3 * Texture object management.
7 * Mesa 3-D graphics library
10 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
12 * Permission is hereby granted, free of charge, to any person obtaining a
13 * copy of this software and associated documentation files (the "Software"),
14 * to deal in the Software without restriction, including without limitation
15 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
16 * and/or sell copies of the Software, and to permit persons to whom the
17 * Software is furnished to do so, subject to the following conditions:
19 * The above copyright notice and this permission notice shall be included
20 * in all copies or substantial portions of the Software.
22 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
23 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
24 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
25 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
26 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
27 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
31 #include "mfeatures.h"
32 #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 texObj 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 0x%x, Id = %u",
285 tex
->Target
, tex
->Name
);
292 * Reference (or unreference) a texture object.
293 * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
294 * If 'tex' is non-null, increment its refcount.
297 _mesa_reference_texobj(struct gl_texture_object
**ptr
,
298 struct gl_texture_object
*tex
)
307 /* Unreference the old texture */
308 GLboolean deleteFlag
= GL_FALSE
;
309 struct gl_texture_object
*oldTex
= *ptr
;
311 assert(valid_texture_object(oldTex
));
313 _glthread_LOCK_MUTEX(oldTex
->Mutex
);
314 ASSERT(oldTex
->RefCount
> 0);
317 deleteFlag
= (oldTex
->RefCount
== 0);
318 _glthread_UNLOCK_MUTEX(oldTex
->Mutex
);
321 GET_CURRENT_CONTEXT(ctx
);
323 ctx
->Driver
.DeleteTexture(ctx
, oldTex
);
325 _mesa_problem(NULL
, "Unable to delete texture, no context");
333 /* reference new texture */
334 assert(valid_texture_object(tex
));
335 _glthread_LOCK_MUTEX(tex
->Mutex
);
336 if (tex
->RefCount
== 0) {
337 /* this texture's being deleted (look just above) */
338 /* Not sure this can every really happen. Warn if it does. */
339 _mesa_problem(NULL
, "referencing deleted texture object");
346 _glthread_UNLOCK_MUTEX(tex
->Mutex
);
353 * Report why a texture object is incomplete.
355 * \param t texture object.
356 * \param why string describing why it's incomplete.
358 * \note For debug purposes only.
362 incomplete(const struct gl_texture_object
*t
, const char *why
)
364 _mesa_printf("Texture Obj %d incomplete because: %s\n", t
->Name
, why
);
367 #define incomplete(t, why)
372 * Examine a texture object to determine if it is complete.
374 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
377 * \param ctx GL context.
378 * \param t texture object.
380 * According to the texture target, verifies that each of the mipmaps is
381 * present and has the expected size.
384 _mesa_test_texobj_completeness( const GLcontext
*ctx
,
385 struct gl_texture_object
*t
)
387 const GLint baseLevel
= t
->BaseLevel
;
388 GLint maxLog2
= 0, maxLevels
= 0;
390 t
->_Complete
= GL_TRUE
; /* be optimistic */
392 /* Detect cases where the application set the base level to an invalid
395 if ((baseLevel
< 0) || (baseLevel
> MAX_TEXTURE_LEVELS
)) {
397 _mesa_sprintf(s
, "base level = %d is invalid", baseLevel
);
399 t
->_Complete
= GL_FALSE
;
403 /* Always need the base level image */
404 if (!t
->Image
[0][baseLevel
]) {
406 _mesa_sprintf(s
, "Image[baseLevel=%d] == NULL", baseLevel
);
408 t
->_Complete
= GL_FALSE
;
412 /* Check width/height/depth for zero */
413 if (t
->Image
[0][baseLevel
]->Width
== 0 ||
414 t
->Image
[0][baseLevel
]->Height
== 0 ||
415 t
->Image
[0][baseLevel
]->Depth
== 0) {
416 incomplete(t
, "texture width = 0");
417 t
->_Complete
= GL_FALSE
;
421 /* Compute _MaxLevel */
422 if ((t
->Target
== GL_TEXTURE_1D
) ||
423 (t
->Target
== GL_TEXTURE_1D_ARRAY_EXT
)) {
424 maxLog2
= t
->Image
[0][baseLevel
]->WidthLog2
;
425 maxLevels
= ctx
->Const
.MaxTextureLevels
;
427 else if ((t
->Target
== GL_TEXTURE_2D
) ||
428 (t
->Target
== GL_TEXTURE_2D_ARRAY_EXT
)) {
429 maxLog2
= MAX2(t
->Image
[0][baseLevel
]->WidthLog2
,
430 t
->Image
[0][baseLevel
]->HeightLog2
);
431 maxLevels
= ctx
->Const
.MaxTextureLevels
;
433 else if (t
->Target
== GL_TEXTURE_3D
) {
434 GLint max
= MAX2(t
->Image
[0][baseLevel
]->WidthLog2
,
435 t
->Image
[0][baseLevel
]->HeightLog2
);
436 maxLog2
= MAX2(max
, (GLint
)(t
->Image
[0][baseLevel
]->DepthLog2
));
437 maxLevels
= ctx
->Const
.Max3DTextureLevels
;
439 else if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
440 maxLog2
= MAX2(t
->Image
[0][baseLevel
]->WidthLog2
,
441 t
->Image
[0][baseLevel
]->HeightLog2
);
442 maxLevels
= ctx
->Const
.MaxCubeTextureLevels
;
444 else if (t
->Target
== GL_TEXTURE_RECTANGLE_NV
) {
445 maxLog2
= 0; /* not applicable */
446 maxLevels
= 1; /* no mipmapping */
449 _mesa_problem(ctx
, "Bad t->Target in _mesa_test_texobj_completeness");
453 ASSERT(maxLevels
> 0);
455 t
->_MaxLevel
= baseLevel
+ maxLog2
;
456 t
->_MaxLevel
= MIN2(t
->_MaxLevel
, t
->MaxLevel
);
457 t
->_MaxLevel
= MIN2(t
->_MaxLevel
, maxLevels
- 1);
459 /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
460 t
->_MaxLambda
= (GLfloat
) (t
->_MaxLevel
- t
->BaseLevel
);
462 if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
463 /* make sure that all six cube map level 0 images are the same size */
464 const GLuint w
= t
->Image
[0][baseLevel
]->Width2
;
465 const GLuint h
= t
->Image
[0][baseLevel
]->Height2
;
467 for (face
= 1; face
< 6; face
++) {
468 if (t
->Image
[face
][baseLevel
] == NULL
||
469 t
->Image
[face
][baseLevel
]->Width2
!= w
||
470 t
->Image
[face
][baseLevel
]->Height2
!= h
) {
471 t
->_Complete
= GL_FALSE
;
472 incomplete(t
, "Non-quare cubemap image");
478 /* extra checking for mipmaps */
479 if (t
->MinFilter
!= GL_NEAREST
&& t
->MinFilter
!= GL_LINEAR
) {
481 * Mipmapping: determine if we have a complete set of mipmaps
484 GLint minLevel
= baseLevel
;
485 GLint maxLevel
= t
->_MaxLevel
;
487 if (minLevel
> maxLevel
) {
488 t
->_Complete
= GL_FALSE
;
489 incomplete(t
, "minLevel > maxLevel");
493 /* Test dimension-independent attributes */
494 for (i
= minLevel
; i
<= maxLevel
; i
++) {
495 if (t
->Image
[0][i
]) {
496 if (t
->Image
[0][i
]->TexFormat
!= t
->Image
[0][baseLevel
]->TexFormat
) {
497 t
->_Complete
= GL_FALSE
;
498 incomplete(t
, "Format[i] != Format[baseLevel]");
501 if (t
->Image
[0][i
]->Border
!= t
->Image
[0][baseLevel
]->Border
) {
502 t
->_Complete
= GL_FALSE
;
503 incomplete(t
, "Border[i] != Border[baseLevel]");
509 /* Test things which depend on number of texture image dimensions */
510 if ((t
->Target
== GL_TEXTURE_1D
) ||
511 (t
->Target
== GL_TEXTURE_1D_ARRAY_EXT
)) {
512 /* Test 1-D mipmaps */
513 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
514 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
518 if (i
>= minLevel
&& i
<= maxLevel
) {
519 if (!t
->Image
[0][i
]) {
520 t
->_Complete
= GL_FALSE
;
521 incomplete(t
, "1D Image[0][i] == NULL");
524 if (t
->Image
[0][i
]->Width2
!= width
) {
525 t
->_Complete
= GL_FALSE
;
526 incomplete(t
, "1D Image[0][i] bad width");
531 return; /* found smallest needed mipmap, all done! */
535 else if ((t
->Target
== GL_TEXTURE_2D
) ||
536 (t
->Target
== GL_TEXTURE_2D_ARRAY_EXT
)) {
537 /* Test 2-D mipmaps */
538 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
539 GLuint height
= t
->Image
[0][baseLevel
]->Height2
;
540 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
547 if (i
>= minLevel
&& i
<= maxLevel
) {
548 if (!t
->Image
[0][i
]) {
549 t
->_Complete
= GL_FALSE
;
550 incomplete(t
, "2D Image[0][i] == NULL");
553 if (t
->Image
[0][i
]->Width2
!= width
) {
554 t
->_Complete
= GL_FALSE
;
555 incomplete(t
, "2D Image[0][i] bad width");
558 if (t
->Image
[0][i
]->Height2
!= height
) {
559 t
->_Complete
= GL_FALSE
;
560 incomplete(t
, "2D Image[0][i] bad height");
563 if (width
==1 && height
==1) {
564 return; /* found smallest needed mipmap, all done! */
569 else if (t
->Target
== GL_TEXTURE_3D
) {
570 /* Test 3-D mipmaps */
571 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
572 GLuint height
= t
->Image
[0][baseLevel
]->Height2
;
573 GLuint depth
= t
->Image
[0][baseLevel
]->Depth2
;
574 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
584 if (i
>= minLevel
&& i
<= maxLevel
) {
585 if (!t
->Image
[0][i
]) {
586 incomplete(t
, "3D Image[0][i] == NULL");
587 t
->_Complete
= GL_FALSE
;
590 if (t
->Image
[0][i
]->_BaseFormat
== GL_DEPTH_COMPONENT
) {
591 t
->_Complete
= GL_FALSE
;
592 incomplete(t
, "GL_DEPTH_COMPONENT only works with 1/2D tex");
595 if (t
->Image
[0][i
]->Width2
!= width
) {
596 t
->_Complete
= GL_FALSE
;
597 incomplete(t
, "3D Image[0][i] bad width");
600 if (t
->Image
[0][i
]->Height2
!= height
) {
601 t
->_Complete
= GL_FALSE
;
602 incomplete(t
, "3D Image[0][i] bad height");
605 if (t
->Image
[0][i
]->Depth2
!= depth
) {
606 t
->_Complete
= GL_FALSE
;
607 incomplete(t
, "3D Image[0][i] bad depth");
611 if (width
== 1 && height
== 1 && depth
== 1) {
612 return; /* found smallest needed mipmap, all done! */
616 else if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
617 /* make sure 6 cube faces are consistant */
618 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
619 GLuint height
= t
->Image
[0][baseLevel
]->Height2
;
620 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
627 if (i
>= minLevel
&& i
<= maxLevel
) {
629 for (face
= 0; face
< 6; face
++) {
630 /* check that we have images defined */
631 if (!t
->Image
[face
][i
]) {
632 t
->_Complete
= GL_FALSE
;
633 incomplete(t
, "CubeMap Image[n][i] == NULL");
636 /* Don't support GL_DEPTH_COMPONENT for cube maps */
637 if (t
->Image
[face
][i
]->_BaseFormat
== GL_DEPTH_COMPONENT
) {
638 t
->_Complete
= GL_FALSE
;
639 incomplete(t
, "GL_DEPTH_COMPONENT only works with 1/2D tex");
642 /* check that all six images have same size */
643 if (t
->Image
[face
][i
]->Width2
!=width
||
644 t
->Image
[face
][i
]->Height2
!=height
) {
645 t
->_Complete
= GL_FALSE
;
646 incomplete(t
, "CubeMap Image[n][i] bad size");
651 if (width
== 1 && height
== 1) {
652 return; /* found smallest needed mipmap, all done! */
656 else if (t
->Target
== GL_TEXTURE_RECTANGLE_NV
) {
657 /* XXX special checking? */
661 _mesa_problem(ctx
, "Bug in gl_test_texture_object_completeness\n");
668 * Return pointer to a default/fallback texture.
669 * The texture is a 2D 8x8 RGBA texture with all texels = (0,0,0,1).
670 * That's the value a sampler should get when sampling from an
671 * incomplete texture.
673 struct gl_texture_object
*
674 _mesa_get_fallback_texture(GLcontext
*ctx
)
676 if (!ctx
->Shared
->FallbackTex
) {
677 /* create fallback texture now */
678 static GLubyte texels
[8 * 8][4];
679 struct gl_texture_object
*texObj
;
680 struct gl_texture_image
*texImage
;
683 for (i
= 0; i
< 8 * 8; i
++) {
690 /* create texture object */
691 texObj
= ctx
->Driver
.NewTextureObject(ctx
, 0, GL_TEXTURE_2D
);
692 assert(texObj
->RefCount
== 1);
693 texObj
->MinFilter
= GL_NEAREST
;
694 texObj
->MagFilter
= GL_NEAREST
;
696 /* create level[0] texture image */
697 texImage
= _mesa_get_tex_image(ctx
, texObj
, GL_TEXTURE_2D
, 0);
699 /* init the image fields */
700 _mesa_init_teximage_fields(ctx
, GL_TEXTURE_2D
, texImage
,
701 8, 8, 1, 0, GL_RGBA
);
704 ctx
->Driver
.TexImage2D(ctx
, GL_TEXTURE_2D
, 0, GL_RGBA
,
706 GL_RGBA
, GL_UNSIGNED_BYTE
, texels
,
707 &ctx
->DefaultPacking
, texObj
, texImage
);
709 _mesa_test_texobj_completeness(ctx
, texObj
);
710 assert(texObj
->_Complete
);
712 ctx
->Shared
->FallbackTex
= texObj
;
714 return ctx
->Shared
->FallbackTex
;
722 /***********************************************************************/
723 /** \name API functions */
728 * Generate texture names.
730 * \param n number of texture names to be generated.
731 * \param textures an array in which will hold the generated texture names.
733 * \sa glGenTextures().
735 * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
736 * IDs which are stored in \p textures. Corresponding empty texture
737 * objects are also generated.
740 _mesa_GenTextures( GLsizei n
, GLuint
*textures
)
742 GET_CURRENT_CONTEXT(ctx
);
745 ASSERT_OUTSIDE_BEGIN_END(ctx
);
748 _mesa_error( ctx
, GL_INVALID_VALUE
, "glGenTextures" );
756 * This must be atomic (generation and allocation of texture IDs)
758 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
760 first
= _mesa_HashFindFreeKeyBlock(ctx
->Shared
->TexObjects
, n
);
762 /* Allocate new, empty texture objects */
763 for (i
= 0; i
< n
; i
++) {
764 struct gl_texture_object
*texObj
;
765 GLuint name
= first
+ i
;
767 texObj
= (*ctx
->Driver
.NewTextureObject
)( ctx
, name
, target
);
769 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
770 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glGenTextures");
774 /* insert into hash table */
775 _mesa_HashInsert(ctx
->Shared
->TexObjects
, texObj
->Name
, texObj
);
780 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
785 * Check if the given texture object is bound to the current draw or
786 * read framebuffer. If so, Unbind it.
789 unbind_texobj_from_fbo(GLcontext
*ctx
, struct gl_texture_object
*texObj
)
791 const GLuint n
= (ctx
->DrawBuffer
== ctx
->ReadBuffer
) ? 1 : 2;
794 for (i
= 0; i
< n
; i
++) {
795 struct gl_framebuffer
*fb
= (i
== 0) ? ctx
->DrawBuffer
: ctx
->ReadBuffer
;
798 for (j
= 0; j
< BUFFER_COUNT
; j
++) {
799 if (fb
->Attachment
[j
].Type
== GL_TEXTURE
&&
800 fb
->Attachment
[j
].Texture
== texObj
) {
801 _mesa_remove_attachment(ctx
, fb
->Attachment
+ j
);
810 * Check if the given texture object is bound to any texture image units and
811 * unbind it if so (revert to default textures).
814 unbind_texobj_from_texunits(GLcontext
*ctx
, struct gl_texture_object
*texObj
)
818 for (u
= 0; u
< MAX_TEXTURE_IMAGE_UNITS
; u
++) {
819 struct gl_texture_unit
*unit
= &ctx
->Texture
.Unit
[u
];
820 for (tex
= 0; tex
< NUM_TEXTURE_TARGETS
; tex
++) {
821 if (texObj
== unit
->CurrentTex
[tex
]) {
822 _mesa_reference_texobj(&unit
->CurrentTex
[tex
],
823 ctx
->Shared
->DefaultTex
[TEXTURE_1D_INDEX
]);
824 ASSERT(unit
->CurrentTex
[tex
]);
833 * Delete named textures.
835 * \param n number of textures to be deleted.
836 * \param textures array of texture IDs to be deleted.
838 * \sa glDeleteTextures().
840 * If we're about to delete a texture that's currently bound to any
841 * texture unit, unbind the texture first. Decrement the reference
842 * count on the texture object and delete it if it's zero.
843 * Recall that texture objects can be shared among several rendering
847 _mesa_DeleteTextures( GLsizei n
, const GLuint
*textures
)
849 GET_CURRENT_CONTEXT(ctx
);
851 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
); /* too complex */
856 for (i
= 0; i
< n
; i
++) {
857 if (textures
[i
] > 0) {
858 struct gl_texture_object
*delObj
859 = _mesa_lookup_texture(ctx
, textures
[i
]);
862 _mesa_lock_texture(ctx
, delObj
);
864 /* Check if texture is bound to any framebuffer objects.
866 * See section 4.4.2.3 of GL_EXT_framebuffer_object.
868 unbind_texobj_from_fbo(ctx
, delObj
);
870 /* Check if this texture is currently bound to any texture units.
873 unbind_texobj_from_texunits(ctx
, delObj
);
875 _mesa_unlock_texture(ctx
, delObj
);
877 ctx
->NewState
|= _NEW_TEXTURE
;
879 /* The texture _name_ is now free for re-use.
880 * Remove it from the hash table now.
882 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
883 _mesa_HashRemove(ctx
->Shared
->TexObjects
, delObj
->Name
);
884 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
886 /* Unreference the texobj. If refcount hits zero, the texture
889 _mesa_reference_texobj(&delObj
, NULL
);
897 * Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
898 * into the corresponding Mesa texture target index.
899 * Return -1 if target is invalid.
902 target_enum_to_index(GLenum target
)
906 return TEXTURE_1D_INDEX
;
908 return TEXTURE_2D_INDEX
;
910 return TEXTURE_3D_INDEX
;
911 case GL_TEXTURE_CUBE_MAP_ARB
:
912 return TEXTURE_CUBE_INDEX
;
913 case GL_TEXTURE_RECTANGLE_NV
:
914 return TEXTURE_RECT_INDEX
;
915 case GL_TEXTURE_1D_ARRAY_EXT
:
916 return TEXTURE_1D_ARRAY_INDEX
;
917 case GL_TEXTURE_2D_ARRAY_EXT
:
918 return TEXTURE_2D_ARRAY_INDEX
;
926 * Bind a named texture to a texturing target.
928 * \param target texture target.
929 * \param texName texture name.
931 * \sa glBindTexture().
933 * Determines the old texture object bound and returns immediately if rebinding
934 * the same texture. Get the current texture which is either a default texture
935 * if name is null, a named texture from the hash, or a new texture if the
936 * given texture name is new. Increments its reference count, binds it, and
937 * calls dd_function_table::BindTexture. Decrements the old texture reference
938 * count and deletes it if it reaches zero.
941 _mesa_BindTexture( GLenum target
, GLuint texName
)
943 GET_CURRENT_CONTEXT(ctx
);
944 const GLuint unit
= ctx
->Texture
.CurrentUnit
;
945 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[unit
];
946 struct gl_texture_object
*newTexObj
= NULL
, *defaultTexObj
= NULL
;
948 GLboolean early_out
= GL_FALSE
;
949 ASSERT_OUTSIDE_BEGIN_END(ctx
);
951 if (MESA_VERBOSE
& (VERBOSE_API
|VERBOSE_TEXTURE
))
952 _mesa_debug(ctx
, "glBindTexture %s %d\n",
953 _mesa_lookup_enum_by_nr(target
), (GLint
) texName
);
955 targetIndex
= target_enum_to_index(target
);
956 if (targetIndex
< 0) {
957 _mesa_error(ctx
, GL_INVALID_ENUM
, "glBindTexture(target)");
960 assert(targetIndex
< NUM_TEXTURE_TARGETS
);
961 defaultTexObj
= ctx
->Shared
->DefaultTex
[targetIndex
];
964 * Get pointer to new texture object (newTexObj)
967 newTexObj
= defaultTexObj
;
970 /* non-default texture object */
971 newTexObj
= _mesa_lookup_texture(ctx
, texName
);
974 if (newTexObj
->Target
!= 0 && newTexObj
->Target
!= target
) {
975 /* the named texture object's target doesn't match the given target */
976 _mesa_error( ctx
, GL_INVALID_OPERATION
,
977 "glBindTexture(target mismatch)" );
980 if (newTexObj
->Target
== 0) {
981 finish_texture_init(ctx
, target
, newTexObj
);
985 /* if this is a new texture id, allocate a texture object now */
986 newTexObj
= (*ctx
->Driver
.NewTextureObject
)(ctx
, texName
, target
);
988 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glBindTexture");
992 /* and insert it into hash table */
993 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
994 _mesa_HashInsert(ctx
->Shared
->TexObjects
, texName
, newTexObj
);
995 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
997 newTexObj
->Target
= target
;
1000 assert(valid_texture_object(newTexObj
));
1002 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
1003 if ((ctx
->Shared
->RefCount
== 1)
1004 && (newTexObj
== texUnit
->CurrentTex
[targetIndex
])) {
1005 early_out
= GL_TRUE
;
1007 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
1013 /* flush before changing binding */
1014 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1016 /* Do the actual binding. The refcount on the previously bound
1017 * texture object will be decremented. It'll be deleted if the
1020 _mesa_reference_texobj(&texUnit
->CurrentTex
[targetIndex
], newTexObj
);
1021 ASSERT(texUnit
->CurrentTex
[targetIndex
]);
1023 /* Pass BindTexture call to device driver */
1024 if (ctx
->Driver
.BindTexture
)
1025 (*ctx
->Driver
.BindTexture
)( ctx
, target
, newTexObj
);
1030 * Set texture priorities.
1032 * \param n number of textures.
1033 * \param texName texture names.
1034 * \param priorities corresponding texture priorities.
1036 * \sa glPrioritizeTextures().
1038 * Looks up each texture in the hash, clamps the corresponding priority between
1039 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
1042 _mesa_PrioritizeTextures( GLsizei n
, const GLuint
*texName
,
1043 const GLclampf
*priorities
)
1045 GET_CURRENT_CONTEXT(ctx
);
1047 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
1050 _mesa_error( ctx
, GL_INVALID_VALUE
, "glPrioritizeTextures" );
1057 for (i
= 0; i
< n
; i
++) {
1058 if (texName
[i
] > 0) {
1059 struct gl_texture_object
*t
= _mesa_lookup_texture(ctx
, texName
[i
]);
1061 t
->Priority
= CLAMP( priorities
[i
], 0.0F
, 1.0F
);
1062 if (ctx
->Driver
.PrioritizeTexture
)
1063 ctx
->Driver
.PrioritizeTexture( ctx
, t
, t
->Priority
);
1068 ctx
->NewState
|= _NEW_TEXTURE
;
1072 * See if textures are loaded in texture memory.
1074 * \param n number of textures to query.
1075 * \param texName array with the texture names.
1076 * \param residences array which will hold the residence status.
1078 * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
1080 * \sa glAreTexturesResident().
1082 * Looks up each texture in the hash and calls
1083 * dd_function_table::IsTextureResident.
1085 GLboolean GLAPIENTRY
1086 _mesa_AreTexturesResident(GLsizei n
, const GLuint
*texName
,
1087 GLboolean
*residences
)
1089 GET_CURRENT_CONTEXT(ctx
);
1090 GLboolean allResident
= GL_TRUE
;
1092 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
1095 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident(n)");
1099 if (!texName
|| !residences
)
1102 for (i
= 0; i
< n
; i
++) {
1103 struct gl_texture_object
*t
;
1104 if (texName
[i
] == 0) {
1105 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident");
1108 t
= _mesa_lookup_texture(ctx
, texName
[i
]);
1110 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident");
1113 if (!ctx
->Driver
.IsTextureResident
||
1114 ctx
->Driver
.IsTextureResident(ctx
, t
)) {
1115 /* The texture is resident */
1117 residences
[i
] = GL_TRUE
;
1120 /* The texture is not resident */
1122 allResident
= GL_FALSE
;
1123 for (j
= 0; j
< i
; j
++)
1124 residences
[j
] = GL_TRUE
;
1126 residences
[i
] = GL_FALSE
;
1134 * See if a name corresponds to a texture.
1136 * \param texture texture name.
1138 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
1141 * \sa glIsTexture().
1143 * Calls _mesa_HashLookup().
1145 GLboolean GLAPIENTRY
1146 _mesa_IsTexture( GLuint texture
)
1148 struct gl_texture_object
*t
;
1149 GET_CURRENT_CONTEXT(ctx
);
1150 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
1155 t
= _mesa_lookup_texture(ctx
, texture
);
1157 /* IsTexture is true only after object has been bound once. */
1158 return t
&& t
->Target
;
1163 * Simplest implementation of texture locking: Grab the a new mutex in
1164 * the shared context. Examine the shared context state timestamp and
1165 * if there has been a change, set the appropriate bits in
1168 * This is used to deal with synchronizing things when a texture object
1169 * is used/modified by different contexts (or threads) which are sharing
1172 * See also _mesa_lock/unlock_texture() in teximage.h
1175 _mesa_lock_context_textures( GLcontext
*ctx
)
1177 _glthread_LOCK_MUTEX(ctx
->Shared
->TexMutex
);
1179 if (ctx
->Shared
->TextureStateStamp
!= ctx
->TextureStateTimestamp
) {
1180 ctx
->NewState
|= _NEW_TEXTURE
;
1181 ctx
->TextureStateTimestamp
= ctx
->Shared
->TextureStateStamp
;
1187 _mesa_unlock_context_textures( GLcontext
*ctx
)
1189 assert(ctx
->Shared
->TextureStateStamp
== ctx
->TextureStateTimestamp
);
1190 _glthread_UNLOCK_MUTEX(ctx
->Shared
->TexMutex
);