mesa: Use MIN3 instead of two MIN2s.
[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 _glthread_INIT_MUTEX(obj->Mutex);
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->Sampler.CubeMapSeamless = GL_FALSE;
152 obj->Swizzle[0] = GL_RED;
153 obj->Swizzle[1] = GL_GREEN;
154 obj->Swizzle[2] = GL_BLUE;
155 obj->Swizzle[3] = GL_ALPHA;
156 obj->_Swizzle = SWIZZLE_NOOP;
157 obj->Sampler.sRGBDecode = GL_DECODE_EXT;
158 obj->BufferObjectFormat = GL_R8;
159 obj->_BufferObjectFormat = MESA_FORMAT_R8;
160 }
161
162
163 /**
164 * Some texture initialization can't be finished until we know which
165 * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
166 */
167 static void
168 finish_texture_init(struct gl_context *ctx, GLenum target,
169 struct gl_texture_object *obj)
170 {
171 GLenum filter = GL_LINEAR;
172 assert(obj->Target == 0);
173
174 switch (target) {
175 case GL_TEXTURE_2D_MULTISAMPLE:
176 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
177 filter = GL_NEAREST;
178 /* fallthrough */
179
180 case GL_TEXTURE_RECTANGLE_NV:
181 case GL_TEXTURE_EXTERNAL_OES:
182 /* have to init wrap and filter state here - kind of klunky */
183 obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
184 obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
185 obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
186 obj->Sampler.MinFilter = filter;
187 obj->Sampler.MagFilter = filter;
188 if (ctx->Driver.TexParameter) {
189 static const GLfloat fparam_wrap[1] = {(GLfloat) GL_CLAMP_TO_EDGE};
190 const GLfloat fparam_filter[1] = {(GLfloat) filter};
191 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_S, fparam_wrap);
192 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_T, fparam_wrap);
193 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_R, fparam_wrap);
194 ctx->Driver.TexParameter(ctx, target, obj,
195 GL_TEXTURE_MIN_FILTER, fparam_filter);
196 ctx->Driver.TexParameter(ctx, target, obj,
197 GL_TEXTURE_MAG_FILTER, fparam_filter);
198 }
199 break;
200
201 default:
202 /* nothing needs done */
203 break;
204 }
205 }
206
207
208 /**
209 * Deallocate a texture object struct. It should have already been
210 * removed from the texture object pool.
211 * Called via ctx->Driver.DeleteTexture() if not overriden by a driver.
212 *
213 * \param shared the shared GL state to which the object belongs.
214 * \param texObj the texture object to delete.
215 */
216 void
217 _mesa_delete_texture_object(struct gl_context *ctx,
218 struct gl_texture_object *texObj)
219 {
220 GLuint i, face;
221
222 /* Set Target to an invalid value. With some assertions elsewhere
223 * we can try to detect possible use of deleted textures.
224 */
225 texObj->Target = 0x99;
226
227 /* free the texture images */
228 for (face = 0; face < 6; face++) {
229 for (i = 0; i < MAX_TEXTURE_LEVELS; i++) {
230 if (texObj->Image[face][i]) {
231 ctx->Driver.DeleteTextureImage(ctx, texObj->Image[face][i]);
232 }
233 }
234 }
235
236 _mesa_reference_buffer_object(ctx, &texObj->BufferObject, NULL);
237
238 /* destroy the mutex -- it may have allocated memory (eg on bsd) */
239 _glthread_DESTROY_MUTEX(texObj->Mutex);
240
241 /* free this object */
242 free(texObj);
243 }
244
245
246
247 /**
248 * Copy texture object state from one texture object to another.
249 * Use for glPush/PopAttrib.
250 *
251 * \param dest destination texture object.
252 * \param src source texture object.
253 */
254 void
255 _mesa_copy_texture_object( struct gl_texture_object *dest,
256 const struct gl_texture_object *src )
257 {
258 dest->Target = src->Target;
259 dest->Name = src->Name;
260 dest->Priority = src->Priority;
261 dest->Sampler.BorderColor.f[0] = src->Sampler.BorderColor.f[0];
262 dest->Sampler.BorderColor.f[1] = src->Sampler.BorderColor.f[1];
263 dest->Sampler.BorderColor.f[2] = src->Sampler.BorderColor.f[2];
264 dest->Sampler.BorderColor.f[3] = src->Sampler.BorderColor.f[3];
265 dest->Sampler.WrapS = src->Sampler.WrapS;
266 dest->Sampler.WrapT = src->Sampler.WrapT;
267 dest->Sampler.WrapR = src->Sampler.WrapR;
268 dest->Sampler.MinFilter = src->Sampler.MinFilter;
269 dest->Sampler.MagFilter = src->Sampler.MagFilter;
270 dest->Sampler.MinLod = src->Sampler.MinLod;
271 dest->Sampler.MaxLod = src->Sampler.MaxLod;
272 dest->Sampler.LodBias = src->Sampler.LodBias;
273 dest->BaseLevel = src->BaseLevel;
274 dest->MaxLevel = src->MaxLevel;
275 dest->Sampler.MaxAnisotropy = src->Sampler.MaxAnisotropy;
276 dest->Sampler.CompareMode = src->Sampler.CompareMode;
277 dest->Sampler.CompareFunc = src->Sampler.CompareFunc;
278 dest->Sampler.CubeMapSeamless = src->Sampler.CubeMapSeamless;
279 dest->DepthMode = src->DepthMode;
280 dest->Sampler.sRGBDecode = src->Sampler.sRGBDecode;
281 dest->_MaxLevel = src->_MaxLevel;
282 dest->_MaxLambda = src->_MaxLambda;
283 dest->GenerateMipmap = src->GenerateMipmap;
284 dest->_BaseComplete = src->_BaseComplete;
285 dest->_MipmapComplete = src->_MipmapComplete;
286 COPY_4V(dest->Swizzle, src->Swizzle);
287 dest->_Swizzle = src->_Swizzle;
288
289 dest->RequiredTextureImageUnits = src->RequiredTextureImageUnits;
290 }
291
292
293 /**
294 * Free all texture images of the given texture object.
295 *
296 * \param ctx GL context.
297 * \param t texture object.
298 *
299 * \sa _mesa_clear_texture_image().
300 */
301 void
302 _mesa_clear_texture_object(struct gl_context *ctx,
303 struct gl_texture_object *texObj)
304 {
305 GLuint i, j;
306
307 if (texObj->Target == 0)
308 return;
309
310 for (i = 0; i < MAX_FACES; i++) {
311 for (j = 0; j < MAX_TEXTURE_LEVELS; j++) {
312 struct gl_texture_image *texImage = texObj->Image[i][j];
313 if (texImage)
314 _mesa_clear_texture_image(ctx, texImage);
315 }
316 }
317 }
318
319
320 /**
321 * Check if the given texture object is valid by examining its Target field.
322 * For debugging only.
323 */
324 static GLboolean
325 valid_texture_object(const struct gl_texture_object *tex)
326 {
327 switch (tex->Target) {
328 case 0:
329 case GL_TEXTURE_1D:
330 case GL_TEXTURE_2D:
331 case GL_TEXTURE_3D:
332 case GL_TEXTURE_CUBE_MAP_ARB:
333 case GL_TEXTURE_RECTANGLE_NV:
334 case GL_TEXTURE_1D_ARRAY_EXT:
335 case GL_TEXTURE_2D_ARRAY_EXT:
336 case GL_TEXTURE_BUFFER:
337 case GL_TEXTURE_EXTERNAL_OES:
338 case GL_TEXTURE_CUBE_MAP_ARRAY:
339 case GL_TEXTURE_2D_MULTISAMPLE:
340 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
341 return GL_TRUE;
342 case 0x99:
343 _mesa_problem(NULL, "invalid reference to a deleted texture object");
344 return GL_FALSE;
345 default:
346 _mesa_problem(NULL, "invalid texture object Target 0x%x, Id = %u",
347 tex->Target, tex->Name);
348 return GL_FALSE;
349 }
350 }
351
352
353 /**
354 * Reference (or unreference) a texture object.
355 * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
356 * If 'tex' is non-null, increment its refcount.
357 * This is normally only called from the _mesa_reference_texobj() macro
358 * when there's a real pointer change.
359 */
360 void
361 _mesa_reference_texobj_(struct gl_texture_object **ptr,
362 struct gl_texture_object *tex)
363 {
364 assert(ptr);
365
366 if (*ptr) {
367 /* Unreference the old texture */
368 GLboolean deleteFlag = GL_FALSE;
369 struct gl_texture_object *oldTex = *ptr;
370
371 ASSERT(valid_texture_object(oldTex));
372 (void) valid_texture_object; /* silence warning in release builds */
373
374 _glthread_LOCK_MUTEX(oldTex->Mutex);
375 ASSERT(oldTex->RefCount > 0);
376 oldTex->RefCount--;
377
378 deleteFlag = (oldTex->RefCount == 0);
379 _glthread_UNLOCK_MUTEX(oldTex->Mutex);
380
381 if (deleteFlag) {
382 GET_CURRENT_CONTEXT(ctx);
383 if (ctx)
384 ctx->Driver.DeleteTexture(ctx, oldTex);
385 else
386 _mesa_problem(NULL, "Unable to delete texture, no context");
387 }
388
389 *ptr = NULL;
390 }
391 assert(!*ptr);
392
393 if (tex) {
394 /* reference new texture */
395 ASSERT(valid_texture_object(tex));
396 _glthread_LOCK_MUTEX(tex->Mutex);
397 if (tex->RefCount == 0) {
398 /* this texture's being deleted (look just above) */
399 /* Not sure this can every really happen. Warn if it does. */
400 _mesa_problem(NULL, "referencing deleted texture object");
401 *ptr = NULL;
402 }
403 else {
404 tex->RefCount++;
405 *ptr = tex;
406 }
407 _glthread_UNLOCK_MUTEX(tex->Mutex);
408 }
409 }
410
411
412 enum base_mipmap { BASE, MIPMAP };
413
414
415 /**
416 * Mark a texture object as incomplete. There are actually three kinds of
417 * (in)completeness:
418 * 1. "base incomplete": the base level of the texture is invalid so no
419 * texturing is possible.
420 * 2. "mipmap incomplete": a non-base level of the texture is invalid so
421 * mipmap filtering isn't possible, but non-mipmap filtering is.
422 * 3. "texture incompleteness": some combination of texture state and
423 * sampler state renders the texture incomplete.
424 *
425 * \param t texture object
426 * \param bm either BASE or MIPMAP to indicate what's incomplete
427 * \param fmt... string describing why it's incomplete (for debugging).
428 */
429 static void
430 incomplete(struct gl_texture_object *t, enum base_mipmap bm,
431 const char *fmt, ...)
432 {
433 if (MESA_DEBUG_FLAGS & DEBUG_INCOMPLETE_TEXTURE) {
434 va_list args;
435 char s[100];
436
437 va_start(args, fmt);
438 vsnprintf(s, sizeof(s), fmt, args);
439 va_end(args);
440
441 _mesa_debug(NULL, "Texture Obj %d incomplete because: %s\n", t->Name, s);
442 }
443
444 if (bm == BASE)
445 t->_BaseComplete = GL_FALSE;
446 t->_MipmapComplete = GL_FALSE;
447 }
448
449
450 /**
451 * Examine a texture object to determine if it is complete.
452 *
453 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
454 * accordingly.
455 *
456 * \param ctx GL context.
457 * \param t texture object.
458 *
459 * According to the texture target, verifies that each of the mipmaps is
460 * present and has the expected size.
461 */
462 void
463 _mesa_test_texobj_completeness( const struct gl_context *ctx,
464 struct gl_texture_object *t )
465 {
466 const GLint baseLevel = t->BaseLevel;
467 const struct gl_texture_image *baseImage;
468 GLint maxLevels = 0;
469
470 /* We'll set these to FALSE if tests fail below */
471 t->_BaseComplete = GL_TRUE;
472 t->_MipmapComplete = GL_TRUE;
473
474 if (t->Target == GL_TEXTURE_BUFFER) {
475 /* Buffer textures are always considered complete. The obvious case where
476 * they would be incomplete (no BO attached) is actually specced to be
477 * undefined rendering results.
478 */
479 return;
480 }
481
482 /* Detect cases where the application set the base level to an invalid
483 * value.
484 */
485 if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS)) {
486 incomplete(t, BASE, "base level = %d is invalid", baseLevel);
487 return;
488 }
489
490 if (t->MaxLevel < baseLevel) {
491 incomplete(t, MIPMAP, "MAX_LEVEL (%d) < BASE_LEVEL (%d)",
492 t->MaxLevel, baseLevel);
493 return;
494 }
495
496 baseImage = t->Image[0][baseLevel];
497
498 /* Always need the base level image */
499 if (!baseImage) {
500 incomplete(t, BASE, "Image[baseLevel=%d] == NULL", baseLevel);
501 return;
502 }
503
504 /* Check width/height/depth for zero */
505 if (baseImage->Width == 0 ||
506 baseImage->Height == 0 ||
507 baseImage->Depth == 0) {
508 incomplete(t, BASE, "texture width or height or depth = 0");
509 return;
510 }
511
512 /* Check if the texture values are integer */
513 {
514 GLenum datatype = _mesa_get_format_datatype(baseImage->TexFormat);
515 t->_IsIntegerFormat = datatype == GL_INT || datatype == GL_UNSIGNED_INT;
516 }
517
518 /* Compute _MaxLevel (the maximum mipmap level we'll sample from given the
519 * mipmap image sizes and GL_TEXTURE_MAX_LEVEL state).
520 */
521 switch (t->Target) {
522 case GL_TEXTURE_1D:
523 case GL_TEXTURE_1D_ARRAY_EXT:
524 maxLevels = ctx->Const.MaxTextureLevels;
525 break;
526 case GL_TEXTURE_2D:
527 case GL_TEXTURE_2D_ARRAY_EXT:
528 maxLevels = ctx->Const.MaxTextureLevels;
529 break;
530 case GL_TEXTURE_3D:
531 maxLevels = ctx->Const.Max3DTextureLevels;
532 break;
533 case GL_TEXTURE_CUBE_MAP_ARB:
534 case GL_TEXTURE_CUBE_MAP_ARRAY:
535 maxLevels = ctx->Const.MaxCubeTextureLevels;
536 break;
537 case GL_TEXTURE_RECTANGLE_NV:
538 case GL_TEXTURE_BUFFER:
539 case GL_TEXTURE_EXTERNAL_OES:
540 case GL_TEXTURE_2D_MULTISAMPLE:
541 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
542 maxLevels = 1; /* no mipmapping */
543 break;
544 default:
545 _mesa_problem(ctx, "Bad t->Target in _mesa_test_texobj_completeness");
546 return;
547 }
548
549 ASSERT(maxLevels > 0);
550
551 t->_MaxLevel = MIN3(t->MaxLevel,
552 /* 'p' in the GL spec */
553 baseLevel + baseImage->MaxNumLevels - 1,
554 /* 'q' in the GL spec */
555 maxLevels - 1);
556
557 /* Compute _MaxLambda = q - p in the spec used during mipmapping */
558 t->_MaxLambda = (GLfloat) (t->_MaxLevel - baseLevel);
559
560 if (t->Immutable) {
561 /* This texture object was created with glTexStorage1/2/3D() so we
562 * know that all the mipmap levels are the right size and all cube
563 * map faces are the same size.
564 * We don't need to do any of the additional checks below.
565 */
566 return;
567 }
568
569 if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
570 /* Make sure that all six cube map level 0 images are the same size.
571 * Note: we know that the image's width==height (we enforce that
572 * at glTexImage time) so we only need to test the width here.
573 */
574 GLuint face;
575 assert(baseImage->Width2 == baseImage->Height);
576 for (face = 1; face < 6; face++) {
577 assert(t->Image[face][baseLevel] == NULL ||
578 t->Image[face][baseLevel]->Width2 ==
579 t->Image[face][baseLevel]->Height2);
580 if (t->Image[face][baseLevel] == NULL ||
581 t->Image[face][baseLevel]->Width2 != baseImage->Width2) {
582 incomplete(t, BASE, "Cube face missing or mismatched size");
583 return;
584 }
585 }
586 }
587
588 /*
589 * Do mipmap consistency checking.
590 * Note: we don't care about the current texture sampler state here.
591 * To determine texture completeness we'll either look at _BaseComplete
592 * or _MipmapComplete depending on the current minification filter mode.
593 */
594 {
595 GLint i;
596 const GLint minLevel = baseLevel;
597 const GLint maxLevel = t->_MaxLevel;
598 const GLuint numFaces = _mesa_num_tex_faces(t->Target);
599 GLuint width, height, depth, face;
600
601 if (minLevel > maxLevel) {
602 incomplete(t, MIPMAP, "minLevel > maxLevel");
603 return;
604 }
605
606 /* Get the base image's dimensions */
607 width = baseImage->Width2;
608 height = baseImage->Height2;
609 depth = baseImage->Depth2;
610
611 /* Note: this loop will be a no-op for RECT, BUFFER, EXTERNAL,
612 * MULTISAMPLE and MULTISAMPLE_ARRAY textures
613 */
614 for (i = baseLevel + 1; i < maxLevels; i++) {
615 /* Compute the expected size of image at level[i] */
616 if (width > 1) {
617 width /= 2;
618 }
619 if (height > 1 && t->Target != GL_TEXTURE_1D_ARRAY) {
620 height /= 2;
621 }
622 if (depth > 1 && t->Target != GL_TEXTURE_2D_ARRAY && t->Target != GL_TEXTURE_CUBE_MAP_ARRAY) {
623 depth /= 2;
624 }
625
626 /* loop over cube faces (or single face otherwise) */
627 for (face = 0; face < numFaces; face++) {
628 if (i >= minLevel && i <= maxLevel) {
629 const struct gl_texture_image *img = t->Image[face][i];
630
631 if (!img) {
632 incomplete(t, MIPMAP, "TexImage[%d] is missing", i);
633 return;
634 }
635 if (img->TexFormat != baseImage->TexFormat) {
636 incomplete(t, MIPMAP, "Format[i] != Format[baseLevel]");
637 return;
638 }
639 if (img->Border != baseImage->Border) {
640 incomplete(t, MIPMAP, "Border[i] != Border[baseLevel]");
641 return;
642 }
643 if (img->Width2 != width) {
644 incomplete(t, MIPMAP, "TexImage[%d] bad width %u", i, img->Width2);
645 return;
646 }
647 if (img->Height2 != height) {
648 incomplete(t, MIPMAP, "TexImage[%d] bad height %u", i, img->Height2);
649 return;
650 }
651 if (img->Depth2 != depth) {
652 incomplete(t, MIPMAP, "TexImage[%d] bad depth %u", i, img->Depth2);
653 return;
654 }
655
656 /* Extra checks for cube textures */
657 if (face > 0) {
658 /* check that cube faces are the same size */
659 if (img->Width2 != t->Image[0][i]->Width2 ||
660 img->Height2 != t->Image[0][i]->Height2) {
661 incomplete(t, MIPMAP, "CubeMap Image[n][i] bad size");
662 return;
663 }
664 }
665 }
666 }
667
668 if (width == 1 && height == 1 && depth == 1) {
669 return; /* found smallest needed mipmap, all done! */
670 }
671 }
672 }
673 }
674
675
676 /**
677 * Check if the given cube map texture is "cube complete" as defined in
678 * the OpenGL specification.
679 */
680 GLboolean
681 _mesa_cube_complete(const struct gl_texture_object *texObj)
682 {
683 const GLint baseLevel = texObj->BaseLevel;
684 const struct gl_texture_image *img0, *img;
685 GLuint face;
686
687 if (texObj->Target != GL_TEXTURE_CUBE_MAP)
688 return GL_FALSE;
689
690 if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS))
691 return GL_FALSE;
692
693 /* check first face */
694 img0 = texObj->Image[0][baseLevel];
695 if (!img0 ||
696 img0->Width < 1 ||
697 img0->Width != img0->Height)
698 return GL_FALSE;
699
700 /* check remaining faces vs. first face */
701 for (face = 1; face < 6; face++) {
702 img = texObj->Image[face][baseLevel];
703 if (!img ||
704 img->Width != img0->Width ||
705 img->Height != img0->Height ||
706 img->TexFormat != img0->TexFormat)
707 return GL_FALSE;
708 }
709
710 return GL_TRUE;
711 }
712
713
714 /**
715 * Mark a texture object dirty. It forces the object to be incomplete
716 * and optionally forces the context to re-validate its state.
717 *
718 * \param ctx GL context.
719 * \param texObj texture object.
720 * \param invalidate_state also invalidate context state.
721 */
722 void
723 _mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj,
724 GLboolean invalidate_state)
725 {
726 texObj->_BaseComplete = GL_FALSE;
727 texObj->_MipmapComplete = GL_FALSE;
728 if (invalidate_state)
729 ctx->NewState |= _NEW_TEXTURE;
730 }
731
732
733 /**
734 * Return pointer to a default/fallback texture of the given type/target.
735 * The texture is an RGBA texture with all texels = (0,0,0,1).
736 * That's the value a GLSL sampler should get when sampling from an
737 * incomplete texture.
738 */
739 struct gl_texture_object *
740 _mesa_get_fallback_texture(struct gl_context *ctx, gl_texture_index tex)
741 {
742 if (!ctx->Shared->FallbackTex[tex]) {
743 /* create fallback texture now */
744 const GLsizei width = 1, height = 1, depth = 1;
745 GLubyte texel[4];
746 struct gl_texture_object *texObj;
747 struct gl_texture_image *texImage;
748 gl_format texFormat;
749 GLuint dims, face, numFaces = 1;
750 GLenum target;
751
752 texel[0] =
753 texel[1] =
754 texel[2] = 0x0;
755 texel[3] = 0xff;
756
757 switch (tex) {
758 case TEXTURE_2D_ARRAY_INDEX:
759 dims = 3;
760 target = GL_TEXTURE_2D_ARRAY;
761 break;
762 case TEXTURE_1D_ARRAY_INDEX:
763 dims = 2;
764 target = GL_TEXTURE_1D_ARRAY;
765 break;
766 case TEXTURE_CUBE_INDEX:
767 dims = 2;
768 target = GL_TEXTURE_CUBE_MAP;
769 numFaces = 6;
770 break;
771 case TEXTURE_3D_INDEX:
772 dims = 3;
773 target = GL_TEXTURE_3D;
774 break;
775 case TEXTURE_RECT_INDEX:
776 dims = 2;
777 target = GL_TEXTURE_RECTANGLE;
778 break;
779 case TEXTURE_2D_INDEX:
780 dims = 2;
781 target = GL_TEXTURE_2D;
782 break;
783 case TEXTURE_1D_INDEX:
784 dims = 1;
785 target = GL_TEXTURE_1D;
786 break;
787 case TEXTURE_BUFFER_INDEX:
788 dims = 0;
789 target = GL_TEXTURE_BUFFER;
790 break;
791 case TEXTURE_CUBE_ARRAY_INDEX:
792 dims = 3;
793 target = GL_TEXTURE_CUBE_MAP_ARRAY;
794 break;
795 case TEXTURE_EXTERNAL_INDEX:
796 dims = 2;
797 target = GL_TEXTURE_EXTERNAL_OES;
798 break;
799 case TEXTURE_2D_MULTISAMPLE_INDEX:
800 dims = 2;
801 target = GL_TEXTURE_2D_MULTISAMPLE;
802 break;
803 case TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX:
804 dims = 3;
805 target = GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
806 break;
807 default:
808 /* no-op */
809 return NULL;
810 }
811
812 /* create texture object */
813 texObj = ctx->Driver.NewTextureObject(ctx, 0, target);
814 if (!texObj)
815 return NULL;
816
817 assert(texObj->RefCount == 1);
818 texObj->Sampler.MinFilter = GL_NEAREST;
819 texObj->Sampler.MagFilter = GL_NEAREST;
820
821 texFormat = ctx->Driver.ChooseTextureFormat(ctx, target,
822 GL_RGBA, GL_RGBA,
823 GL_UNSIGNED_BYTE);
824
825 /* need a loop here just for cube maps */
826 for (face = 0; face < numFaces; face++) {
827 GLenum faceTarget;
828
829 if (target == GL_TEXTURE_CUBE_MAP)
830 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + face;
831 else
832 faceTarget = target;
833
834 /* initialize level[0] texture image */
835 texImage = _mesa_get_tex_image(ctx, texObj, faceTarget, 0);
836
837 _mesa_init_teximage_fields(ctx, texImage,
838 width,
839 (dims > 1) ? height : 1,
840 (dims > 2) ? depth : 1,
841 0, /* border */
842 GL_RGBA, texFormat);
843
844 ctx->Driver.TexImage(ctx, dims, texImage,
845 GL_RGBA, GL_UNSIGNED_BYTE, texel,
846 &ctx->DefaultPacking);
847 }
848
849 _mesa_test_texobj_completeness(ctx, texObj);
850 assert(texObj->_BaseComplete);
851 assert(texObj->_MipmapComplete);
852
853 ctx->Shared->FallbackTex[tex] = texObj;
854 }
855 return ctx->Shared->FallbackTex[tex];
856 }
857
858
859 /**
860 * Compute the size of the given texture object, in bytes.
861 */
862 static GLuint
863 texture_size(const struct gl_texture_object *texObj)
864 {
865 const GLuint numFaces = _mesa_num_tex_faces(texObj->Target);
866 GLuint face, level, size = 0;
867
868 for (face = 0; face < numFaces; face++) {
869 for (level = 0; level < MAX_TEXTURE_LEVELS; level++) {
870 const struct gl_texture_image *img = texObj->Image[face][level];
871 if (img) {
872 GLuint sz = _mesa_format_image_size(img->TexFormat, img->Width,
873 img->Height, img->Depth);
874 size += sz;
875 }
876 }
877 }
878
879 return size;
880 }
881
882
883 /**
884 * Callback called from _mesa_HashWalk()
885 */
886 static void
887 count_tex_size(GLuint key, void *data, void *userData)
888 {
889 const struct gl_texture_object *texObj =
890 (const struct gl_texture_object *) data;
891 GLuint *total = (GLuint *) userData;
892
893 *total = *total + texture_size(texObj);
894 }
895
896
897 /**
898 * Compute total size (in bytes) of all textures for the given context.
899 * For debugging purposes.
900 */
901 GLuint
902 _mesa_total_texture_memory(struct gl_context *ctx)
903 {
904 GLuint tgt, total = 0;
905
906 _mesa_HashWalk(ctx->Shared->TexObjects, count_tex_size, &total);
907
908 /* plus, the default texture objects */
909 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
910 total += texture_size(ctx->Shared->DefaultTex[tgt]);
911 }
912
913 return total;
914 }
915
916 static struct gl_texture_object *
917 invalidate_tex_image_error_check(struct gl_context *ctx, GLuint texture,
918 GLint level, const char *name)
919 {
920 /* The GL_ARB_invalidate_subdata spec says:
921 *
922 * "If <texture> is zero or is not the name of a texture, the error
923 * INVALID_VALUE is generated."
924 *
925 * This performs the error check in a different order than listed in the
926 * spec. We have to get the texture object before we can validate the
927 * other parameters against values in the texture object.
928 */
929 struct gl_texture_object *const t = _mesa_lookup_texture(ctx, texture);
930 if (texture == 0 || t == NULL) {
931 _mesa_error(ctx, GL_INVALID_VALUE, "%s(texture)", name);
932 return NULL;
933 }
934
935 /* The GL_ARB_invalidate_subdata spec says:
936 *
937 * "If <level> is less than zero or greater than the base 2 logarithm
938 * of the maximum texture width, height, or depth, the error
939 * INVALID_VALUE is generated."
940 */
941 if (level < 0 || level > t->MaxLevel) {
942 _mesa_error(ctx, GL_INVALID_VALUE, "%s(level)", name);
943 return NULL;
944 }
945
946 /* The GL_ARB_invalidate_subdata spec says:
947 *
948 * "If the target of <texture> is TEXTURE_RECTANGLE, TEXTURE_BUFFER,
949 * TEXTURE_2D_MULTISAMPLE, or TEXTURE_2D_MULTISAMPLE_ARRAY, and <level>
950 * is not zero, the error INVALID_VALUE is generated."
951 */
952 if (level != 0) {
953 switch (t->Target) {
954 case GL_TEXTURE_RECTANGLE:
955 case GL_TEXTURE_BUFFER:
956 case GL_TEXTURE_2D_MULTISAMPLE:
957 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
958 _mesa_error(ctx, GL_INVALID_VALUE, "%s(level)", name);
959 return NULL;
960
961 default:
962 break;
963 }
964 }
965
966 return t;
967 }
968
969 /*@}*/
970
971
972 /***********************************************************************/
973 /** \name API functions */
974 /*@{*/
975
976
977 /**
978 * Generate texture names.
979 *
980 * \param n number of texture names to be generated.
981 * \param textures an array in which will hold the generated texture names.
982 *
983 * \sa glGenTextures().
984 *
985 * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
986 * IDs which are stored in \p textures. Corresponding empty texture
987 * objects are also generated.
988 */
989 void GLAPIENTRY
990 _mesa_GenTextures( GLsizei n, GLuint *textures )
991 {
992 GET_CURRENT_CONTEXT(ctx);
993 GLuint first;
994 GLint i;
995
996 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
997 _mesa_debug(ctx, "glGenTextures %d\n", n);
998
999 if (n < 0) {
1000 _mesa_error( ctx, GL_INVALID_VALUE, "glGenTextures" );
1001 return;
1002 }
1003
1004 if (!textures)
1005 return;
1006
1007 /*
1008 * This must be atomic (generation and allocation of texture IDs)
1009 */
1010 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1011
1012 first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n);
1013
1014 /* Allocate new, empty texture objects */
1015 for (i = 0; i < n; i++) {
1016 struct gl_texture_object *texObj;
1017 GLuint name = first + i;
1018 GLenum target = 0;
1019 texObj = ctx->Driver.NewTextureObject(ctx, name, target);
1020 if (!texObj) {
1021 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1022 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
1023 return;
1024 }
1025
1026 /* insert into hash table */
1027 _mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
1028
1029 textures[i] = name;
1030 }
1031
1032 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1033 }
1034
1035
1036 /**
1037 * Check if the given texture object is bound to the current draw or
1038 * read framebuffer. If so, Unbind it.
1039 */
1040 static void
1041 unbind_texobj_from_fbo(struct gl_context *ctx,
1042 struct gl_texture_object *texObj)
1043 {
1044 const GLuint n = (ctx->DrawBuffer == ctx->ReadBuffer) ? 1 : 2;
1045 GLuint i;
1046
1047 for (i = 0; i < n; i++) {
1048 struct gl_framebuffer *fb = (i == 0) ? ctx->DrawBuffer : ctx->ReadBuffer;
1049 if (_mesa_is_user_fbo(fb)) {
1050 GLuint j;
1051 for (j = 0; j < BUFFER_COUNT; j++) {
1052 if (fb->Attachment[j].Type == GL_TEXTURE &&
1053 fb->Attachment[j].Texture == texObj) {
1054 /* Vertices are already flushed by _mesa_DeleteTextures */
1055 ctx->NewState |= _NEW_BUFFERS;
1056 _mesa_remove_attachment(ctx, fb->Attachment + j);
1057 }
1058 }
1059 }
1060 }
1061 }
1062
1063
1064 /**
1065 * Check if the given texture object is bound to any texture image units and
1066 * unbind it if so (revert to default textures).
1067 */
1068 static void
1069 unbind_texobj_from_texunits(struct gl_context *ctx,
1070 struct gl_texture_object *texObj)
1071 {
1072 GLuint u, tex;
1073
1074 for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
1075 struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
1076 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
1077 if (texObj == unit->CurrentTex[tex]) {
1078 _mesa_reference_texobj(&unit->CurrentTex[tex],
1079 ctx->Shared->DefaultTex[tex]);
1080 ASSERT(unit->CurrentTex[tex]);
1081 break;
1082 }
1083 }
1084 }
1085 }
1086
1087
1088 /**
1089 * Delete named textures.
1090 *
1091 * \param n number of textures to be deleted.
1092 * \param textures array of texture IDs to be deleted.
1093 *
1094 * \sa glDeleteTextures().
1095 *
1096 * If we're about to delete a texture that's currently bound to any
1097 * texture unit, unbind the texture first. Decrement the reference
1098 * count on the texture object and delete it if it's zero.
1099 * Recall that texture objects can be shared among several rendering
1100 * contexts.
1101 */
1102 void GLAPIENTRY
1103 _mesa_DeleteTextures( GLsizei n, const GLuint *textures)
1104 {
1105 GET_CURRENT_CONTEXT(ctx);
1106 GLint i;
1107
1108 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1109 _mesa_debug(ctx, "glDeleteTextures %d\n", n);
1110
1111 FLUSH_VERTICES(ctx, 0); /* too complex */
1112
1113 if (!textures)
1114 return;
1115
1116 for (i = 0; i < n; i++) {
1117 if (textures[i] > 0) {
1118 struct gl_texture_object *delObj
1119 = _mesa_lookup_texture(ctx, textures[i]);
1120
1121 if (delObj) {
1122 _mesa_lock_texture(ctx, delObj);
1123
1124 /* Check if texture is bound to any framebuffer objects.
1125 * If so, unbind.
1126 * See section 4.4.2.3 of GL_EXT_framebuffer_object.
1127 */
1128 unbind_texobj_from_fbo(ctx, delObj);
1129
1130 /* Check if this texture is currently bound to any texture units.
1131 * If so, unbind it.
1132 */
1133 unbind_texobj_from_texunits(ctx, delObj);
1134
1135 _mesa_unlock_texture(ctx, delObj);
1136
1137 ctx->NewState |= _NEW_TEXTURE;
1138
1139 /* The texture _name_ is now free for re-use.
1140 * Remove it from the hash table now.
1141 */
1142 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1143 _mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name);
1144 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1145
1146 /* Unreference the texobj. If refcount hits zero, the texture
1147 * will be deleted.
1148 */
1149 _mesa_reference_texobj(&delObj, NULL);
1150 }
1151 }
1152 }
1153 }
1154
1155
1156 /**
1157 * Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
1158 * into the corresponding Mesa texture target index.
1159 * Note that proxy targets are not valid here.
1160 * \return TEXTURE_x_INDEX or -1 if target is invalid
1161 */
1162 static GLint
1163 target_enum_to_index(struct gl_context *ctx, GLenum target)
1164 {
1165 switch (target) {
1166 case GL_TEXTURE_1D:
1167 return _mesa_is_desktop_gl(ctx) ? TEXTURE_1D_INDEX : -1;
1168 case GL_TEXTURE_2D:
1169 return TEXTURE_2D_INDEX;
1170 case GL_TEXTURE_3D:
1171 return TEXTURE_3D_INDEX;
1172 case GL_TEXTURE_CUBE_MAP_ARB:
1173 return ctx->Extensions.ARB_texture_cube_map
1174 ? TEXTURE_CUBE_INDEX : -1;
1175 case GL_TEXTURE_RECTANGLE_NV:
1176 return _mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle
1177 ? TEXTURE_RECT_INDEX : -1;
1178 case GL_TEXTURE_1D_ARRAY_EXT:
1179 return _mesa_is_desktop_gl(ctx)
1180 && (ctx->Extensions.EXT_texture_array
1181 || ctx->Extensions.MESA_texture_array)
1182 ? TEXTURE_1D_ARRAY_INDEX : -1;
1183 case GL_TEXTURE_2D_ARRAY_EXT:
1184 return (_mesa_is_desktop_gl(ctx)
1185 && (ctx->Extensions.EXT_texture_array
1186 || ctx->Extensions.MESA_texture_array))
1187 || _mesa_is_gles3(ctx)
1188 ? TEXTURE_2D_ARRAY_INDEX : -1;
1189 case GL_TEXTURE_BUFFER_ARB:
1190 return ctx->API == API_OPENGL_CORE &&
1191 ctx->Extensions.ARB_texture_buffer_object ?
1192 TEXTURE_BUFFER_INDEX : -1;
1193 case GL_TEXTURE_EXTERNAL_OES:
1194 return _mesa_is_gles(ctx) && ctx->Extensions.OES_EGL_image_external
1195 ? TEXTURE_EXTERNAL_INDEX : -1;
1196 case GL_TEXTURE_CUBE_MAP_ARRAY:
1197 return TEXTURE_CUBE_ARRAY_INDEX;
1198 case GL_TEXTURE_2D_MULTISAMPLE:
1199 return _mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_multisample
1200 ? TEXTURE_2D_MULTISAMPLE_INDEX: -1;
1201 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
1202 return _mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_multisample
1203 ? TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX: -1;
1204 default:
1205 return -1;
1206 }
1207 }
1208
1209
1210 /**
1211 * Bind a named texture to a texturing target.
1212 *
1213 * \param target texture target.
1214 * \param texName texture name.
1215 *
1216 * \sa glBindTexture().
1217 *
1218 * Determines the old texture object bound and returns immediately if rebinding
1219 * the same texture. Get the current texture which is either a default texture
1220 * if name is null, a named texture from the hash, or a new texture if the
1221 * given texture name is new. Increments its reference count, binds it, and
1222 * calls dd_function_table::BindTexture. Decrements the old texture reference
1223 * count and deletes it if it reaches zero.
1224 */
1225 void GLAPIENTRY
1226 _mesa_BindTexture( GLenum target, GLuint texName )
1227 {
1228 GET_CURRENT_CONTEXT(ctx);
1229 struct gl_texture_unit *texUnit = _mesa_get_current_tex_unit(ctx);
1230 struct gl_texture_object *newTexObj = NULL;
1231 GLint targetIndex;
1232
1233 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1234 _mesa_debug(ctx, "glBindTexture %s %d\n",
1235 _mesa_lookup_enum_by_nr(target), (GLint) texName);
1236
1237 targetIndex = target_enum_to_index(ctx, target);
1238 if (targetIndex < 0) {
1239 _mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)");
1240 return;
1241 }
1242 assert(targetIndex < NUM_TEXTURE_TARGETS);
1243
1244 /*
1245 * Get pointer to new texture object (newTexObj)
1246 */
1247 if (texName == 0) {
1248 /* Use a default texture object */
1249 newTexObj = ctx->Shared->DefaultTex[targetIndex];
1250 }
1251 else {
1252 /* non-default texture object */
1253 newTexObj = _mesa_lookup_texture(ctx, texName);
1254 if (newTexObj) {
1255 /* error checking */
1256 if (newTexObj->Target != 0 && newTexObj->Target != target) {
1257 /* the named texture object's target doesn't match the given target */
1258 _mesa_error( ctx, GL_INVALID_OPERATION,
1259 "glBindTexture(target mismatch)" );
1260 return;
1261 }
1262 if (newTexObj->Target == 0) {
1263 finish_texture_init(ctx, target, newTexObj);
1264 }
1265 }
1266 else {
1267 if (ctx->API == API_OPENGL_CORE) {
1268 _mesa_error(ctx, GL_INVALID_OPERATION, "glBindTexture(non-gen name)");
1269 return;
1270 }
1271
1272 /* if this is a new texture id, allocate a texture object now */
1273 newTexObj = ctx->Driver.NewTextureObject(ctx, texName, target);
1274 if (!newTexObj) {
1275 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
1276 return;
1277 }
1278
1279 /* and insert it into hash table */
1280 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1281 _mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj);
1282 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1283 }
1284 newTexObj->Target = target;
1285 }
1286
1287 assert(valid_texture_object(newTexObj));
1288
1289 /* Check if this texture is only used by this context and is already bound.
1290 * If so, just return.
1291 */
1292 {
1293 GLboolean early_out;
1294 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1295 early_out = ((ctx->Shared->RefCount == 1)
1296 && (newTexObj == texUnit->CurrentTex[targetIndex]));
1297 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1298 if (early_out) {
1299 return;
1300 }
1301 }
1302
1303 /* flush before changing binding */
1304 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1305
1306 /* Do the actual binding. The refcount on the previously bound
1307 * texture object will be decremented. It'll be deleted if the
1308 * count hits zero.
1309 */
1310 _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], newTexObj);
1311 ASSERT(texUnit->CurrentTex[targetIndex]);
1312
1313 /* Pass BindTexture call to device driver */
1314 if (ctx->Driver.BindTexture)
1315 ctx->Driver.BindTexture(ctx, target, newTexObj);
1316 }
1317
1318
1319 /**
1320 * Set texture priorities.
1321 *
1322 * \param n number of textures.
1323 * \param texName texture names.
1324 * \param priorities corresponding texture priorities.
1325 *
1326 * \sa glPrioritizeTextures().
1327 *
1328 * Looks up each texture in the hash, clamps the corresponding priority between
1329 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
1330 */
1331 void GLAPIENTRY
1332 _mesa_PrioritizeTextures( GLsizei n, const GLuint *texName,
1333 const GLclampf *priorities )
1334 {
1335 GET_CURRENT_CONTEXT(ctx);
1336 GLint i;
1337
1338 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1339 _mesa_debug(ctx, "glPrioritizeTextures %d\n", n);
1340
1341 FLUSH_VERTICES(ctx, 0);
1342
1343 if (n < 0) {
1344 _mesa_error( ctx, GL_INVALID_VALUE, "glPrioritizeTextures" );
1345 return;
1346 }
1347
1348 if (!priorities)
1349 return;
1350
1351 for (i = 0; i < n; i++) {
1352 if (texName[i] > 0) {
1353 struct gl_texture_object *t = _mesa_lookup_texture(ctx, texName[i]);
1354 if (t) {
1355 t->Priority = CLAMP( priorities[i], 0.0F, 1.0F );
1356 }
1357 }
1358 }
1359
1360 ctx->NewState |= _NEW_TEXTURE;
1361 }
1362
1363
1364
1365 /**
1366 * See if textures are loaded in texture memory.
1367 *
1368 * \param n number of textures to query.
1369 * \param texName array with the texture names.
1370 * \param residences array which will hold the residence status.
1371 *
1372 * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
1373 *
1374 * Note: we assume all textures are always resident
1375 */
1376 GLboolean GLAPIENTRY
1377 _mesa_AreTexturesResident(GLsizei n, const GLuint *texName,
1378 GLboolean *residences)
1379 {
1380 GET_CURRENT_CONTEXT(ctx);
1381 GLboolean allResident = GL_TRUE;
1382 GLint i;
1383 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1384
1385 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1386 _mesa_debug(ctx, "glAreTexturesResident %d\n", n);
1387
1388 if (n < 0) {
1389 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)");
1390 return GL_FALSE;
1391 }
1392
1393 if (!texName || !residences)
1394 return GL_FALSE;
1395
1396 /* We only do error checking on the texture names */
1397 for (i = 0; i < n; i++) {
1398 struct gl_texture_object *t;
1399 if (texName[i] == 0) {
1400 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1401 return GL_FALSE;
1402 }
1403 t = _mesa_lookup_texture(ctx, texName[i]);
1404 if (!t) {
1405 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1406 return GL_FALSE;
1407 }
1408 }
1409
1410 return allResident;
1411 }
1412
1413
1414 /**
1415 * See if a name corresponds to a texture.
1416 *
1417 * \param texture texture name.
1418 *
1419 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
1420 * otherwise.
1421 *
1422 * \sa glIsTexture().
1423 *
1424 * Calls _mesa_HashLookup().
1425 */
1426 GLboolean GLAPIENTRY
1427 _mesa_IsTexture( GLuint texture )
1428 {
1429 struct gl_texture_object *t;
1430 GET_CURRENT_CONTEXT(ctx);
1431 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1432
1433 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1434 _mesa_debug(ctx, "glIsTexture %d\n", texture);
1435
1436 if (!texture)
1437 return GL_FALSE;
1438
1439 t = _mesa_lookup_texture(ctx, texture);
1440
1441 /* IsTexture is true only after object has been bound once. */
1442 return t && t->Target;
1443 }
1444
1445
1446 /**
1447 * Simplest implementation of texture locking: grab the shared tex
1448 * mutex. Examine the shared context state timestamp and if there has
1449 * been a change, set the appropriate bits in ctx->NewState.
1450 *
1451 * This is used to deal with synchronizing things when a texture object
1452 * is used/modified by different contexts (or threads) which are sharing
1453 * the texture.
1454 *
1455 * See also _mesa_lock/unlock_texture() in teximage.h
1456 */
1457 void
1458 _mesa_lock_context_textures( struct gl_context *ctx )
1459 {
1460 _glthread_LOCK_MUTEX(ctx->Shared->TexMutex);
1461
1462 if (ctx->Shared->TextureStateStamp != ctx->TextureStateTimestamp) {
1463 ctx->NewState |= _NEW_TEXTURE;
1464 ctx->TextureStateTimestamp = ctx->Shared->TextureStateStamp;
1465 }
1466 }
1467
1468
1469 void
1470 _mesa_unlock_context_textures( struct gl_context *ctx )
1471 {
1472 assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp);
1473 _glthread_UNLOCK_MUTEX(ctx->Shared->TexMutex);
1474 }
1475
1476 void GLAPIENTRY
1477 _mesa_InvalidateTexSubImage(GLuint texture, GLint level, GLint xoffset,
1478 GLint yoffset, GLint zoffset, GLsizei width,
1479 GLsizei height, GLsizei depth)
1480 {
1481 struct gl_texture_object *t;
1482 struct gl_texture_image *image;
1483 GET_CURRENT_CONTEXT(ctx);
1484
1485 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1486 _mesa_debug(ctx, "glInvalidateTexSubImage %d\n", texture);
1487
1488 t = invalidate_tex_image_error_check(ctx, texture, level,
1489 "glInvalidateTexSubImage");
1490
1491 /* The GL_ARB_invalidate_subdata spec says:
1492 *
1493 * "...the specified subregion must be between -<b> and <dim>+<b> where
1494 * <dim> is the size of the dimension of the texture image, and <b> is
1495 * the size of the border of that texture image, otherwise
1496 * INVALID_VALUE is generated (border is not applied to dimensions that
1497 * don't exist in a given texture target)."
1498 */
1499 image = t->Image[0][level];
1500 if (image) {
1501 int xBorder;
1502 int yBorder;
1503 int zBorder;
1504 int imageWidth;
1505 int imageHeight;
1506 int imageDepth;
1507
1508 /* The GL_ARB_invalidate_subdata spec says:
1509 *
1510 * "For texture targets that don't have certain dimensions, this
1511 * command treats those dimensions as having a size of 1. For
1512 * example, to invalidate a portion of a two-dimensional texture,
1513 * the application would use <zoffset> equal to zero and <depth>
1514 * equal to one."
1515 */
1516 switch (t->Target) {
1517 case GL_TEXTURE_BUFFER:
1518 xBorder = 0;
1519 yBorder = 0;
1520 zBorder = 0;
1521 imageWidth = 1;
1522 imageHeight = 1;
1523 imageDepth = 1;
1524 break;
1525 case GL_TEXTURE_1D:
1526 xBorder = image->Border;
1527 yBorder = 0;
1528 zBorder = 0;
1529 imageWidth = image->Width;
1530 imageHeight = 1;
1531 imageDepth = 1;
1532 break;
1533 case GL_TEXTURE_1D_ARRAY:
1534 xBorder = image->Border;
1535 yBorder = 0;
1536 zBorder = 0;
1537 imageWidth = image->Width;
1538 imageHeight = image->Height;
1539 imageDepth = 1;
1540 break;
1541 case GL_TEXTURE_2D:
1542 case GL_TEXTURE_CUBE_MAP:
1543 case GL_TEXTURE_RECTANGLE:
1544 case GL_TEXTURE_2D_MULTISAMPLE:
1545 xBorder = image->Border;
1546 yBorder = image->Border;
1547 zBorder = 0;
1548 imageWidth = image->Width;
1549 imageHeight = image->Height;
1550 imageDepth = 1;
1551 break;
1552 case GL_TEXTURE_2D_ARRAY:
1553 case GL_TEXTURE_CUBE_MAP_ARRAY:
1554 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
1555 xBorder = image->Border;
1556 yBorder = image->Border;
1557 zBorder = 0;
1558 imageWidth = image->Width;
1559 imageHeight = image->Height;
1560 imageDepth = image->Depth;
1561 break;
1562 case GL_TEXTURE_3D:
1563 xBorder = image->Border;
1564 yBorder = image->Border;
1565 zBorder = image->Border;
1566 imageWidth = image->Width;
1567 imageHeight = image->Height;
1568 imageDepth = image->Depth;
1569 break;
1570 default:
1571 assert(!"Should not get here.");
1572 xBorder = 0;
1573 yBorder = 0;
1574 zBorder = 0;
1575 imageWidth = 0;
1576 imageHeight = 0;
1577 imageDepth = 0;
1578 break;
1579 }
1580
1581 if (xoffset < -xBorder) {
1582 _mesa_error(ctx, GL_INVALID_VALUE, "glInvalidateSubTexImage(xoffset)");
1583 return;
1584 }
1585
1586 if (xoffset + width > imageWidth + xBorder) {
1587 _mesa_error(ctx, GL_INVALID_VALUE,
1588 "glInvalidateSubTexImage(xoffset+width)");
1589 return;
1590 }
1591
1592 if (yoffset < -yBorder) {
1593 _mesa_error(ctx, GL_INVALID_VALUE, "glInvalidateSubTexImage(yoffset)");
1594 return;
1595 }
1596
1597 if (yoffset + height > imageHeight + yBorder) {
1598 _mesa_error(ctx, GL_INVALID_VALUE,
1599 "glInvalidateSubTexImage(yoffset+height)");
1600 return;
1601 }
1602
1603 if (zoffset < -zBorder) {
1604 _mesa_error(ctx, GL_INVALID_VALUE,
1605 "glInvalidateSubTexImage(zoffset)");
1606 return;
1607 }
1608
1609 if (zoffset + depth > imageDepth + zBorder) {
1610 _mesa_error(ctx, GL_INVALID_VALUE,
1611 "glInvalidateSubTexImage(zoffset+depth)");
1612 return;
1613 }
1614 }
1615
1616 /* We don't actually do anything for this yet. Just return after
1617 * validating the parameters and generating the required errors.
1618 */
1619 return;
1620 }
1621
1622 void GLAPIENTRY
1623 _mesa_InvalidateTexImage(GLuint texture, GLint level)
1624 {
1625 GET_CURRENT_CONTEXT(ctx);
1626
1627 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1628 _mesa_debug(ctx, "glInvalidateTexImage(%d, %d)\n", texture, level);
1629
1630 invalidate_tex_image_error_check(ctx, texture, level,
1631 "glInvalidateTexImage");
1632
1633 /* We don't actually do anything for this yet. Just return after
1634 * validating the parameters and generating the required errors.
1635 */
1636 return;
1637 }
1638
1639 /*@}*/