3 * Texture object management.
7 * Mesa 3-D graphics library
10 * Copyright (C) 1999-2003 Brian Paul All Rights Reserved.
12 * Permission is hereby granted, free of charge, to any person obtaining a
13 * copy of this software and associated documentation files (the "Software"),
14 * to deal in the Software without restriction, including without limitation
15 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
16 * and/or sell copies of the Software, and to permit persons to whom the
17 * Software is furnished to do so, subject to the following conditions:
19 * The above copyright notice and this permission notice shall be included
20 * in all copies or substantial portions of the Software.
22 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
23 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
24 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
25 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
26 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
27 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
44 /**********************************************************************/
45 /** \name Internal functions */
49 * Allocate and initialize a new texture object and add it to the linked list of
52 * Called via ctx->Driver.NewTextureObject, unless overridden by a device
55 * \param shared the shared GL state structure to contain the texture object
56 * \param name integer name for the texture object
57 * \param target either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,
58 * GL_TEXTURE_CUBE_MAP_ARB or GL_TEXTURE_RECTANGLE_NV. zero is ok for the sake
61 * \return pointer to new texture object.
63 * Allocate and initialize a gl_texture_object structure, and insert in the
64 * shared state texture list while holding its mutex.
65 * If <tt>name > 0</tt> then also insert the new texture object into the hash
69 struct gl_texture_object
*
70 _mesa_new_texture_object( GLcontext
*ctx
, GLuint name
, GLenum target
)
72 struct gl_texture_object
*obj
;
73 obj
= CALLOC_STRUCT(gl_texture_object
);
74 _mesa_initialize_texture_object(obj
, name
, target
);
80 * Initialize a texture object to default values.
81 * \param obj the texture object
82 * \param name the texture name
83 * \param target the texture target
86 _mesa_initialize_texture_object( struct gl_texture_object
*obj
,
87 GLuint name
, GLenum target
)
90 target
== GL_TEXTURE_1D
||
91 target
== GL_TEXTURE_2D
||
92 target
== GL_TEXTURE_3D
||
93 target
== GL_TEXTURE_CUBE_MAP_ARB
||
94 target
== GL_TEXTURE_RECTANGLE_NV
);
96 /* init the non-zero fields */
97 _glthread_INIT_MUTEX(obj
->Mutex
);
100 obj
->Target
= target
;
101 obj
->Priority
= 1.0F
;
102 if (target
== GL_TEXTURE_RECTANGLE_NV
) {
103 obj
->WrapS
= GL_CLAMP_TO_EDGE
;
104 obj
->WrapT
= GL_CLAMP_TO_EDGE
;
105 obj
->WrapR
= GL_CLAMP_TO_EDGE
;
106 obj
->MinFilter
= GL_LINEAR
;
109 obj
->WrapS
= GL_REPEAT
;
110 obj
->WrapT
= GL_REPEAT
;
111 obj
->WrapR
= GL_REPEAT
;
112 obj
->MinFilter
= GL_NEAREST_MIPMAP_LINEAR
;
114 obj
->MagFilter
= GL_LINEAR
;
115 obj
->MinLod
= -1000.0;
116 obj
->MaxLod
= 1000.0;
118 obj
->MaxLevel
= 1000;
119 obj
->MaxAnisotropy
= 1.0;
120 obj
->CompareFlag
= GL_FALSE
; /* SGIX_shadow */
121 obj
->CompareOperator
= GL_TEXTURE_LEQUAL_R_SGIX
; /* SGIX_shadow */
122 obj
->CompareMode
= GL_NONE
; /* ARB_shadow */
123 obj
->CompareFunc
= GL_LEQUAL
; /* ARB_shadow */
124 obj
->DepthMode
= GL_LUMINANCE
; /* ARB_depth_texture */
125 obj
->ShadowAmbient
= 0.0F
; /* ARB/SGIX_shadow_ambient */
126 _mesa_init_one_colortable(&obj
->Palette
);
131 * Deallocate a texture object struct. It should have already been
132 * removed from the texture object pool.
134 * \param shared the shared GL state to which the object belongs.
135 * \param texOjb the texture object to delete.
137 * Unlink the texture object from the shared state texture linked list while
138 * holding its lock. If the texture is a name number it's also removed from the
139 * hash table. Finally frees the texture images and the object itself.
142 _mesa_delete_texture_object( GLcontext
*ctx
, struct gl_texture_object
*texObj
)
150 _mesa_free_one_colortable(&texObj
->Palette
);
152 /* free the texture images */
153 for (i
= 0; i
< MAX_TEXTURE_LEVELS
; i
++) {
154 if (texObj
->Image
[i
]) {
155 _mesa_delete_texture_image( texObj
->Image
[i
] );
159 /* destroy the mutex -- it may have allocated memory (eg on bsd) */
160 _glthread_DESTROY_MUTEX(texObj
->Mutex
);
162 /* free this object */
168 * Add the given texture object to the texture object pool.
171 _mesa_save_texture_object( GLcontext
*ctx
, struct gl_texture_object
*texObj
)
173 /* insert into linked list */
174 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
175 texObj
->Next
= ctx
->Shared
->TexObjectList
;
176 ctx
->Shared
->TexObjectList
= texObj
;
177 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
179 if (texObj
->Name
> 0) {
180 /* insert into hash table */
181 _mesa_HashInsert(ctx
->Shared
->TexObjects
, texObj
->Name
, texObj
);
187 * Remove the given texture object from the texture object pool.
188 * Do not deallocate the texture object though.
191 _mesa_remove_texture_object( GLcontext
*ctx
, struct gl_texture_object
*texObj
)
193 struct gl_texture_object
*tprev
, *tcurr
;
195 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
197 /* unlink from the linked list */
199 tcurr
= ctx
->Shared
->TexObjectList
;
201 if (tcurr
== texObj
) {
203 tprev
->Next
= texObj
->Next
;
206 ctx
->Shared
->TexObjectList
= texObj
->Next
;
214 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
216 if (texObj
->Name
> 0) {
217 /* remove from hash table */
218 _mesa_HashRemove(ctx
->Shared
->TexObjects
, texObj
->Name
);
223 * Copy texture object state from one texture object to another.
225 * \param dest destination texture object.
226 * \param src source texture object.
229 _mesa_copy_texture_object( struct gl_texture_object
*dest
,
230 const struct gl_texture_object
*src
)
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
->BaseLevel
= src
->BaseLevel
;
246 dest
->MaxLevel
= src
->MaxLevel
;
247 dest
->MaxAnisotropy
= src
->MaxAnisotropy
;
248 dest
->CompareFlag
= src
->CompareFlag
;
249 dest
->CompareOperator
= src
->CompareOperator
;
250 dest
->ShadowAmbient
= src
->ShadowAmbient
;
251 dest
->CompareMode
= src
->CompareMode
;
252 dest
->CompareFunc
= src
->CompareFunc
;
253 dest
->DepthMode
= src
->DepthMode
;
254 dest
->_MaxLevel
= src
->_MaxLevel
;
255 dest
->_MaxLambda
= src
->_MaxLambda
;
256 dest
->GenerateMipmap
= src
->GenerateMipmap
;
257 dest
->Palette
= src
->Palette
;
258 dest
->Complete
= src
->Complete
;
259 dest
->_IsPowerOfTwo
= src
->_IsPowerOfTwo
;
264 * Report why a texture object is incomplete.
266 * \param t texture object.
267 * \param why string describing why it's incomplete.
269 * \note For debug purposes only.
273 incomplete(const struct gl_texture_object
*t
, const char *why
)
275 _mesa_printf("Texture Obj %d incomplete because: %s\n", t
->Name
, why
);
278 #define incomplete(t, why)
283 * Examine a texture object to determine if it is complete.
285 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
288 * \param ctx GL context.
289 * \param t texture object.
291 * According to the texture target, verifies that each of the mipmaps is
292 * present and has the expected size.
295 _mesa_test_texobj_completeness( const GLcontext
*ctx
,
296 struct gl_texture_object
*t
)
298 const GLint baseLevel
= t
->BaseLevel
;
299 GLint maxLog2
= 0, maxLevels
= 0;
301 t
->Complete
= GL_TRUE
; /* be optimistic */
302 t
->_IsPowerOfTwo
= GL_TRUE
; /* may be set FALSE below */
304 /* Always need the base level image */
305 if (!t
->Image
[baseLevel
]) {
306 incomplete(t
, "Image[baseLevel] == NULL");
307 t
->Complete
= GL_FALSE
;
311 /* Compute _MaxLevel */
312 if (t
->Target
== GL_TEXTURE_1D
) {
313 maxLog2
= t
->Image
[baseLevel
]->WidthLog2
;
314 maxLevels
= ctx
->Const
.MaxTextureLevels
;
316 else if (t
->Target
== GL_TEXTURE_2D
) {
317 maxLog2
= MAX2(t
->Image
[baseLevel
]->WidthLog2
,
318 t
->Image
[baseLevel
]->HeightLog2
);
319 maxLevels
= ctx
->Const
.MaxTextureLevels
;
321 else if (t
->Target
== GL_TEXTURE_3D
) {
322 GLint max
= MAX2(t
->Image
[baseLevel
]->WidthLog2
,
323 t
->Image
[baseLevel
]->HeightLog2
);
324 maxLog2
= MAX2(max
, (GLint
)(t
->Image
[baseLevel
]->DepthLog2
));
325 maxLevels
= ctx
->Const
.Max3DTextureLevels
;
327 else if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
328 maxLog2
= MAX2(t
->Image
[baseLevel
]->WidthLog2
,
329 t
->Image
[baseLevel
]->HeightLog2
);
330 maxLevels
= ctx
->Const
.MaxCubeTextureLevels
;
332 else if (t
->Target
== GL_TEXTURE_RECTANGLE_NV
) {
333 maxLog2
= 0; /* not applicable */
334 maxLevels
= 1; /* no mipmapping */
337 _mesa_problem(ctx
, "Bad t->Target in _mesa_test_texobj_completeness");
341 ASSERT(maxLevels
> 0);
343 t
->_MaxLevel
= baseLevel
+ maxLog2
;
344 t
->_MaxLevel
= MIN2(t
->_MaxLevel
, t
->MaxLevel
);
345 t
->_MaxLevel
= MIN2(t
->_MaxLevel
, maxLevels
- 1);
347 /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
348 t
->_MaxLambda
= (GLfloat
) (t
->_MaxLevel
- t
->BaseLevel
);
350 if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
351 /* make sure that all six cube map level 0 images are the same size */
352 const GLuint w
= t
->Image
[baseLevel
]->Width2
;
353 const GLuint h
= t
->Image
[baseLevel
]->Height2
;
354 if (!t
->NegX
[baseLevel
] ||
355 t
->NegX
[baseLevel
]->Width2
!= w
||
356 t
->NegX
[baseLevel
]->Height2
!= h
||
357 !t
->PosY
[baseLevel
] ||
358 t
->PosY
[baseLevel
]->Width2
!= w
||
359 t
->PosY
[baseLevel
]->Height2
!= h
||
360 !t
->NegY
[baseLevel
] ||
361 t
->NegY
[baseLevel
]->Width2
!= w
||
362 t
->NegY
[baseLevel
]->Height2
!= h
||
363 !t
->PosZ
[baseLevel
] ||
364 t
->PosZ
[baseLevel
]->Width2
!= w
||
365 t
->PosZ
[baseLevel
]->Height2
!= h
||
366 !t
->NegZ
[baseLevel
] ||
367 t
->NegZ
[baseLevel
]->Width2
!= w
||
368 t
->NegZ
[baseLevel
]->Height2
!= h
) {
369 t
->Complete
= GL_FALSE
;
370 incomplete(t
, "Non-quare cubemap image");
375 /* check for non power of two */
376 if (!t
->Image
[baseLevel
]->_IsPowerOfTwo
) {
377 t
->_IsPowerOfTwo
= GL_FALSE
;
380 /* extra checking for mipmaps */
381 if (t
->MinFilter
!= GL_NEAREST
&& t
->MinFilter
!= GL_LINEAR
) {
383 * Mipmapping: determine if we have a complete set of mipmaps
386 GLint minLevel
= baseLevel
;
387 GLint maxLevel
= t
->_MaxLevel
;
389 if (minLevel
> maxLevel
) {
390 t
->Complete
= GL_FALSE
;
391 incomplete(t
, "minLevel > maxLevel");
395 /* Test dimension-independent attributes */
396 for (i
= minLevel
; i
<= maxLevel
; i
++) {
398 if (t
->Image
[i
]->TexFormat
!= t
->Image
[baseLevel
]->TexFormat
) {
399 t
->Complete
= GL_FALSE
;
400 incomplete(t
, "Format[i] != Format[baseLevel]");
403 if (t
->Image
[i
]->Border
!= t
->Image
[baseLevel
]->Border
) {
404 t
->Complete
= GL_FALSE
;
405 incomplete(t
, "Border[i] != Border[baseLevel]");
411 /* Test things which depend on number of texture image dimensions */
412 if (t
->Target
== GL_TEXTURE_1D
) {
413 /* Test 1-D mipmaps */
414 GLuint width
= t
->Image
[baseLevel
]->Width2
;
415 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
419 if (i
>= minLevel
&& i
<= maxLevel
) {
421 t
->Complete
= GL_FALSE
;
422 incomplete(t
, "1D Image[i] == NULL");
425 if (t
->Image
[i
]->Width2
!= width
) {
426 t
->Complete
= GL_FALSE
;
427 incomplete(t
, "1D Image[i] bad width");
432 return; /* found smallest needed mipmap, all done! */
436 else if (t
->Target
== GL_TEXTURE_2D
) {
437 /* Test 2-D mipmaps */
438 GLuint width
= t
->Image
[baseLevel
]->Width2
;
439 GLuint height
= t
->Image
[baseLevel
]->Height2
;
440 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
447 if (i
>= minLevel
&& i
<= maxLevel
) {
449 t
->Complete
= GL_FALSE
;
450 incomplete(t
, "2D Image[i] == NULL");
453 if (t
->Image
[i
]->Width2
!= width
) {
454 t
->Complete
= GL_FALSE
;
455 incomplete(t
, "2D Image[i] bad width");
458 if (t
->Image
[i
]->Height2
!= height
) {
459 t
->Complete
= GL_FALSE
;
460 incomplete(t
, "2D Image[i] bad height");
463 if (width
==1 && height
==1) {
464 return; /* found smallest needed mipmap, all done! */
469 else if (t
->Target
== GL_TEXTURE_3D
) {
470 /* Test 3-D mipmaps */
471 GLuint width
= t
->Image
[baseLevel
]->Width2
;
472 GLuint height
= t
->Image
[baseLevel
]->Height2
;
473 GLuint depth
= t
->Image
[baseLevel
]->Depth2
;
474 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
484 if (i
>= minLevel
&& i
<= maxLevel
) {
486 incomplete(t
, "3D Image[i] == NULL");
487 t
->Complete
= GL_FALSE
;
490 if (t
->Image
[i
]->Format
== GL_DEPTH_COMPONENT
) {
491 t
->Complete
= GL_FALSE
;
492 incomplete(t
, "GL_DEPTH_COMPONENT only works with 1/2D tex");
495 if (t
->Image
[i
]->Width2
!= width
) {
496 t
->Complete
= GL_FALSE
;
497 incomplete(t
, "3D Image[i] bad width");
500 if (t
->Image
[i
]->Height2
!= height
) {
501 t
->Complete
= GL_FALSE
;
502 incomplete(t
, "3D Image[i] bad height");
505 if (t
->Image
[i
]->Depth2
!= depth
) {
506 t
->Complete
= GL_FALSE
;
507 incomplete(t
, "3D Image[i] bad depth");
511 if (width
== 1 && height
== 1 && depth
== 1) {
512 return; /* found smallest needed mipmap, all done! */
516 else if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
517 /* make sure 6 cube faces are consistant */
518 GLuint width
= t
->Image
[baseLevel
]->Width2
;
519 GLuint height
= t
->Image
[baseLevel
]->Height2
;
520 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
527 if (i
>= minLevel
&& i
<= maxLevel
) {
528 /* check that we have images defined */
529 if (!t
->Image
[i
] || !t
->NegX
[i
] ||
530 !t
->PosY
[i
] || !t
->NegY
[i
] ||
531 !t
->PosZ
[i
] || !t
->NegZ
[i
]) {
532 t
->Complete
= GL_FALSE
;
533 incomplete(t
, "CubeMap Image[i] == NULL");
536 /* Don't support GL_DEPTH_COMPONENT for cube maps */
537 if (t
->Image
[i
]->Format
== GL_DEPTH_COMPONENT
) {
538 t
->Complete
= GL_FALSE
;
539 incomplete(t
, "GL_DEPTH_COMPONENT only works with 1/2D tex");
542 /* check that all six images have same size */
543 if (t
->NegX
[i
]->Width2
!=width
|| t
->NegX
[i
]->Height2
!=height
||
544 t
->PosY
[i
]->Width2
!=width
|| t
->PosY
[i
]->Height2
!=height
||
545 t
->NegY
[i
]->Width2
!=width
|| t
->NegY
[i
]->Height2
!=height
||
546 t
->PosZ
[i
]->Width2
!=width
|| t
->PosZ
[i
]->Height2
!=height
||
547 t
->NegZ
[i
]->Width2
!=width
|| t
->NegZ
[i
]->Height2
!=height
) {
548 t
->Complete
= GL_FALSE
;
549 incomplete(t
, "CubeMap Image[i] bad size");
553 if (width
== 1 && height
== 1) {
554 return; /* found smallest needed mipmap, all done! */
558 else if (t
->Target
== GL_TEXTURE_RECTANGLE_NV
) {
559 /* XXX special checking? */
564 _mesa_problem(ctx
, "Bug in gl_test_texture_object_completeness\n");
572 /***********************************************************************/
573 /** \name API functions */
577 * Texture name generation lock.
579 * Used by _mesa_GenTextures() to guarantee that the generation and allocation
580 * of texture IDs is atomic.
582 _glthread_DECLARE_STATIC_MUTEX(GenTexturesLock
);
585 * Generate texture names.
587 * \param n number of texture names to be generated.
588 * \param texName an array in which will hold the generated texture names.
590 * \sa glGenTextures().
592 * While holding the GenTexturesLock lock, calls _mesa_HashFindFreeKeyBlock()
593 * to find a block of free texture IDs which are stored in \p texName.
594 * Corresponding empty texture objects are also generated.
597 _mesa_GenTextures( GLsizei n
, GLuint
*texName
)
599 GET_CURRENT_CONTEXT(ctx
);
602 ASSERT_OUTSIDE_BEGIN_END(ctx
);
605 _mesa_error( ctx
, GL_INVALID_VALUE
, "glGenTextures" );
613 * This must be atomic (generation and allocation of texture IDs)
615 _glthread_LOCK_MUTEX(GenTexturesLock
);
617 first
= _mesa_HashFindFreeKeyBlock(ctx
->Shared
->TexObjects
, n
);
619 /* Return the texture names */
621 texName
[i
] = first
+ i
;
624 /* Allocate new, empty texture objects */
625 for (i
= 0; i
< n
; i
++) {
626 struct gl_texture_object
*texObj
;
627 GLuint name
= first
+ i
;
629 texObj
= (*ctx
->Driver
.NewTextureObject
)( ctx
, name
, target
);
631 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glGenTextures");
634 _mesa_save_texture_object(ctx
, texObj
);
637 _glthread_UNLOCK_MUTEX(GenTexturesLock
);
641 * Delete named textures.
643 * \param n number of textures to be deleted.
644 * \param texName array of textures names to be deleted.
646 * \sa glDeleteTextures().
648 * For each texture checks if its bound to any of the texture units, unbinding
649 * it and decrementing the reference count if so. If the texture reference
650 * count is zero, delete its object.
653 _mesa_DeleteTextures( GLsizei n
, const GLuint
*texName
)
655 GET_CURRENT_CONTEXT(ctx
);
657 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
); /* too complex */
663 if (texName
[i
] > 0) {
664 struct gl_texture_object
*delObj
= (struct gl_texture_object
*)
665 _mesa_HashLookup(ctx
->Shared
->TexObjects
, texName
[i
]);
667 /* First check if this texture is currently bound.
668 * If so, unbind it and decrement the reference count.
671 for (u
= 0; u
< MAX_TEXTURE_IMAGE_UNITS
; u
++) {
672 struct gl_texture_unit
*unit
= &ctx
->Texture
.Unit
[u
];
673 if (delObj
== unit
->Current1D
) {
674 unit
->Current1D
= ctx
->Shared
->Default1D
;
675 ctx
->Shared
->Default1D
->RefCount
++;
677 if (delObj
== unit
->_Current
)
678 unit
->_Current
= unit
->Current1D
;
680 else if (delObj
== unit
->Current2D
) {
681 unit
->Current2D
= ctx
->Shared
->Default2D
;
682 ctx
->Shared
->Default2D
->RefCount
++;
684 if (delObj
== unit
->_Current
)
685 unit
->_Current
= unit
->Current2D
;
687 else if (delObj
== unit
->Current3D
) {
688 unit
->Current3D
= ctx
->Shared
->Default3D
;
689 ctx
->Shared
->Default3D
->RefCount
++;
691 if (delObj
== unit
->_Current
)
692 unit
->_Current
= unit
->Current3D
;
694 else if (delObj
== unit
->CurrentCubeMap
) {
695 unit
->CurrentCubeMap
= ctx
->Shared
->DefaultCubeMap
;
696 ctx
->Shared
->DefaultCubeMap
->RefCount
++;
698 if (delObj
== unit
->_Current
)
699 unit
->_Current
= unit
->CurrentCubeMap
;
701 else if (delObj
== unit
->CurrentRect
) {
702 unit
->CurrentRect
= ctx
->Shared
->DefaultRect
;
703 ctx
->Shared
->DefaultRect
->RefCount
++;
705 if (delObj
== unit
->_Current
)
706 unit
->_Current
= unit
->CurrentRect
;
709 ctx
->NewState
|= _NEW_TEXTURE
;
711 /* Decrement reference count and delete if zero */
713 ASSERT(delObj
->RefCount
>= 0);
715 if (delObj
->RefCount
== 0) {
716 ASSERT(delObj
->Name
!= 0);
717 _mesa_remove_texture_object(ctx
, delObj
);
718 ASSERT(ctx
->Driver
.DeleteTexture
);
719 (*ctx
->Driver
.DeleteTexture
)(ctx
, delObj
);
727 * Bind a named texture to a texturing target.
729 * \param target texture target.
730 * \param texName texture name.
732 * \sa glBindTexture().
734 * Determines the old texture object bound and returns immediately if rebinding
735 * the same texture. Get the current texture which is either a default texture
736 * if name is null, a named texture from the hash, or a new texture if the
737 * given texture name is new. Increments its reference count, binds it, and
738 * calls dd_function_table::BindTexture. Decrements the old texture reference
739 * count and deletes it if it reaches zero.
742 _mesa_BindTexture( GLenum target
, GLuint texName
)
744 GET_CURRENT_CONTEXT(ctx
);
745 GLuint unit
= ctx
->Texture
.CurrentUnit
;
746 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[unit
];
747 struct gl_texture_object
*oldTexObj
;
748 struct gl_texture_object
*newTexObj
= 0;
749 ASSERT_OUTSIDE_BEGIN_END(ctx
);
751 if (MESA_VERBOSE
& (VERBOSE_API
|VERBOSE_TEXTURE
))
752 _mesa_debug(ctx
, "glBindTexture %s %d\n",
753 _mesa_lookup_enum_by_nr(target
), (GLint
) texName
);
757 oldTexObj
= texUnit
->Current1D
;
760 oldTexObj
= texUnit
->Current2D
;
763 oldTexObj
= texUnit
->Current3D
;
765 case GL_TEXTURE_CUBE_MAP_ARB
:
766 if (!ctx
->Extensions
.ARB_texture_cube_map
) {
767 _mesa_error( ctx
, GL_INVALID_ENUM
, "glBindTexture(target)" );
770 oldTexObj
= texUnit
->CurrentCubeMap
;
772 case GL_TEXTURE_RECTANGLE_NV
:
773 if (!ctx
->Extensions
.NV_texture_rectangle
) {
774 _mesa_error( ctx
, GL_INVALID_ENUM
, "glBindTexture(target)" );
777 oldTexObj
= texUnit
->CurrentRect
;
780 _mesa_error( ctx
, GL_INVALID_ENUM
, "glBindTexture(target)" );
784 if (oldTexObj
->Name
== texName
)
785 return; /* rebinding the same texture- no change */
788 * Get pointer to new texture object (newTexObj)
791 /* newTexObj = a default texture object */
794 newTexObj
= ctx
->Shared
->Default1D
;
797 newTexObj
= ctx
->Shared
->Default2D
;
800 newTexObj
= ctx
->Shared
->Default3D
;
802 case GL_TEXTURE_CUBE_MAP_ARB
:
803 newTexObj
= ctx
->Shared
->DefaultCubeMap
;
805 case GL_TEXTURE_RECTANGLE_NV
:
806 newTexObj
= ctx
->Shared
->DefaultRect
;
809 ; /* Bad targets are caught above */
813 /* non-default texture object */
814 const struct _mesa_HashTable
*hash
= ctx
->Shared
->TexObjects
;
815 newTexObj
= (struct gl_texture_object
*) _mesa_HashLookup(hash
, texName
);
818 if (newTexObj
->Target
!= 0 && newTexObj
->Target
!= target
) {
819 /* the named texture object's dimensions don't match the target */
820 _mesa_error( ctx
, GL_INVALID_OPERATION
,
821 "glBindTexture(wrong dimensionality)" );
824 if (newTexObj
->Target
== 0 && target
== GL_TEXTURE_RECTANGLE_NV
) {
825 /* have to init wrap and filter state here - kind of klunky */
826 newTexObj
->WrapS
= GL_CLAMP_TO_EDGE
;
827 newTexObj
->WrapT
= GL_CLAMP_TO_EDGE
;
828 newTexObj
->WrapR
= GL_CLAMP_TO_EDGE
;
829 newTexObj
->MinFilter
= GL_LINEAR
;
833 /* if this is a new texture id, allocate a texture object now */
834 newTexObj
= (*ctx
->Driver
.NewTextureObject
)(ctx
, texName
, target
);
836 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glBindTexture");
839 _mesa_save_texture_object(ctx
, newTexObj
);
841 newTexObj
->Target
= target
;
844 newTexObj
->RefCount
++;
846 /* do the actual binding, but first flush outstanding vertices:
848 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
852 texUnit
->Current1D
= newTexObj
;
855 texUnit
->Current2D
= newTexObj
;
858 texUnit
->Current3D
= newTexObj
;
860 case GL_TEXTURE_CUBE_MAP_ARB
:
861 texUnit
->CurrentCubeMap
= newTexObj
;
863 case GL_TEXTURE_RECTANGLE_NV
:
864 texUnit
->CurrentRect
= newTexObj
;
867 _mesa_problem(ctx
, "bad target in BindTexture");
871 /* Pass BindTexture call to device driver */
872 if (ctx
->Driver
.BindTexture
)
873 (*ctx
->Driver
.BindTexture
)( ctx
, target
, newTexObj
);
875 oldTexObj
->RefCount
--;
876 assert(oldTexObj
->RefCount
>= 0);
877 if (oldTexObj
->RefCount
== 0) {
878 assert(oldTexObj
->Name
!= 0);
879 _mesa_remove_texture_object(ctx
, oldTexObj
);
880 ASSERT(ctx
->Driver
.DeleteTexture
);
881 (*ctx
->Driver
.DeleteTexture
)( ctx
, oldTexObj
);
886 * Set texture priorities.
888 * \param n number of textures.
889 * \param texName texture names.
890 * \param priorities corresponding texture priorities.
892 * \sa glPrioritizeTextures().
894 * Looks up each texture in the hash, clamps the corresponding priority between
895 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
898 _mesa_PrioritizeTextures( GLsizei n
, const GLuint
*texName
,
899 const GLclampf
*priorities
)
901 GET_CURRENT_CONTEXT(ctx
);
903 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
906 _mesa_error( ctx
, GL_INVALID_VALUE
, "glPrioritizeTextures" );
913 for (i
= 0; i
< n
; i
++) {
914 if (texName
[i
] > 0) {
915 struct gl_texture_object
*t
= (struct gl_texture_object
*)
916 _mesa_HashLookup(ctx
->Shared
->TexObjects
, texName
[i
]);
918 t
->Priority
= CLAMP( priorities
[i
], 0.0F
, 1.0F
);
919 if (ctx
->Driver
.PrioritizeTexture
)
920 ctx
->Driver
.PrioritizeTexture( ctx
, t
, t
->Priority
);
925 ctx
->NewState
|= _NEW_TEXTURE
;
929 * See if textures are loaded in texture memory.
931 * \param n number of textures to query.
932 * \param texName array with the texture names.
933 * \param residences array which will hold the residence status.
935 * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
937 * \sa glAreTexturesResident().
939 * Looks up each texture in the hash and calls
940 * dd_function_table::IsTextureResident.
943 _mesa_AreTexturesResident(GLsizei n
, const GLuint
*texName
,
944 GLboolean
*residences
)
946 GET_CURRENT_CONTEXT(ctx
);
947 GLboolean allResident
= GL_TRUE
;
949 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
952 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident(n)");
956 if (!texName
|| !residences
)
959 for (i
= 0; i
< n
; i
++) {
960 struct gl_texture_object
*t
;
961 if (texName
[i
] == 0) {
962 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident");
965 t
= (struct gl_texture_object
*)
966 _mesa_HashLookup(ctx
->Shared
->TexObjects
, texName
[i
]);
968 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident");
971 if (!ctx
->Driver
.IsTextureResident
||
972 ctx
->Driver
.IsTextureResident(ctx
, t
)) {
973 /* The texture is resident */
975 residences
[i
] = GL_TRUE
;
978 /* The texture is not resident */
980 allResident
= GL_FALSE
;
981 for (j
= 0; j
< i
; j
++)
982 residences
[j
] = GL_TRUE
;
984 residences
[i
] = GL_FALSE
;
992 * See if a name corresponds to a texture.
994 * \param texture texture name.
996 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
1001 * Calls _mesa_HashLookup().
1004 _mesa_IsTexture( GLuint texture
)
1006 GET_CURRENT_CONTEXT(ctx
);
1007 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
1008 return texture
> 0 && _mesa_HashLookup(ctx
->Shared
->TexObjects
, texture
);