
673 img->Height2 != t->Image[0][i]->Height2) {
674 incomplete(t, MIPMAP, "CubeMap Image[n][i] bad size");
675 return;
676 }
677 }
678 }
679 }
680
681 if (width == 1 && height == 1 && depth == 1) {
682 return; /* found smallest needed mipmap, all done! */
683 }
684 }
685 }
686 }
687
688
689 /**
690 * Check if the given cube map texture is "cube complete" as defined in
691 * the OpenGL specification.
692 */
693 GLboolean
694 _mesa_cube_complete(const struct gl_texture_object *texObj)
695 {
696 const GLint baseLevel = texObj->BaseLevel;
697 const struct gl_texture_image *img0, *img;
698 GLuint face;
699
700 if (texObj->Target != GL_TEXTURE_CUBE_MAP)
701 return GL_FALSE;
702
703 if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS))
704 return GL_FALSE;
705
706 /* check first face */
707 img0 = texObj->Image[0][baseLevel];
708 if (!img0 ||
709 img0->Width < 1 ||
710 img0->Width != img0->Height)
711 return GL_FALSE;
712
713 /* check remaining faces vs. first face */
714 for (face = 1; face < 6; face++) {
715 img = texObj->Image[face][baseLevel];
716 if (!img ||
717 img->Width != img0->Width ||
718 img->Height != img0->Height ||
719 img->TexFormat != img0->TexFormat)
720 return GL_FALSE;
721 }
722
723 return GL_TRUE;
724 }
725
726
727 /**
728 * Mark a texture object dirty. It forces the object to be incomplete
729 * and forces the context to re-validate its state.
730 *
731 * \param ctx GL context.
732 * \param texObj texture object.
733 */
734 void
735 _mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj)
736 {
737 texObj->_BaseComplete = GL_FALSE;
738 texObj->_MipmapComplete = GL_FALSE;
739 ctx->NewState |= _NEW_TEXTURE;
740 }
741
742
743 /**
744 * Return pointer to a default/fallback texture of the given type/target.
745 * The texture is an RGBA texture with all texels = (0,0,0,1).
746 * That's the value a GLSL sampler should get when sampling from an
747 * incomplete texture.
748 */
749 struct gl_texture_object *
750 _mesa_get_fallback_texture(struct gl_context *ctx, gl_texture_index tex)
751 {
752 if (!ctx->Shared->FallbackTex[tex]) {
753 /* create fallback texture now */
754 const GLsizei width = 1, height = 1, depth = 1;
755 GLubyte texel[4];
756 struct gl_texture_object *texObj;
757 struct gl_texture_image *texImage;
758 mesa_format texFormat;
759 GLuint dims, face, numFaces = 1;
760 GLenum target;
761
762 texel[0] =
763 texel[1] =
764 texel[2] = 0x0;
765 texel[3] = 0xff;
766
767 switch (tex) {
768 case TEXTURE_2D_ARRAY_INDEX:
769 dims = 3;
770 target = GL_TEXTURE_2D_ARRAY;
771 break;
772 case TEXTURE_1D_ARRAY_INDEX:
773 dims = 2;
774 target = GL_TEXTURE_1D_ARRAY;
775 break;
776 case TEXTURE_CUBE_INDEX:
777 dims = 2;
778 target = GL_TEXTURE_CUBE_MAP;
779 numFaces = 6;
780 break;
781 case TEXTURE_3D_INDEX:
782 dims = 3;
783 target = GL_TEXTURE_3D;
784 break;
785 case TEXTURE_RECT_INDEX:
786 dims = 2;
787 target = GL_TEXTURE_RECTANGLE;
788 break;
789 case TEXTURE_2D_INDEX:
790 dims = 2;
791 target = GL_TEXTURE_2D;
792 break;
793 case TEXTURE_1D_INDEX:
794 dims = 1;
795 target = GL_TEXTURE_1D;
796 break;
797 case TEXTURE_BUFFER_INDEX:
798 dims = 0;
799 target = GL_TEXTURE_BUFFER;
800 break;
801 case TEXTURE_CUBE_ARRAY_INDEX:
802 dims = 3;
803 target = GL_TEXTURE_CUBE_MAP_ARRAY;
804 break;
805 case TEXTURE_EXTERNAL_INDEX:
806 dims = 2;
807 target = GL_TEXTURE_EXTERNAL_OES;
808 break;
809 case TEXTURE_2D_MULTISAMPLE_INDEX:
810 dims = 2;
811 target = GL_TEXTURE_2D_MULTISAMPLE;
812 break;
813 case TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX:
814 dims = 3;
815 target = GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
816 break;
817 default:
818 /* no-op */
819 return NULL;
820 }
821
822 /* create texture object */
823 texObj = ctx->Driver.NewTextureObject(ctx, 0, target);
824 if (!texObj)
825 return NULL;
826
827 assert(texObj->RefCount == 1);
828 texObj->Sampler.MinFilter = GL_NEAREST;
829 texObj->Sampler.MagFilter = GL_NEAREST;
830
831 texFormat = ctx->Driver.ChooseTextureFormat(ctx, target,
832 GL_RGBA, GL_RGBA,
833 GL_UNSIGNED_BYTE);
834
835 /* need a loop here just for cube maps */
836 for (face = 0; face < numFaces; face++) {
837 GLenum faceTarget;
838
839 if (target == GL_TEXTURE_CUBE_MAP)
840 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + face;
841 else
842 faceTarget = target;
843
844 /* initialize level[0] texture image */
845 texImage = _mesa_get_tex_image(ctx, texObj, faceTarget, 0);
846
847 _mesa_init_teximage_fields(ctx, texImage,
848 width,
849 (dims > 1) ? height : 1,
850 (dims > 2) ? depth : 1,
851 0, /* border */
852 GL_RGBA, texFormat);
853
854 ctx->Driver.TexImage(ctx, dims, texImage,
855 GL_RGBA, GL_UNSIGNED_BYTE, texel,
856 &ctx->DefaultPacking);
857 }
858
859 _mesa_test_texobj_completeness(ctx, texObj);
860 assert(texObj->_BaseComplete);
861 assert(texObj->_MipmapComplete);
862
863 ctx->Shared->FallbackTex[tex] = texObj;
864 }
865 return ctx->Shared->FallbackTex[tex];
866 }
867
868
869 /**
870 * Compute the size of the given texture object, in bytes.
871 */
872 static GLuint
873 texture_size(const struct gl_texture_object *texObj)
874 {
875 const GLuint numFaces = _mesa_num_tex_faces(texObj->Target);
876 GLuint face, level, size = 0;
877
878 for (face = 0; face < numFaces; face++) {
879 for (level = 0; level < MAX_TEXTURE_LEVELS; level++) {
880 const struct gl_texture_image *img = texObj->Image[face][level];
881 if (img) {
882 GLuint sz = _mesa_format_image_size(img->TexFormat, img->Width,
883 img->Height, img->Depth);
884 size += sz;
885 }
886 }
887 }
888
889 return size;
890 }
891
892
893 /**
894 * Callback called from _mesa_HashWalk()
895 */
896 static void
897 count_tex_size(GLuint key, void *data, void *userData)
898 {
899 const struct gl_texture_object *texObj =
900 (const struct gl_texture_object *) data;
901 GLuint *total = (GLuint *) userData;
902
903 (void) key;
904
905 *total = *total + texture_size(texObj);
906 }
907
908
909 /**
910 * Compute total size (in bytes) of all textures for the given context.
911 * For debugging purposes.
912 */
913 GLuint
914 _mesa_total_texture_memory(struct gl_context *ctx)
915 {
916 GLuint tgt, total = 0;
917
918 _mesa_HashWalk(ctx->Shared->TexObjects, count_tex_size, &total);
919
920 /* plus, the default texture objects */
921 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
922 total += texture_size(ctx->Shared->DefaultTex[tgt]);
923 }
924
925 return total;
926 }
927
928 static struct gl_texture_object *
929 invalidate_tex_image_error_check(struct gl_context *ctx, GLuint texture,
930 GLint level, const char *name)
931 {
932 /* The GL_ARB_invalidate_subdata spec says:
933 *
934 * "If <texture> is zero or is not the name of a texture, the error
935 * INVALID_VALUE is generated."
936 *
937 * This performs the error check in a different order than listed in the
938 * spec. We have to get the texture object before we can validate the
939 * other parameters against values in the texture object.
940 */
941 struct gl_texture_object *const t = _mesa_lookup_texture(ctx, texture);
942 if (texture == 0 || t == NULL) {
943 _mesa_error(ctx, GL_INVALID_VALUE, "%s(texture)", name);
944 return NULL;
945 }
946
947 /* The GL_ARB_invalidate_subdata spec says:
948 *
949 * "If <level> is less than zero or greater than the base 2 logarithm
950 * of the maximum texture width, height, or depth, the error
951 * INVALID_VALUE is generated."
952 */
953 if (level < 0 || level > t->MaxLevel) {
954 _mesa_error(ctx, GL_INVALID_VALUE, "%s(level)", name);
955 return NULL;
956 }
957
958 /* The GL_ARB_invalidate_subdata spec says:
959 *
960 * "If the target of <texture> is TEXTURE_RECTANGLE, TEXTURE_BUFFER,
961 * TEXTURE_2D_MULTISAMPLE, or TEXTURE_2D_MULTISAMPLE_ARRAY, and <level>
962 * is not zero, the error INVALID_VALUE is generated."
963 */
964 if (level != 0) {
965 switch (t->Target) {
966 case GL_TEXTURE_RECTANGLE:
967 case GL_TEXTURE_BUFFER:
968 case GL_TEXTURE_2D_MULTISAMPLE:
969 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
970 _mesa_error(ctx, GL_INVALID_VALUE, "%s(level)", name);
971 return NULL;
972
973 default:
974 break;
975 }
976 }
977
978 return t;
979 }
980
981 /*@}*/
982
983
984 /***********************************************************************/
985 /** \name API functions */
986 /*@{*/
987
988
989 /**
990 * Generate texture names.
991 *
992 * \param n number of texture names to be generated.
993 * \param textures an array in which will hold the generated texture names.
994 *
995 * \sa glGenTextures().
996 *
997 * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
998 * IDs which are stored in \p textures. Corresponding empty texture
999 * objects are also generated.
1000 */
1001 void GLAPIENTRY
1002 _mesa_GenTextures( GLsizei n, GLuint *textures )
1003 {
1004 GET_CURRENT_CONTEXT(ctx);
1005 GLuint first;
1006 GLint i;
1007
1008 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1009 _mesa_debug(ctx, "glGenTextures %d\n", n);
1010
1011 if (n < 0) {
1012 _mesa_error( ctx, GL_INVALID_VALUE, "glGenTextures" );
1013 return;
1014 }
1015
1016 if (!textures)
1017 return;
1018
1019 /*
1020 * This must be atomic (generation and allocation of texture IDs)
1021 */
1022 mtx_lock(&ctx->Shared->Mutex);
1023
1024 first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n);
1025
1026 /* Allocate new, empty texture objects */
1027 for (i = 0; i < n; i++) {
1028 struct gl_texture_object *texObj;
1029 GLuint name = first + i;
1030 GLenum target = 0;
1031 texObj = ctx->Driver.NewTextureObject(ctx, name, target);
1032 if (!texObj) {
1033 mtx_unlock(&ctx->Shared->Mutex);
1034 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
1035 return;
1036 }
1037
1038 /* insert into hash table */
1039 _mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
1040
1041 textures[i] = name;
1042 }
1043
1044 mtx_unlock(&ctx->Shared->Mutex);
1045 }
1046
1047
1048 /**
1049 * Check if the given texture object is bound to the current draw or
1050 * read framebuffer. If so, Unbind it.
1051 */
1052 static void
1053 unbind_texobj_from_fbo(struct gl_context *ctx,
1054 struct gl_texture_object *texObj)
1055 {
1056 bool progress = false;
1057
1058 /* Section 4.4.2 (Attaching Images to Framebuffer Objects), subsection
1059 * "Attaching Texture Images to a Framebuffer," of the OpenGL 3.1 spec
1060 * says:
1061 *
1062 * "If a texture object is deleted while its image is attached to one
1063 * or more attachment points in the currently bound framebuffer, then
1064 * it is as if FramebufferTexture* had been called, with a texture of
1065 * zero, for each attachment point to which this image was attached in
1066 * the currently bound framebuffer. In other words, this texture image
1067 * is first detached from all attachment points in the currently bound
1068 * framebuffer. Note that the texture image is specifically not
1069 * detached from any other framebuffer objects. Detaching the texture
1070 * image from any other framebuffer objects is the responsibility of
1071 * the application."
1072 */
1073 if (_mesa_is_user_fbo(ctx->DrawBuffer)) {
1074 progress = _mesa_detach_renderbuffer(ctx, ctx->DrawBuffer, texObj);
1075 }
1076 if (_mesa_is_user_fbo(ctx->ReadBuffer)
1077 && ctx->ReadBuffer != ctx->DrawBuffer) {
1078 progress = _mesa_detach_renderbuffer(ctx, ctx->ReadBuffer, texObj)
1079 || progress;
1080 }
1081
1082 if (progress)
1083 /* Vertices are already flushed by _mesa_DeleteTextures */
1084 ctx->NewState |= _NEW_BUFFERS;
1085 }
1086
1087
1088 /**
1089 * Check if the given texture object is bound to any texture image units and
1090 * unbind it if so (revert to default textures).
1091 */
1092 static void
1093 unbind_texobj_from_texunits(struct gl_context *ctx,
1094 struct gl_texture_object *texObj)
1095 {
1096 GLuint u, tex;
1097
1098 for (u = 0; u < ctx->Texture.NumCurrentTexUsed; u++) {
1099 struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
1100 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
1101 if (texObj == unit->CurrentTex[tex]) {
1102 _mesa_reference_texobj(&unit->CurrentTex[tex],
1103 ctx->Shared->DefaultTex[tex]);
1104 ASSERT(unit->CurrentTex[tex]);
1105 unit->_BoundTextures &= ~(1 << tex);
1106 break;
1107 }
1108 }
1109 }
1110 }
1111
1112
1113 /**
1114 * Check if the given texture object is bound to any shader image unit
1115 * and unbind it if that's the case.
1116 */
1117 static void
1118 unbind_texobj_from_image_units(struct gl_context *ctx,
1119 struct gl_texture_object *texObj)
1120 {
1121 GLuint i;
1122
1123 for (i = 0; i < ctx->Const.MaxImageUnits; i++) {
1124 struct gl_image_unit *unit = &ctx->ImageUnits[i];
1125
1126 if (texObj == unit->TexObj)
1127 _mesa_reference_texobj(&unit->TexObj, NULL);
1128 }
1129 }
1130
1131
1132 /**
1133 * Delete named textures.
1134 *
1135 * \param n number of textures to be deleted.
1136 * \param textures array of texture IDs to be deleted.
1137 *
1138 * \sa glDeleteTextures().
1139 *
1140 * If we're about to delete a texture that's currently bound to any
1141 * texture unit, unbind the texture first. Decrement the reference
1142 * count on the texture object and delete it if it's zero.
1143 * Recall that texture objects can be shared among several rendering
1144 * contexts.
1145 */
1146 void GLAPIENTRY
1147 _mesa_DeleteTextures( GLsizei n, const GLuint *textures)
1148 {
1149 GET_CURRENT_CONTEXT(ctx);
1150 GLint i;
1151
1152 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1153 _mesa_debug(ctx, "glDeleteTextures %d\n", n);
1154
1155 FLUSH_VERTICES(ctx, 0); /* too complex */
1156
1157 if (!textures)
1158 return;
1159
1160 for (i = 0; i < n; i++) {
1161 if (textures[i] > 0) {
1162 struct gl_texture_object *delObj
1163 = _mesa_lookup_texture(ctx, textures[i]);
1164
1165 if (delObj) {
1166 _mesa_lock_texture(ctx, delObj);
1167
1168 /* Check if texture is bound to any framebuffer objects.
1169 * If so, unbind.
1170 * See section 4.4.2.3 of GL_EXT_framebuffer_object.
1171 */
1172 unbind_texobj_from_fbo(ctx, delObj);
1173
1174 /* Check if this texture is currently bound to any texture units.
1175 * If so, unbind it.
1176 */
1177 unbind_texobj_from_texunits(ctx, delObj);
1178
1179 /* Check if this texture is currently bound to any shader
1180 * image unit. If so, unbind it.
1181 * See section 3.9.X of GL_ARB_shader_image_load_store.
1182 */
1183 unbind_texobj_from_image_units(ctx, delObj);
1184
1185 _mesa_unlock_texture(ctx, delObj);
1186
1187 ctx->NewState |= _NEW_TEXTURE;
1188
1189 /* The texture _name_ is now free for re-use.
1190 * Remove it from the hash table now.
1191 */
1192 mtx_lock(&ctx->Shared->Mutex);
1193 _mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name);
1194 mtx_unlock(&ctx->Shared->Mutex);
1195
1196 /* Unreference the texobj. If refcount hits zero, the texture
1197 * will be deleted.
1198 */
1199 _mesa_reference_texobj(&delObj, NULL);
1200 }
1201 }
1202 }
1203 }
1204
1205
1206 /**
1207 * Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
1208 * into the corresponding Mesa texture target index.
1209 * Note that proxy targets are not valid here.
1210 * \return TEXTURE_x_INDEX or -1 if target is invalid
1211 */
1212 int
1213 _mesa_tex_target_to_index(const struct gl_context *ctx, GLenum target)
1214 {
1215 switch (target) {
1216 case GL_TEXTURE_1D:
1217 return _mesa_is_desktop_gl(ctx) ? TEXTURE_1D_INDEX : -1;
1218 case GL_TEXTURE_2D:
1219 return TEXTURE_2D_INDEX;
1220 case GL_TEXTURE_3D:
1221 return ctx->API != API_OPENGLES ? TEXTURE_3D_INDEX : -1;
1222 case GL_TEXTURE_CUBE_MAP:
1223 return ctx->Extensions.ARB_texture_cube_map
1224 ? TEXTURE_CUBE_INDEX : -1;
1225 case GL_TEXTURE_RECTANGLE:
1226 return _mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle
1227 ? TEXTURE_RECT_INDEX : -1;
1228 case GL_TEXTURE_1D_ARRAY:
1229 return _mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_texture_array
1230 ? TEXTURE_1D_ARRAY_INDEX : -1;
1231 case GL_TEXTURE_2D_ARRAY:
1232 return (_mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_texture_array)
1233 || _mesa_is_gles3(ctx)
1234 ? TEXTURE_2D_ARRAY_INDEX : -1;
1235 case GL_TEXTURE_BUFFER:
1236 return ctx->API == API_OPENGL_CORE &&
1237 ctx->Extensions.ARB_texture_buffer_object ?
1238 TEXTURE_BUFFER_INDEX : -1;
1239 case GL_TEXTURE_EXTERNAL_OES:
1240 return _mesa_is_gles(ctx) && ctx->Extensions.OES_EGL_image_external
1241 ? TEXTURE_EXTERNAL_INDEX : -1;
1242 case GL_TEXTURE_CUBE_MAP_ARRAY:
1243 return _mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_cube_map_array
1244 ? TEXTURE_CUBE_ARRAY_INDEX : -1;
1245 case GL_TEXTURE_2D_MULTISAMPLE:
1246 return _mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_multisample
1247 ? TEXTURE_2D_MULTISAMPLE_INDEX: -1;
1248 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
1249 return _mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_multisample
1250 ? TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX: -1;
1251 default:
1252 return -1;
1253 }
1254 }
1255
1256
1257 /**
1258 * Bind a named texture to a texturing target.
1259 *
1260 * \param target texture target.
1261 * \param texName texture name.
1262 *
1263 * \sa glBindTexture().
1264 *
1265 * Determines the old texture object bound and returns immediately if rebinding
1266 * the same texture. Get the current texture which is either a default texture
1267 * if name is null, a named texture from the hash, or a new texture if the
1268 * given texture name is new. Increments its reference count, binds it, and
1269 * calls dd_function_table::BindTexture. Decrements the old texture reference
1270 * count and deletes it if it reaches zero.
1271 */
1272 void GLAPIENTRY
1273 _mesa_BindTexture( GLenum target, GLuint texName )
1274 {
1275 GET_CURRENT_CONTEXT(ctx);
1276 struct gl_texture_unit *texUnit = _mesa_get_current_tex_unit(ctx);
1277 struct gl_texture_object *newTexObj = NULL;
1278 GLint targetIndex;
1279
1280 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1281 _mesa_debug(ctx, "glBindTexture %s %d\n",
1282 _mesa_lookup_enum_by_nr(target), (GLint) texName);
1283
1284 targetIndex = _mesa_tex_target_to_index(ctx, target);
1285 if (targetIndex < 0) {
1286 _mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)");
1287 return;
1288 }
1289 assert(targetIndex < NUM_TEXTURE_TARGETS);
1290
1291 /*
1292 * Get pointer to new texture object (newTexObj)
1293 */
1294 if (texName == 0) {
1295 /* Use a default texture object */
1296 newTexObj = ctx->Shared->DefaultTex[targetIndex];
1297 }
1298 else {
1299 /* non-default texture object */
1300 newTexObj = _mesa_lookup_texture(ctx, texName);
1301 if (newTexObj) {
1302 /* error checking */
1303 if (newTexObj->Target != 0 && newTexObj->Target != target) {
1304 /* the named texture object's target doesn't match the given target */
1305 _mesa_error( ctx, GL_INVALID_OPERATION,
1306 "glBindTexture(target mismatch)" );
1307 return;
1308 }
1309 if (newTexObj->Target == 0) {
1310 finish_texture_init(ctx, target, newTexObj);
1311 }
1312 }
1313 else {
1314 if (ctx->API == API_OPENGL_CORE) {
1315 _mesa_error(ctx, GL_INVALID_OPERATION, "glBindTexture(non-gen name)");
1316 return;
1317 }
1318
1319 /* if this is a new texture id, allocate a texture object now */
1320 newTexObj = ctx->Driver.NewTextureObject(ctx, texName, target);
1321 if (!newTexObj) {
1322 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
1323 return;
1324 }
1325
1326 /* and insert it into hash table */
1327 mtx_lock(&ctx->Shared->Mutex);
1328 _mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj);
1329 mtx_unlock(&ctx->Shared->Mutex);
1330 }
1331 newTexObj->Target = target;
1332 newTexObj->TargetIndex = targetIndex;
1333 }
1334
1335 assert(valid_texture_object(newTexObj));
1336
1337 /* Check if this texture is only used by this context and is already bound.
1338 * If so, just return.
1339 */
1340 {
1341 GLboolean early_out;
1342 mtx_lock(&ctx->Shared->Mutex);
1343 early_out = ((ctx->Shared->RefCount == 1)
1344 && (newTexObj == texUnit->CurrentTex[targetIndex]));
1345 mtx_unlock(&ctx->Shared->Mutex);
1346 if (early_out) {
1347 return;
1348 }
1349 }
1350
1351 /* flush before changing binding */
1352 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1353
1354 /* Do the actual binding. The refcount on the previously bound
1355 * texture object will be decremented. It'll be deleted if the
1356 * count hits zero.
1357 */
1358 _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], newTexObj);
1359 ctx->Texture.NumCurrentTexUsed = MAX2(ctx->Texture.NumCurrentTexUsed,
1360 ctx->Texture.CurrentUnit + 1);
1361 ASSERT(texUnit->CurrentTex[targetIndex]);
1362
1363 if (texName != 0)
1364 texUnit->_BoundTextures |= (1 << targetIndex);
1365 else
1366 texUnit->_BoundTextures &= ~(1 << targetIndex);
1367
1368 /* Pass BindTexture call to device driver */
1369 if (ctx->Driver.BindTexture)
1370 ctx->Driver.BindTexture(ctx, target, newTexObj);
1371 }
1372
1373
1374 /**
1375 * Set texture priorities.
1376 *
1377 * \param n number of textures.
1378 * \param texName texture names.
1379 * \param priorities corresponding texture priorities.
1380 *
1381 * \sa glPrioritizeTextures().
1382 *
1383 * Looks up each texture in the hash, clamps the corresponding priority between
1384 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
1385 */
1386 void GLAPIENTRY
1387 _mesa_PrioritizeTextures( GLsizei n, const GLuint *texName,
1388 const GLclampf *priorities )
1389 {
1390 GET_CURRENT_CONTEXT(ctx);
1391 GLint i;
1392
1393 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1394 _mesa_debug(ctx, "glPrioritizeTextures %d\n", n);
1395
1396 FLUSH_VERTICES(ctx, 0);
1397
1398 if (n < 0) {
1399 _mesa_error( ctx, GL_INVALID_VALUE, "glPrioritizeTextures" );
1400 return;
1401 }
1402
1403 if (!priorities)
1404 return;
1405
1406 for (i = 0; i < n; i++) {
1407 if (texName[i] > 0) {
1408 struct gl_texture_object *t = _mesa_lookup_texture(ctx, texName[i]);
1409 if (t) {
1410 t->Priority = CLAMP( priorities[i], 0.0F, 1.0F );
1411 }
1412 }
1413 }
1414
1415 ctx->NewState |= _NEW_TEXTURE;
1416 }
1417
1418
1419
1420 /**
1421 * See if textures are loaded in texture memory.
1422 *
1423 * \param n number of textures to query.
1424 * \param texName array with the texture names.
1425 * \param residences array which will hold the residence status.
1426 *
1427 * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
1428 *
1429 * Note: we assume all textures are always resident
1430 */
1431 GLboolean GLAPIENTRY
1432 _mesa_AreTexturesResident(GLsizei n, const GLuint *texName,
1433 GLboolean *residences)
1434 {
1435 GET_CURRENT_CONTEXT(ctx);
1436 GLboolean allResident = GL_TRUE;
1437 GLint i;
1438 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1439
1440 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1441 _mesa_debug(ctx, "glAreTexturesResident %d\n", n);
1442
1443 if (n < 0) {
1444 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)");
1445 return GL_FALSE;
1446 }
1447
1448 if (!texName || !residences)
1449 return GL_FALSE;
1450
1451 /* We only do error checking on the texture names */
1452 for (i = 0; i < n; i++) {
1453 struct gl_texture_object *t;
1454 if (texName[i] == 0) {
1455 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1456 return GL_FALSE;
1457 }
1458 t = _mesa_lookup_texture(ctx, texName[i]);
1459 if (!t) {
1460 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1461 return GL_FALSE;
1462 }
1463 }
1464
1465 return allResident;
1466 }
1467
1468
1469 /**
1470 * See if a name corresponds to a texture.
1471 *
1472 * \param texture texture name.
1473 *
1474 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
1475 * otherwise.
1476 *
1477 * \sa glIsTexture().
1478 *
1479 * Calls _mesa_HashLookup().
1480 */
1481 GLboolean GLAPIENTRY
1482 _mesa_IsTexture( GLuint texture )
1483 {
1484 struct gl_texture_object *t;
1485 GET_CURRENT_CONTEXT(ctx);
1486 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1487
1488 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1489 _mesa_debug(ctx, "glIsTexture %d\n", texture);
1490
1491 if (!texture)
1492 return GL_FALSE;
1493
1494 t = _mesa_lookup_texture(ctx, texture);
1495
1496 /* IsTexture is true only after object has been bound once. */
1497 return t && t->Target;
1498 }
1499
1500
1501 /**
1502 * Simplest implementation of texture locking: grab the shared tex
1503 * mutex. Examine the shared context state timestamp and if there has
1504 * been a change, set the appropriate bits in ctx->NewState.
1505 *
1506 * This is used to deal with synchronizing things when a texture object
1507 * is used/modified by different contexts (or threads) which are sharing
1508 * the texture.
1509 *
1510 * See also _mesa_lock/unlock_texture() in teximage.h
1511 */
1512 void
1513 _mesa_lock_context_textures( struct gl_context *ctx )
1514 {
1515 mtx_lock(&ctx->Shared->TexMutex);
1516
1517 if (ctx->Shared->TextureStateStamp != ctx->TextureStateTimestamp) {
1518 ctx->NewState |= _NEW_TEXTURE;
1519 ctx->TextureStateTimestamp = ctx->Shared->TextureStateStamp;
1520 }
1521 }
1522
1523
1524 void
1525 _mesa_unlock_context_textures( struct gl_context *ctx )
1526 {
1527 assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp);
1528 mtx_unlock(&ctx->Shared->TexMutex);
1529 }
1530
1531 void GLAPIENTRY
1532 _mesa_InvalidateTexSubImage(GLuint texture, GLint level, GLint xoffset,
1533 GLint yoffset, GLint zoffset, GLsizei width,
1534 GLsizei height, GLsizei depth)
1535 {
1536 struct gl_texture_object *t;
1537 struct gl_texture_image *image;
1538 GET_CURRENT_CONTEXT(ctx);
1539
1540 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1541 _mesa_debug(ctx, "glInvalidateTexSubImage %d\n", texture);
1542
1543 t = invalidate_tex_image_error_check(ctx, texture, level,
1544 "glInvalidateTexSubImage");
1545
1546 /* The GL_ARB_invalidate_subdata spec says:
1547 *
1548 * "...the specified subregion must be between -<b> and <dim>+<b> where
1549 * <dim> is the size of the dimension of the texture image, and <b> is
1550 * the size of the border of that texture image, otherwise
1551 * INVALID_VALUE is generated (border is not applied to dimensions that
1552 * don't exist in a given texture target)."
1553 */
1554 image = t->Image[0][level];
1555 if (image) {
1556 int xBorder;
1557 int yBorder;
1558 int zBorder;
1559 int imageWidth;
1560 int imageHeight;
1561 int imageDepth;
1562
1563 /* The GL_ARB_invalidate_subdata spec says:
1564 *
1565 * "For texture targets that don't have certain dimensions, this
1566 * command treats those dimensions as having a size of 1. For
1567 * example, to invalidate a portion of a two-dimensional texture,
1568 * the application would use <zoffset> equal to zero and <depth>
1569 * equal to one."
1570 */
1571 switch (t->Target) {
1572 case GL_TEXTURE_BUFFER:
1573 xBorder = 0;
1574 yBorder = 0;
1575 zBorder = 0;
1576 imageWidth = 1;
1577 imageHeight = 1;
1578 imageDepth = 1;
1579 break;
1580 case GL_TEXTURE_1D:
1581 xBorder = image->Border;
1582 yBorder = 0;
1583 zBorder = 0;
1584 imageWidth = image->Width;
1585 imageHeight = 1;
1586 imageDepth = 1;
1587 break;
1588 case GL_TEXTURE_1D_ARRAY:
1589 xBorder = image->Border;
1590 yBorder = 0;
1591 zBorder = 0;
1592 imageWidth = image->Width;
1593 imageHeight = image->Height;
1594 imageDepth = 1;
1595 break;
1596 case GL_TEXTURE_2D:
1597 case GL_TEXTURE_CUBE_MAP:
1598 case GL_TEXTURE_RECTANGLE:
1599 case GL_TEXTURE_2D_MULTISAMPLE:
1600 xBorder = image->Border;
1601 yBorder = image->Border;
1602 zBorder = 0;
1603 imageWidth = image->Width;
1604 imageHeight = image->Height;
1605 imageDepth = 1;
1606 break;
1607 case GL_TEXTURE_2D_ARRAY:
1608 case GL_TEXTURE_CUBE_MAP_ARRAY:
1609 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
1610 xBorder = image->Border;
1611 yBorder = image->Border;
1612 zBorder = 0;
1613 imageWidth = image->Width;
1614 imageHeight = image->Height;
1615 imageDepth = image->Depth;
1616 break;
1617 case GL_TEXTURE_3D:
1618 xBorder = image->Border;
1619 yBorder = image->Border;
1620 zBorder = image->Border;
1621 imageWidth = image->Width;
1622 imageHeight = image->Height;
1623 imageDepth = image->Depth;
1624 break;
1625 default:
1626 assert(!"Should not get here.");
1627 xBorder = 0;
1628 yBorder = 0;
1629 zBorder = 0;
1630 imageWidth = 0;
1631 imageHeight = 0;
1632 imageDepth = 0;
1633 break;
1634 }
1635
1636 if (xoffset < -xBorder) {
1637 _mesa_error(ctx, GL_INVALID_VALUE, "glInvalidateSubTexImage(xoffset)");
1638 return;
1639 }
1640
1641 if (xoffset + width > imageWidth + xBorder) {
1642 _mesa_error(ctx, GL_INVALID_VALUE,
1643 "glInvalidateSubTexImage(xoffset+width)");
1644 return;
1645 }
1646
1647 if (yoffset < -yBorder) {
1648 _mesa_error(ctx, GL_INVALID_VALUE, "glInvalidateSubTexImage(yoffset)");
1649 return;
1650 }
1651
1652 if (yoffset + height > imageHeight + yBorder) {
1653 _mesa_error(ctx, GL_INVALID_VALUE,
1654 "glInvalidateSubTexImage(yoffset+height)");
1655 return;
1656 }
1657
1658 if (zoffset < -zBorder) {
1659 _mesa_error(ctx, GL_INVALID_VALUE,
1660 "glInvalidateSubTexImage(zoffset)");
1661 return;
1662 }
1663
1664 if (zoffset + depth > imageDepth + zBorder) {
1665 _mesa_error(ctx, GL_INVALID_VALUE,
1666 "glInvalidateSubTexImage(zoffset+depth)");
1667 return;
1668 }
1669 }
1670
1671 /* We don't actually do anything for this yet. Just return after
1672 * validating the parameters and generating the required errors.
1673 */
1674 return;
1675 }
1676
1677 void GLAPIENTRY
1678 _mesa_InvalidateTexImage(GLuint texture, GLint level)
1679 {
1680 GET_CURRENT_CONTEXT(ctx);
1681
1682 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1683 _mesa_debug(ctx, "glInvalidateTexImage(%d, %d)\n", texture, level);
1684
1685 invalidate_tex_image_error_check(ctx, texture, level,
1686 "glInvalidateTexImage");
1687
1688 /* We don't actually do anything for this yet. Just return after
1689 * validating the parameters and generating the required errors.
1690 */
1691 return;
1692 }
1693
1694 /*@}*/