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.
32 #if FEATURE_colortable
45 #include "shader/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(GLcontext
*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( GLcontext
*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
);
111 _mesa_bzero(obj
, sizeof(*obj
));
112 /* init the non-zero fields */
113 _glthread_INIT_MUTEX(obj
->Mutex
);
116 obj
->Target
= target
;
117 obj
->Priority
= 1.0F
;
118 if (target
== GL_TEXTURE_RECTANGLE_NV
) {
119 obj
->WrapS
= GL_CLAMP_TO_EDGE
;
120 obj
->WrapT
= GL_CLAMP_TO_EDGE
;
121 obj
->WrapR
= GL_CLAMP_TO_EDGE
;
122 obj
->MinFilter
= GL_LINEAR
;
125 obj
->WrapS
= GL_REPEAT
;
126 obj
->WrapT
= GL_REPEAT
;
127 obj
->WrapR
= GL_REPEAT
;
128 obj
->MinFilter
= GL_NEAREST_MIPMAP_LINEAR
;
130 obj
->MagFilter
= GL_LINEAR
;
131 obj
->MinLod
= -1000.0;
132 obj
->MaxLod
= 1000.0;
135 obj
->MaxLevel
= 1000;
136 obj
->MaxAnisotropy
= 1.0;
137 obj
->CompareMode
= GL_NONE
; /* ARB_shadow */
138 obj
->CompareFunc
= GL_LEQUAL
; /* ARB_shadow */
139 obj
->CompareFailValue
= 0.0F
; /* ARB_shadow_ambient */
140 obj
->DepthMode
= GL_LUMINANCE
; /* ARB_depth_texture */
141 obj
->Swizzle
[0] = GL_RED
;
142 obj
->Swizzle
[1] = GL_GREEN
;
143 obj
->Swizzle
[2] = GL_BLUE
;
144 obj
->Swizzle
[3] = GL_ALPHA
;
145 obj
->_Swizzle
= SWIZZLE_NOOP
;
150 * Some texture initialization can't be finished until we know which
151 * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
154 finish_texture_init(GLcontext
*ctx
, GLenum target
,
155 struct gl_texture_object
*obj
)
157 assert(obj
->Target
== 0);
159 if (target
== GL_TEXTURE_RECTANGLE_NV
) {
160 /* have to init wrap and filter state here - kind of klunky */
161 obj
->WrapS
= GL_CLAMP_TO_EDGE
;
162 obj
->WrapT
= GL_CLAMP_TO_EDGE
;
163 obj
->WrapR
= GL_CLAMP_TO_EDGE
;
164 obj
->MinFilter
= GL_LINEAR
;
165 if (ctx
->Driver
.TexParameter
) {
166 static const GLfloat fparam_wrap
[1] = {(GLfloat
) GL_CLAMP_TO_EDGE
};
167 static const GLfloat fparam_filter
[1] = {(GLfloat
) GL_LINEAR
};
168 ctx
->Driver
.TexParameter(ctx
, target
, obj
, GL_TEXTURE_WRAP_S
, fparam_wrap
);
169 ctx
->Driver
.TexParameter(ctx
, target
, obj
, GL_TEXTURE_WRAP_T
, fparam_wrap
);
170 ctx
->Driver
.TexParameter(ctx
, target
, obj
, GL_TEXTURE_WRAP_R
, fparam_wrap
);
171 ctx
->Driver
.TexParameter(ctx
, target
, obj
, GL_TEXTURE_MIN_FILTER
, fparam_filter
);
178 * Deallocate a texture object struct. It should have already been
179 * removed from the texture object pool.
180 * Called via ctx->Driver.DeleteTexture() if not overriden by a driver.
182 * \param shared the shared GL state to which the object belongs.
183 * \param texOjb the texture object to delete.
186 _mesa_delete_texture_object( GLcontext
*ctx
, struct gl_texture_object
*texObj
)
192 /* Set Target to an invalid value. With some assertions elsewhere
193 * we can try to detect possible use of deleted textures.
195 texObj
->Target
= 0x99;
197 #if FEATURE_colortable
198 _mesa_free_colortable_data(&texObj
->Palette
);
201 /* free the texture images */
202 for (face
= 0; face
< 6; face
++) {
203 for (i
= 0; i
< MAX_TEXTURE_LEVELS
; i
++) {
204 if (texObj
->Image
[face
][i
]) {
205 _mesa_delete_texture_image( ctx
, texObj
->Image
[face
][i
] );
210 /* destroy the mutex -- it may have allocated memory (eg on bsd) */
211 _glthread_DESTROY_MUTEX(texObj
->Mutex
);
213 /* free this object */
221 * Copy texture object state from one texture object to another.
222 * Use for glPush/PopAttrib.
224 * \param dest destination texture object.
225 * \param src source texture object.
228 _mesa_copy_texture_object( struct gl_texture_object
*dest
,
229 const struct gl_texture_object
*src
)
231 dest
->Target
= src
->Target
;
232 dest
->Name
= src
->Name
;
233 dest
->Priority
= src
->Priority
;
234 dest
->BorderColor
[0] = src
->BorderColor
[0];
235 dest
->BorderColor
[1] = src
->BorderColor
[1];
236 dest
->BorderColor
[2] = src
->BorderColor
[2];
237 dest
->BorderColor
[3] = src
->BorderColor
[3];
238 dest
->WrapS
= src
->WrapS
;
239 dest
->WrapT
= src
->WrapT
;
240 dest
->WrapR
= src
->WrapR
;
241 dest
->MinFilter
= src
->MinFilter
;
242 dest
->MagFilter
= src
->MagFilter
;
243 dest
->MinLod
= src
->MinLod
;
244 dest
->MaxLod
= src
->MaxLod
;
245 dest
->LodBias
= src
->LodBias
;
246 dest
->BaseLevel
= src
->BaseLevel
;
247 dest
->MaxLevel
= src
->MaxLevel
;
248 dest
->MaxAnisotropy
= src
->MaxAnisotropy
;
249 dest
->CompareMode
= src
->CompareMode
;
250 dest
->CompareFunc
= src
->CompareFunc
;
251 dest
->CompareFailValue
= src
->CompareFailValue
;
252 dest
->DepthMode
= src
->DepthMode
;
253 dest
->_MaxLevel
= src
->_MaxLevel
;
254 dest
->_MaxLambda
= src
->_MaxLambda
;
255 dest
->GenerateMipmap
= src
->GenerateMipmap
;
256 dest
->Palette
= src
->Palette
;
257 dest
->_Complete
= src
->_Complete
;
258 COPY_4V(dest
->Swizzle
, src
->Swizzle
);
259 dest
->_Swizzle
= src
->_Swizzle
;
264 * Check if the given texture object is valid by examining its Target field.
265 * For debugging only.
268 valid_texture_object(const struct gl_texture_object
*tex
)
270 switch (tex
->Target
) {
275 case GL_TEXTURE_CUBE_MAP_ARB
:
276 case GL_TEXTURE_RECTANGLE_NV
:
277 case GL_TEXTURE_1D_ARRAY_EXT
:
278 case GL_TEXTURE_2D_ARRAY_EXT
:
281 _mesa_problem(NULL
, "invalid reference to a deleted texture object");
284 _mesa_problem(NULL
, "invalid texture object Target value");
291 * Reference (or unreference) a texture object.
292 * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
293 * If 'tex' is non-null, increment its refcount.
296 _mesa_reference_texobj(struct gl_texture_object
**ptr
,
297 struct gl_texture_object
*tex
)
306 /* Unreference the old texture */
307 GLboolean deleteFlag
= GL_FALSE
;
308 struct gl_texture_object
*oldTex
= *ptr
;
310 assert(valid_texture_object(oldTex
));
312 _glthread_LOCK_MUTEX(oldTex
->Mutex
);
313 ASSERT(oldTex
->RefCount
> 0);
316 deleteFlag
= (oldTex
->RefCount
== 0);
317 _glthread_UNLOCK_MUTEX(oldTex
->Mutex
);
320 GET_CURRENT_CONTEXT(ctx
);
322 ctx
->Driver
.DeleteTexture(ctx
, oldTex
);
324 _mesa_problem(NULL
, "Unable to delete texture, no context");
332 /* reference new texture */
333 assert(valid_texture_object(tex
));
334 _glthread_LOCK_MUTEX(tex
->Mutex
);
335 if (tex
->RefCount
== 0) {
336 /* this texture's being deleted (look just above) */
337 /* Not sure this can every really happen. Warn if it does. */
338 _mesa_problem(NULL
, "referencing deleted texture object");
345 _glthread_UNLOCK_MUTEX(tex
->Mutex
);
352 * Report why a texture object is incomplete.
354 * \param t texture object.
355 * \param why string describing why it's incomplete.
357 * \note For debug purposes only.
361 incomplete(const struct gl_texture_object
*t
, const char *why
)
363 _mesa_printf("Texture Obj %d incomplete because: %s\n", t
->Name
, why
);
366 #define incomplete(t, why)
371 * Examine a texture object to determine if it is complete.
373 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
376 * \param ctx GL context.
377 * \param t texture object.
379 * According to the texture target, verifies that each of the mipmaps is
380 * present and has the expected size.
383 _mesa_test_texobj_completeness( const GLcontext
*ctx
,
384 struct gl_texture_object
*t
)
386 const GLint baseLevel
= t
->BaseLevel
;
387 GLint maxLog2
= 0, maxLevels
= 0;
389 t
->_Complete
= GL_TRUE
; /* be optimistic */
391 /* Detect cases where the application set the base level to an invalid
394 if ((baseLevel
< 0) || (baseLevel
> MAX_TEXTURE_LEVELS
)) {
396 _mesa_sprintf(s
, "base level = %d is invalid", baseLevel
);
398 t
->_Complete
= GL_FALSE
;
402 /* Always need the base level image */
403 if (!t
->Image
[0][baseLevel
]) {
405 _mesa_sprintf(s
, "Image[baseLevel=%d] == NULL", baseLevel
);
407 t
->_Complete
= GL_FALSE
;
411 /* Check width/height/depth for zero */
412 if (t
->Image
[0][baseLevel
]->Width
== 0 ||
413 t
->Image
[0][baseLevel
]->Height
== 0 ||
414 t
->Image
[0][baseLevel
]->Depth
== 0) {
415 incomplete(t
, "texture width = 0");
416 t
->_Complete
= GL_FALSE
;
420 /* Compute _MaxLevel */
421 if ((t
->Target
== GL_TEXTURE_1D
) ||
422 (t
->Target
== GL_TEXTURE_1D_ARRAY_EXT
)) {
423 maxLog2
= t
->Image
[0][baseLevel
]->WidthLog2
;
424 maxLevels
= ctx
->Const
.MaxTextureLevels
;
426 else if ((t
->Target
== GL_TEXTURE_2D
) ||
427 (t
->Target
== GL_TEXTURE_2D_ARRAY_EXT
)) {
428 maxLog2
= MAX2(t
->Image
[0][baseLevel
]->WidthLog2
,
429 t
->Image
[0][baseLevel
]->HeightLog2
);
430 maxLevels
= ctx
->Const
.MaxTextureLevels
;
432 else if (t
->Target
== GL_TEXTURE_3D
) {
433 GLint max
= MAX2(t
->Image
[0][baseLevel
]->WidthLog2
,
434 t
->Image
[0][baseLevel
]->HeightLog2
);
435 maxLog2
= MAX2(max
, (GLint
)(t
->Image
[0][baseLevel
]->DepthLog2
));
436 maxLevels
= ctx
->Const
.Max3DTextureLevels
;
438 else if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
439 maxLog2
= MAX2(t
->Image
[0][baseLevel
]->WidthLog2
,
440 t
->Image
[0][baseLevel
]->HeightLog2
);
441 maxLevels
= ctx
->Const
.MaxCubeTextureLevels
;
443 else if (t
->Target
== GL_TEXTURE_RECTANGLE_NV
) {
444 maxLog2
= 0; /* not applicable */
445 maxLevels
= 1; /* no mipmapping */
448 _mesa_problem(ctx
, "Bad t->Target in _mesa_test_texobj_completeness");
452 ASSERT(maxLevels
> 0);
454 t
->_MaxLevel
= baseLevel
+ maxLog2
;
455 t
->_MaxLevel
= MIN2(t
->_MaxLevel
, t
->MaxLevel
);
456 t
->_MaxLevel
= MIN2(t
->_MaxLevel
, maxLevels
- 1);
458 /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
459 t
->_MaxLambda
= (GLfloat
) (t
->_MaxLevel
- t
->BaseLevel
);
461 if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
462 /* make sure that all six cube map level 0 images are the same size */
463 const GLuint w
= t
->Image
[0][baseLevel
]->Width2
;
464 const GLuint h
= t
->Image
[0][baseLevel
]->Height2
;
466 for (face
= 1; face
< 6; face
++) {
467 if (t
->Image
[face
][baseLevel
] == NULL
||
468 t
->Image
[face
][baseLevel
]->Width2
!= w
||
469 t
->Image
[face
][baseLevel
]->Height2
!= h
) {
470 t
->_Complete
= GL_FALSE
;
471 incomplete(t
, "Non-quare cubemap image");
477 /* extra checking for mipmaps */
478 if (t
->MinFilter
!= GL_NEAREST
&& t
->MinFilter
!= GL_LINEAR
) {
480 * Mipmapping: determine if we have a complete set of mipmaps
483 GLint minLevel
= baseLevel
;
484 GLint maxLevel
= t
->_MaxLevel
;
486 if (minLevel
> maxLevel
) {
487 t
->_Complete
= GL_FALSE
;
488 incomplete(t
, "minLevel > maxLevel");
492 /* Test dimension-independent attributes */
493 for (i
= minLevel
; i
<= maxLevel
; i
++) {
494 if (t
->Image
[0][i
]) {
495 if (t
->Image
[0][i
]->TexFormat
!= t
->Image
[0][baseLevel
]->TexFormat
) {
496 t
->_Complete
= GL_FALSE
;
497 incomplete(t
, "Format[i] != Format[baseLevel]");
500 if (t
->Image
[0][i
]->Border
!= t
->Image
[0][baseLevel
]->Border
) {
501 t
->_Complete
= GL_FALSE
;
502 incomplete(t
, "Border[i] != Border[baseLevel]");
508 /* Test things which depend on number of texture image dimensions */
509 if ((t
->Target
== GL_TEXTURE_1D
) ||
510 (t
->Target
== GL_TEXTURE_1D_ARRAY_EXT
)) {
511 /* Test 1-D mipmaps */
512 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
513 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
517 if (i
>= minLevel
&& i
<= maxLevel
) {
518 if (!t
->Image
[0][i
]) {
519 t
->_Complete
= GL_FALSE
;
520 incomplete(t
, "1D Image[0][i] == NULL");
523 if (t
->Image
[0][i
]->Width2
!= width
) {
524 t
->_Complete
= GL_FALSE
;
525 incomplete(t
, "1D Image[0][i] bad width");
530 return; /* found smallest needed mipmap, all done! */
534 else if ((t
->Target
== GL_TEXTURE_2D
) ||
535 (t
->Target
== GL_TEXTURE_2D_ARRAY_EXT
)) {
536 /* Test 2-D mipmaps */
537 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
538 GLuint height
= t
->Image
[0][baseLevel
]->Height2
;
539 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
546 if (i
>= minLevel
&& i
<= maxLevel
) {
547 if (!t
->Image
[0][i
]) {
548 t
->_Complete
= GL_FALSE
;
549 incomplete(t
, "2D Image[0][i] == NULL");
552 if (t
->Image
[0][i
]->Width2
!= width
) {
553 t
->_Complete
= GL_FALSE
;
554 incomplete(t
, "2D Image[0][i] bad width");
557 if (t
->Image
[0][i
]->Height2
!= height
) {
558 t
->_Complete
= GL_FALSE
;
559 incomplete(t
, "2D Image[0][i] bad height");
562 if (width
==1 && height
==1) {
563 return; /* found smallest needed mipmap, all done! */
568 else if (t
->Target
== GL_TEXTURE_3D
) {
569 /* Test 3-D mipmaps */
570 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
571 GLuint height
= t
->Image
[0][baseLevel
]->Height2
;
572 GLuint depth
= t
->Image
[0][baseLevel
]->Depth2
;
573 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
583 if (i
>= minLevel
&& i
<= maxLevel
) {
584 if (!t
->Image
[0][i
]) {
585 incomplete(t
, "3D Image[0][i] == NULL");
586 t
->_Complete
= GL_FALSE
;
589 if (t
->Image
[0][i
]->_BaseFormat
== GL_DEPTH_COMPONENT
) {
590 t
->_Complete
= GL_FALSE
;
591 incomplete(t
, "GL_DEPTH_COMPONENT only works with 1/2D tex");
594 if (t
->Image
[0][i
]->Width2
!= width
) {
595 t
->_Complete
= GL_FALSE
;
596 incomplete(t
, "3D Image[0][i] bad width");
599 if (t
->Image
[0][i
]->Height2
!= height
) {
600 t
->_Complete
= GL_FALSE
;
601 incomplete(t
, "3D Image[0][i] bad height");
604 if (t
->Image
[0][i
]->Depth2
!= depth
) {
605 t
->_Complete
= GL_FALSE
;
606 incomplete(t
, "3D Image[0][i] bad depth");
610 if (width
== 1 && height
== 1 && depth
== 1) {
611 return; /* found smallest needed mipmap, all done! */
615 else if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
616 /* make sure 6 cube faces are consistant */
617 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
618 GLuint height
= t
->Image
[0][baseLevel
]->Height2
;
619 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
626 if (i
>= minLevel
&& i
<= maxLevel
) {
628 for (face
= 0; face
< 6; face
++) {
629 /* check that we have images defined */
630 if (!t
->Image
[face
][i
]) {
631 t
->_Complete
= GL_FALSE
;
632 incomplete(t
, "CubeMap Image[n][i] == NULL");
635 /* Don't support GL_DEPTH_COMPONENT for cube maps */
636 if (t
->Image
[face
][i
]->_BaseFormat
== GL_DEPTH_COMPONENT
) {
637 t
->_Complete
= GL_FALSE
;
638 incomplete(t
, "GL_DEPTH_COMPONENT only works with 1/2D tex");
641 /* check that all six images have same size */
642 if (t
->Image
[face
][i
]->Width2
!=width
||
643 t
->Image
[face
][i
]->Height2
!=height
) {
644 t
->_Complete
= GL_FALSE
;
645 incomplete(t
, "CubeMap Image[n][i] bad size");
650 if (width
== 1 && height
== 1) {
651 return; /* found smallest needed mipmap, all done! */
655 else if (t
->Target
== GL_TEXTURE_RECTANGLE_NV
) {
656 /* XXX special checking? */
660 _mesa_problem(ctx
, "Bug in gl_test_texture_object_completeness\n");
668 /***********************************************************************/
669 /** \name API functions */
674 * Generate texture names.
676 * \param n number of texture names to be generated.
677 * \param textures an array in which will hold the generated texture names.
679 * \sa glGenTextures().
681 * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
682 * IDs which are stored in \p textures. Corresponding empty texture
683 * objects are also generated.
686 _mesa_GenTextures( GLsizei n
, GLuint
*textures
)
688 GET_CURRENT_CONTEXT(ctx
);
691 ASSERT_OUTSIDE_BEGIN_END(ctx
);
694 _mesa_error( ctx
, GL_INVALID_VALUE
, "glGenTextures" );
702 * This must be atomic (generation and allocation of texture IDs)
704 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
706 first
= _mesa_HashFindFreeKeyBlock(ctx
->Shared
->TexObjects
, n
);
708 /* Allocate new, empty texture objects */
709 for (i
= 0; i
< n
; i
++) {
710 struct gl_texture_object
*texObj
;
711 GLuint name
= first
+ i
;
713 texObj
= (*ctx
->Driver
.NewTextureObject
)( ctx
, name
, target
);
715 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
716 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glGenTextures");
720 /* insert into hash table */
721 _mesa_HashInsert(ctx
->Shared
->TexObjects
, texObj
->Name
, texObj
);
726 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
731 * Check if the given texture object is bound to the current draw or
732 * read framebuffer. If so, Unbind it.
735 unbind_texobj_from_fbo(GLcontext
*ctx
, struct gl_texture_object
*texObj
)
737 const GLuint n
= (ctx
->DrawBuffer
== ctx
->ReadBuffer
) ? 1 : 2;
740 for (i
= 0; i
< n
; i
++) {
741 struct gl_framebuffer
*fb
= (i
== 0) ? ctx
->DrawBuffer
: ctx
->ReadBuffer
;
744 for (j
= 0; j
< BUFFER_COUNT
; j
++) {
745 if (fb
->Attachment
[j
].Type
== GL_TEXTURE
&&
746 fb
->Attachment
[j
].Texture
== texObj
) {
747 _mesa_remove_attachment(ctx
, fb
->Attachment
+ j
);
756 * Check if the given texture object is bound to any texture image units and
757 * unbind it if so (revert to default textures).
760 unbind_texobj_from_texunits(GLcontext
*ctx
, struct gl_texture_object
*texObj
)
764 for (u
= 0; u
< MAX_TEXTURE_IMAGE_UNITS
; u
++) {
765 struct gl_texture_unit
*unit
= &ctx
->Texture
.Unit
[u
];
766 if (texObj
== unit
->Current1D
) {
767 _mesa_reference_texobj(&unit
->Current1D
, ctx
->Shared
->Default1D
);
768 ASSERT(unit
->Current1D
);
770 else if (texObj
== unit
->Current2D
) {
771 _mesa_reference_texobj(&unit
->Current2D
, ctx
->Shared
->Default2D
);
772 ASSERT(unit
->Current2D
);
774 else if (texObj
== unit
->Current3D
) {
775 _mesa_reference_texobj(&unit
->Current3D
, ctx
->Shared
->Default3D
);
776 ASSERT(unit
->Current3D
);
778 else if (texObj
== unit
->CurrentCubeMap
) {
779 _mesa_reference_texobj(&unit
->CurrentCubeMap
, ctx
->Shared
->DefaultCubeMap
);
780 ASSERT(unit
->CurrentCubeMap
);
782 else if (texObj
== unit
->CurrentRect
) {
783 _mesa_reference_texobj(&unit
->CurrentRect
, ctx
->Shared
->DefaultRect
);
784 ASSERT(unit
->CurrentRect
);
786 else if (texObj
== unit
->Current1DArray
) {
787 _mesa_reference_texobj(&unit
->Current1DArray
, ctx
->Shared
->Default1DArray
);
788 ASSERT(unit
->Current1DArray
);
790 else if (texObj
== unit
->Current2DArray
) {
791 _mesa_reference_texobj(&unit
->Current2DArray
, ctx
->Shared
->Default2DArray
);
792 ASSERT(unit
->Current2DArray
);
799 * Delete named textures.
801 * \param n number of textures to be deleted.
802 * \param textures array of texture IDs to be deleted.
804 * \sa glDeleteTextures().
806 * If we're about to delete a texture that's currently bound to any
807 * texture unit, unbind the texture first. Decrement the reference
808 * count on the texture object and delete it if it's zero.
809 * Recall that texture objects can be shared among several rendering
813 _mesa_DeleteTextures( GLsizei n
, const GLuint
*textures
)
815 GET_CURRENT_CONTEXT(ctx
);
817 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
); /* too complex */
822 for (i
= 0; i
< n
; i
++) {
823 if (textures
[i
] > 0) {
824 struct gl_texture_object
*delObj
825 = _mesa_lookup_texture(ctx
, textures
[i
]);
828 _mesa_lock_texture(ctx
, delObj
);
830 /* Check if texture is bound to any framebuffer objects.
832 * See section 4.4.2.3 of GL_EXT_framebuffer_object.
834 unbind_texobj_from_fbo(ctx
, delObj
);
836 /* Check if this texture is currently bound to any texture units.
839 unbind_texobj_from_texunits(ctx
, delObj
);
841 _mesa_unlock_texture(ctx
, delObj
);
843 ctx
->NewState
|= _NEW_TEXTURE
;
845 /* The texture _name_ is now free for re-use.
846 * Remove it from the hash table now.
848 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
849 _mesa_HashRemove(ctx
->Shared
->TexObjects
, delObj
->Name
);
850 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
852 /* Unreference the texobj. If refcount hits zero, the texture
855 _mesa_reference_texobj(&delObj
, NULL
);
863 * Bind a named texture to a texturing target.
865 * \param target texture target.
866 * \param texName texture name.
868 * \sa glBindTexture().
870 * Determines the old texture object bound and returns immediately if rebinding
871 * the same texture. Get the current texture which is either a default texture
872 * if name is null, a named texture from the hash, or a new texture if the
873 * given texture name is new. Increments its reference count, binds it, and
874 * calls dd_function_table::BindTexture. Decrements the old texture reference
875 * count and deletes it if it reaches zero.
878 _mesa_BindTexture( GLenum target
, GLuint texName
)
880 GET_CURRENT_CONTEXT(ctx
);
881 const GLuint unit
= ctx
->Texture
.CurrentUnit
;
882 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[unit
];
883 struct gl_texture_object
*newTexObj
= NULL
, *defaultTexObj
= NULL
;
884 ASSERT_OUTSIDE_BEGIN_END(ctx
);
886 if (MESA_VERBOSE
& (VERBOSE_API
|VERBOSE_TEXTURE
))
887 _mesa_debug(ctx
, "glBindTexture %s %d\n",
888 _mesa_lookup_enum_by_nr(target
), (GLint
) texName
);
892 defaultTexObj
= ctx
->Shared
->Default1D
;
895 defaultTexObj
= ctx
->Shared
->Default2D
;
898 defaultTexObj
= ctx
->Shared
->Default3D
;
900 case GL_TEXTURE_CUBE_MAP_ARB
:
901 defaultTexObj
= ctx
->Shared
->DefaultCubeMap
;
903 case GL_TEXTURE_RECTANGLE_NV
:
904 defaultTexObj
= ctx
->Shared
->DefaultRect
;
906 case GL_TEXTURE_1D_ARRAY_EXT
:
907 defaultTexObj
= ctx
->Shared
->Default1DArray
;
909 case GL_TEXTURE_2D_ARRAY_EXT
:
910 defaultTexObj
= ctx
->Shared
->Default2DArray
;
913 _mesa_error(ctx
, GL_INVALID_ENUM
, "glBindTexture(target)");
918 * Get pointer to new texture object (newTexObj)
921 newTexObj
= defaultTexObj
;
924 /* non-default texture object */
925 newTexObj
= _mesa_lookup_texture(ctx
, texName
);
928 if (newTexObj
->Target
!= 0 && newTexObj
->Target
!= target
) {
929 /* the named texture object's target doesn't match the given target */
930 _mesa_error( ctx
, GL_INVALID_OPERATION
,
931 "glBindTexture(target mismatch)" );
934 if (newTexObj
->Target
== 0) {
935 finish_texture_init(ctx
, target
, newTexObj
);
939 /* if this is a new texture id, allocate a texture object now */
940 newTexObj
= (*ctx
->Driver
.NewTextureObject
)(ctx
, texName
, target
);
942 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glBindTexture");
946 /* and insert it into hash table */
947 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
948 _mesa_HashInsert(ctx
->Shared
->TexObjects
, texName
, newTexObj
);
949 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
951 newTexObj
->Target
= target
;
954 assert(valid_texture_object(newTexObj
));
956 /* flush before changing binding */
957 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
959 /* Do the actual binding. The refcount on the previously bound
960 * texture object will be decremented. It'll be deleted if the
965 _mesa_reference_texobj(&texUnit
->Current1D
, newTexObj
);
966 ASSERT(texUnit
->Current1D
);
969 _mesa_reference_texobj(&texUnit
->Current2D
, newTexObj
);
970 ASSERT(texUnit
->Current2D
);
973 _mesa_reference_texobj(&texUnit
->Current3D
, newTexObj
);
974 ASSERT(texUnit
->Current3D
);
976 case GL_TEXTURE_CUBE_MAP_ARB
:
977 _mesa_reference_texobj(&texUnit
->CurrentCubeMap
, newTexObj
);
978 ASSERT(texUnit
->CurrentCubeMap
);
980 case GL_TEXTURE_RECTANGLE_NV
:
981 _mesa_reference_texobj(&texUnit
->CurrentRect
, newTexObj
);
982 ASSERT(texUnit
->CurrentRect
);
984 case GL_TEXTURE_1D_ARRAY_EXT
:
985 _mesa_reference_texobj(&texUnit
->Current1DArray
, newTexObj
);
986 ASSERT(texUnit
->Current1DArray
);
988 case GL_TEXTURE_2D_ARRAY_EXT
:
989 _mesa_reference_texobj(&texUnit
->Current2DArray
, newTexObj
);
990 ASSERT(texUnit
->Current2DArray
);
993 /* Bad target should be caught above */
994 _mesa_problem(ctx
, "bad target in BindTexture");
998 /* Pass BindTexture call to device driver */
999 if (ctx
->Driver
.BindTexture
)
1000 (*ctx
->Driver
.BindTexture
)( ctx
, target
, newTexObj
);
1005 * Set texture priorities.
1007 * \param n number of textures.
1008 * \param texName texture names.
1009 * \param priorities corresponding texture priorities.
1011 * \sa glPrioritizeTextures().
1013 * Looks up each texture in the hash, clamps the corresponding priority between
1014 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
1017 _mesa_PrioritizeTextures( GLsizei n
, const GLuint
*texName
,
1018 const GLclampf
*priorities
)
1020 GET_CURRENT_CONTEXT(ctx
);
1022 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
1025 _mesa_error( ctx
, GL_INVALID_VALUE
, "glPrioritizeTextures" );
1032 for (i
= 0; i
< n
; i
++) {
1033 if (texName
[i
] > 0) {
1034 struct gl_texture_object
*t
= _mesa_lookup_texture(ctx
, texName
[i
]);
1036 t
->Priority
= CLAMP( priorities
[i
], 0.0F
, 1.0F
);
1037 if (ctx
->Driver
.PrioritizeTexture
)
1038 ctx
->Driver
.PrioritizeTexture( ctx
, t
, t
->Priority
);
1043 ctx
->NewState
|= _NEW_TEXTURE
;
1047 * See if textures are loaded in texture memory.
1049 * \param n number of textures to query.
1050 * \param texName array with the texture names.
1051 * \param residences array which will hold the residence status.
1053 * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
1055 * \sa glAreTexturesResident().
1057 * Looks up each texture in the hash and calls
1058 * dd_function_table::IsTextureResident.
1060 GLboolean GLAPIENTRY
1061 _mesa_AreTexturesResident(GLsizei n
, const GLuint
*texName
,
1062 GLboolean
*residences
)
1064 GET_CURRENT_CONTEXT(ctx
);
1065 GLboolean allResident
= GL_TRUE
;
1067 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
1070 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident(n)");
1074 if (!texName
|| !residences
)
1077 for (i
= 0; i
< n
; i
++) {
1078 struct gl_texture_object
*t
;
1079 if (texName
[i
] == 0) {
1080 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident");
1083 t
= _mesa_lookup_texture(ctx
, texName
[i
]);
1085 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident");
1088 if (!ctx
->Driver
.IsTextureResident
||
1089 ctx
->Driver
.IsTextureResident(ctx
, t
)) {
1090 /* The texture is resident */
1092 residences
[i
] = GL_TRUE
;
1095 /* The texture is not resident */
1097 allResident
= GL_FALSE
;
1098 for (j
= 0; j
< i
; j
++)
1099 residences
[j
] = GL_TRUE
;
1101 residences
[i
] = GL_FALSE
;
1109 * See if a name corresponds to a texture.
1111 * \param texture texture name.
1113 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
1116 * \sa glIsTexture().
1118 * Calls _mesa_HashLookup().
1120 GLboolean GLAPIENTRY
1121 _mesa_IsTexture( GLuint texture
)
1123 struct gl_texture_object
*t
;
1124 GET_CURRENT_CONTEXT(ctx
);
1125 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
1130 t
= _mesa_lookup_texture(ctx
, texture
);
1132 /* IsTexture is true only after object has been bound once. */
1133 return t
&& t
->Target
;
1138 * Simplest implementation of texture locking: Grab the a new mutex in
1139 * the shared context. Examine the shared context state timestamp and
1140 * if there has been a change, set the appropriate bits in
1143 * This is used to deal with synchronizing things when a texture object
1144 * is used/modified by different contexts (or threads) which are sharing
1147 * See also _mesa_lock/unlock_texture() in teximage.h
1150 _mesa_lock_context_textures( GLcontext
*ctx
)
1152 _glthread_LOCK_MUTEX(ctx
->Shared
->TexMutex
);
1154 if (ctx
->Shared
->TextureStateStamp
!= ctx
->TextureStateTimestamp
) {
1155 ctx
->NewState
|= _NEW_TEXTURE
;
1156 ctx
->TextureStateTimestamp
= ctx
->Shared
->TextureStateStamp
;
1162 _mesa_unlock_context_textures( GLcontext
*ctx
)
1164 assert(ctx
->Shared
->TextureStateStamp
== ctx
->TextureStateTimestamp
);
1165 _glthread_UNLOCK_MUTEX(ctx
->Shared
->TexMutex
);