3 * Texture object management.
7 * Mesa 3-D graphics library
10 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
12 * Permission is hereby granted, free of charge, to any person obtaining a
13 * copy of this software and associated documentation files (the "Software"),
14 * to deal in the Software without restriction, including without limitation
15 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
16 * and/or sell copies of the Software, and to permit persons to whom the
17 * Software is furnished to do so, subject to the following conditions:
19 * The above copyright notice and this permission notice shall be included
20 * in all copies or substantial portions of the Software.
22 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
23 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
24 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
25 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
26 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
27 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
32 #if FEATURE_colortable
47 /**********************************************************************/
48 /** \name Internal functions */
53 * Return the gl_texture_object for a given ID.
55 struct gl_texture_object
*
56 _mesa_lookup_texture(GLcontext
*ctx
, GLuint id
)
58 return (struct gl_texture_object
*)
59 _mesa_HashLookup(ctx
->Shared
->TexObjects
, id
);
65 * Allocate and initialize a new texture object. But don't put it into the
66 * texture object hash table.
68 * Called via ctx->Driver.NewTextureObject, unless overridden by a device
71 * \param shared the shared GL state structure to contain the texture object
72 * \param name integer name for the texture object
73 * \param target either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,
74 * GL_TEXTURE_CUBE_MAP_ARB or GL_TEXTURE_RECTANGLE_NV. zero is ok for the sake
77 * \return pointer to new texture object.
79 struct gl_texture_object
*
80 _mesa_new_texture_object( GLcontext
*ctx
, GLuint name
, GLenum target
)
82 struct gl_texture_object
*obj
;
84 obj
= MALLOC_STRUCT(gl_texture_object
);
85 _mesa_initialize_texture_object(obj
, name
, target
);
91 * Initialize a new texture object to default values.
92 * \param obj the texture object
93 * \param name the texture name
94 * \param target the texture target
97 _mesa_initialize_texture_object( struct gl_texture_object
*obj
,
98 GLuint name
, GLenum target
)
100 ASSERT(target
== 0 ||
101 target
== GL_TEXTURE_1D
||
102 target
== GL_TEXTURE_2D
||
103 target
== GL_TEXTURE_3D
||
104 target
== GL_TEXTURE_CUBE_MAP_ARB
||
105 target
== GL_TEXTURE_RECTANGLE_NV
||
106 target
== GL_TEXTURE_1D_ARRAY_EXT
||
107 target
== GL_TEXTURE_2D_ARRAY_EXT
);
109 _mesa_bzero(obj
, sizeof(*obj
));
110 /* init the non-zero fields */
111 _glthread_INIT_MUTEX(obj
->Mutex
);
114 obj
->Target
= target
;
115 obj
->Priority
= 1.0F
;
116 if (target
== GL_TEXTURE_RECTANGLE_NV
) {
117 obj
->WrapS
= GL_CLAMP_TO_EDGE
;
118 obj
->WrapT
= GL_CLAMP_TO_EDGE
;
119 obj
->WrapR
= GL_CLAMP_TO_EDGE
;
120 obj
->MinFilter
= GL_LINEAR
;
123 obj
->WrapS
= GL_REPEAT
;
124 obj
->WrapT
= GL_REPEAT
;
125 obj
->WrapR
= GL_REPEAT
;
126 obj
->MinFilter
= GL_NEAREST_MIPMAP_LINEAR
;
128 obj
->MagFilter
= GL_LINEAR
;
129 obj
->MinLod
= -1000.0;
130 obj
->MaxLod
= 1000.0;
133 obj
->MaxLevel
= 1000;
134 obj
->MaxAnisotropy
= 1.0;
135 obj
->CompareFlag
= GL_FALSE
; /* SGIX_shadow */
136 obj
->CompareOperator
= GL_TEXTURE_LEQUAL_R_SGIX
; /* SGIX_shadow */
137 obj
->CompareMode
= GL_NONE
; /* ARB_shadow */
138 obj
->CompareFunc
= GL_LEQUAL
; /* ARB_shadow */
139 obj
->DepthMode
= GL_LUMINANCE
; /* ARB_depth_texture */
140 obj
->ShadowAmbient
= 0.0F
; /* ARB/SGIX_shadow_ambient */
145 * Some texture initialization can't be finished until we know which
146 * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
149 finish_texture_init(GLcontext
*ctx
, GLenum target
,
150 struct gl_texture_object
*obj
)
152 assert(obj
->Target
== 0);
154 if (target
== GL_TEXTURE_RECTANGLE_NV
) {
155 /* have to init wrap and filter state here - kind of klunky */
156 obj
->WrapS
= GL_CLAMP_TO_EDGE
;
157 obj
->WrapT
= GL_CLAMP_TO_EDGE
;
158 obj
->WrapR
= GL_CLAMP_TO_EDGE
;
159 obj
->MinFilter
= GL_LINEAR
;
160 if (ctx
->Driver
.TexParameter
) {
161 static const GLfloat fparam_wrap
[1] = {(GLfloat
) GL_CLAMP_TO_EDGE
};
162 static const GLfloat fparam_filter
[1] = {(GLfloat
) GL_LINEAR
};
163 ctx
->Driver
.TexParameter(ctx
, target
, obj
, GL_TEXTURE_WRAP_S
, fparam_wrap
);
164 ctx
->Driver
.TexParameter(ctx
, target
, obj
, GL_TEXTURE_WRAP_T
, fparam_wrap
);
165 ctx
->Driver
.TexParameter(ctx
, target
, obj
, GL_TEXTURE_WRAP_R
, fparam_wrap
);
166 ctx
->Driver
.TexParameter(ctx
, target
, obj
, GL_TEXTURE_MIN_FILTER
, fparam_filter
);
173 * Deallocate a texture object struct. It should have already been
174 * removed from the texture object pool.
175 * Called via ctx->Driver.DeleteTexture() if not overriden by a driver.
177 * \param shared the shared GL state to which the object belongs.
178 * \param texOjb the texture object to delete.
181 _mesa_delete_texture_object( GLcontext
*ctx
, struct gl_texture_object
*texObj
)
187 /* Set Target to an invalid value. With some assertions elsewhere
188 * we can try to detect possible use of deleted textures.
190 texObj
->Target
= 0x99;
192 #if FEATURE_colortable
193 _mesa_free_colortable_data(&texObj
->Palette
);
196 /* free the texture images */
197 for (face
= 0; face
< 6; face
++) {
198 for (i
= 0; i
< MAX_TEXTURE_LEVELS
; i
++) {
199 if (texObj
->Image
[face
][i
]) {
200 _mesa_delete_texture_image( ctx
, texObj
->Image
[face
][i
] );
205 /* destroy the mutex -- it may have allocated memory (eg on bsd) */
206 _glthread_DESTROY_MUTEX(texObj
->Mutex
);
208 /* free this object */
216 * Copy texture object state from one texture object to another.
217 * Use for glPush/PopAttrib.
219 * \param dest destination texture object.
220 * \param src source texture object.
223 _mesa_copy_texture_object( struct gl_texture_object
*dest
,
224 const struct gl_texture_object
*src
)
226 dest
->Target
= src
->Target
;
227 dest
->Name
= src
->Name
;
228 dest
->Priority
= src
->Priority
;
229 dest
->BorderColor
[0] = src
->BorderColor
[0];
230 dest
->BorderColor
[1] = src
->BorderColor
[1];
231 dest
->BorderColor
[2] = src
->BorderColor
[2];
232 dest
->BorderColor
[3] = src
->BorderColor
[3];
233 dest
->WrapS
= src
->WrapS
;
234 dest
->WrapT
= src
->WrapT
;
235 dest
->WrapR
= src
->WrapR
;
236 dest
->MinFilter
= src
->MinFilter
;
237 dest
->MagFilter
= src
->MagFilter
;
238 dest
->MinLod
= src
->MinLod
;
239 dest
->MaxLod
= src
->MaxLod
;
240 dest
->LodBias
= src
->LodBias
;
241 dest
->BaseLevel
= src
->BaseLevel
;
242 dest
->MaxLevel
= src
->MaxLevel
;
243 dest
->MaxAnisotropy
= src
->MaxAnisotropy
;
244 dest
->CompareFlag
= src
->CompareFlag
;
245 dest
->CompareOperator
= src
->CompareOperator
;
246 dest
->ShadowAmbient
= src
->ShadowAmbient
;
247 dest
->CompareMode
= src
->CompareMode
;
248 dest
->CompareFunc
= src
->CompareFunc
;
249 dest
->DepthMode
= src
->DepthMode
;
250 dest
->_MaxLevel
= src
->_MaxLevel
;
251 dest
->_MaxLambda
= src
->_MaxLambda
;
252 dest
->GenerateMipmap
= src
->GenerateMipmap
;
253 dest
->Palette
= src
->Palette
;
254 dest
->_Complete
= src
->_Complete
;
259 * Check if the given texture object is valid by examining its Target field.
260 * For debugging only.
263 valid_texture_object(const struct gl_texture_object
*tex
)
265 switch (tex
->Target
) {
270 case GL_TEXTURE_CUBE_MAP_ARB
:
271 case GL_TEXTURE_RECTANGLE_NV
:
272 case GL_TEXTURE_1D_ARRAY_EXT
:
273 case GL_TEXTURE_2D_ARRAY_EXT
:
276 _mesa_problem(NULL
, "invalid reference to a deleted texture object");
279 _mesa_problem(NULL
, "invalid texture object Target value");
286 * Reference (or unreference) a texture object.
287 * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
288 * If 'tex' is non-null, increment its refcount.
291 _mesa_reference_texobj(struct gl_texture_object
**ptr
,
292 struct gl_texture_object
*tex
)
301 /* Unreference the old texture */
302 GLboolean deleteFlag
= GL_FALSE
;
303 struct gl_texture_object
*oldTex
= *ptr
;
305 assert(valid_texture_object(oldTex
));
307 _glthread_LOCK_MUTEX(oldTex
->Mutex
);
308 ASSERT(oldTex
->RefCount
> 0);
311 deleteFlag
= (oldTex
->RefCount
== 0);
312 _glthread_UNLOCK_MUTEX(oldTex
->Mutex
);
315 GET_CURRENT_CONTEXT(ctx
);
317 ctx
->Driver
.DeleteTexture(ctx
, oldTex
);
319 _mesa_problem(NULL
, "Unable to delete texture, no context");
327 /* reference new texture */
328 assert(valid_texture_object(tex
));
329 _glthread_LOCK_MUTEX(tex
->Mutex
);
330 if (tex
->RefCount
== 0) {
331 /* this texture's being deleted (look just above) */
332 /* Not sure this can every really happen. Warn if it does. */
333 _mesa_problem(NULL
, "referencing deleted texture object");
340 _glthread_UNLOCK_MUTEX(tex
->Mutex
);
347 * Report why a texture object is incomplete.
349 * \param t texture object.
350 * \param why string describing why it's incomplete.
352 * \note For debug purposes only.
356 incomplete(const struct gl_texture_object
*t
, const char *why
)
358 _mesa_printf("Texture Obj %d incomplete because: %s\n", t
->Name
, why
);
361 #define incomplete(t, why)
366 * Examine a texture object to determine if it is complete.
368 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
371 * \param ctx GL context.
372 * \param t texture object.
374 * According to the texture target, verifies that each of the mipmaps is
375 * present and has the expected size.
378 _mesa_test_texobj_completeness( const GLcontext
*ctx
,
379 struct gl_texture_object
*t
)
381 const GLint baseLevel
= t
->BaseLevel
;
382 GLint maxLog2
= 0, maxLevels
= 0;
384 t
->_Complete
= GL_TRUE
; /* be optimistic */
386 /* Detect cases where the application set the base level to an invalid
389 if ((baseLevel
< 0) || (baseLevel
> MAX_TEXTURE_LEVELS
)) {
391 _mesa_sprintf(s
, "obj %p (%d) base level = %d is invalid",
392 (void *) t
, t
->Name
, baseLevel
);
394 t
->_Complete
= GL_FALSE
;
398 /* Always need the base level image */
399 if (!t
->Image
[0][baseLevel
]) {
401 _mesa_sprintf(s
, "obj %p (%d) Image[baseLevel=%d] == NULL",
402 (void *) t
, t
->Name
, baseLevel
);
404 t
->_Complete
= GL_FALSE
;
408 /* Check width/height/depth for zero */
409 if (t
->Image
[0][baseLevel
]->Width
== 0 ||
410 t
->Image
[0][baseLevel
]->Height
== 0 ||
411 t
->Image
[0][baseLevel
]->Depth
== 0) {
412 incomplete(t
, "texture width = 0");
413 t
->_Complete
= GL_FALSE
;
417 /* Compute _MaxLevel */
418 if ((t
->Target
== GL_TEXTURE_1D
) ||
419 (t
->Target
== GL_TEXTURE_1D_ARRAY_EXT
)) {
420 maxLog2
= t
->Image
[0][baseLevel
]->WidthLog2
;
421 maxLevels
= ctx
->Const
.MaxTextureLevels
;
423 else if ((t
->Target
== GL_TEXTURE_2D
) ||
424 (t
->Target
== GL_TEXTURE_2D_ARRAY_EXT
)) {
425 maxLog2
= MAX2(t
->Image
[0][baseLevel
]->WidthLog2
,
426 t
->Image
[0][baseLevel
]->HeightLog2
);
427 maxLevels
= ctx
->Const
.MaxTextureLevels
;
429 else if (t
->Target
== GL_TEXTURE_3D
) {
430 GLint max
= MAX2(t
->Image
[0][baseLevel
]->WidthLog2
,
431 t
->Image
[0][baseLevel
]->HeightLog2
);
432 maxLog2
= MAX2(max
, (GLint
)(t
->Image
[0][baseLevel
]->DepthLog2
));
433 maxLevels
= ctx
->Const
.Max3DTextureLevels
;
435 else if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
436 maxLog2
= MAX2(t
->Image
[0][baseLevel
]->WidthLog2
,
437 t
->Image
[0][baseLevel
]->HeightLog2
);
438 maxLevels
= ctx
->Const
.MaxCubeTextureLevels
;
440 else if (t
->Target
== GL_TEXTURE_RECTANGLE_NV
) {
441 maxLog2
= 0; /* not applicable */
442 maxLevels
= 1; /* no mipmapping */
445 _mesa_problem(ctx
, "Bad t->Target in _mesa_test_texobj_completeness");
449 ASSERT(maxLevels
> 0);
451 t
->_MaxLevel
= baseLevel
+ maxLog2
;
452 t
->_MaxLevel
= MIN2(t
->_MaxLevel
, t
->MaxLevel
);
453 t
->_MaxLevel
= MIN2(t
->_MaxLevel
, maxLevels
- 1);
455 /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
456 t
->_MaxLambda
= (GLfloat
) (t
->_MaxLevel
- t
->BaseLevel
);
458 if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
459 /* make sure that all six cube map level 0 images are the same size */
460 const GLuint w
= t
->Image
[0][baseLevel
]->Width2
;
461 const GLuint h
= t
->Image
[0][baseLevel
]->Height2
;
463 for (face
= 1; face
< 6; face
++) {
464 if (t
->Image
[face
][baseLevel
] == NULL
||
465 t
->Image
[face
][baseLevel
]->Width2
!= w
||
466 t
->Image
[face
][baseLevel
]->Height2
!= h
) {
467 t
->_Complete
= GL_FALSE
;
468 incomplete(t
, "Non-quare cubemap image");
474 /* extra checking for mipmaps */
475 if (t
->MinFilter
!= GL_NEAREST
&& t
->MinFilter
!= GL_LINEAR
) {
477 * Mipmapping: determine if we have a complete set of mipmaps
480 GLint minLevel
= baseLevel
;
481 GLint maxLevel
= t
->_MaxLevel
;
483 if (minLevel
> maxLevel
) {
484 t
->_Complete
= GL_FALSE
;
485 incomplete(t
, "minLevel > maxLevel");
489 /* Test dimension-independent attributes */
490 for (i
= minLevel
; i
<= maxLevel
; i
++) {
491 if (t
->Image
[0][i
]) {
492 if (t
->Image
[0][i
]->TexFormat
!= t
->Image
[0][baseLevel
]->TexFormat
) {
493 t
->_Complete
= GL_FALSE
;
494 incomplete(t
, "Format[i] != Format[baseLevel]");
497 if (t
->Image
[0][i
]->Border
!= t
->Image
[0][baseLevel
]->Border
) {
498 t
->_Complete
= GL_FALSE
;
499 incomplete(t
, "Border[i] != Border[baseLevel]");
505 /* Test things which depend on number of texture image dimensions */
506 if ((t
->Target
== GL_TEXTURE_1D
) ||
507 (t
->Target
== GL_TEXTURE_1D_ARRAY_EXT
)) {
508 /* Test 1-D mipmaps */
509 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
510 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
514 if (i
>= minLevel
&& i
<= maxLevel
) {
515 if (!t
->Image
[0][i
]) {
516 t
->_Complete
= GL_FALSE
;
517 incomplete(t
, "1D Image[0][i] == NULL");
520 if (t
->Image
[0][i
]->Width2
!= width
) {
521 t
->_Complete
= GL_FALSE
;
522 incomplete(t
, "1D Image[0][i] bad width");
527 return; /* found smallest needed mipmap, all done! */
531 else if ((t
->Target
== GL_TEXTURE_2D
) ||
532 (t
->Target
== GL_TEXTURE_2D_ARRAY_EXT
)) {
533 /* Test 2-D mipmaps */
534 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
535 GLuint height
= t
->Image
[0][baseLevel
]->Height2
;
536 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
543 if (i
>= minLevel
&& i
<= maxLevel
) {
544 if (!t
->Image
[0][i
]) {
545 t
->_Complete
= GL_FALSE
;
546 incomplete(t
, "2D Image[0][i] == NULL");
549 if (t
->Image
[0][i
]->Width2
!= width
) {
550 t
->_Complete
= GL_FALSE
;
551 incomplete(t
, "2D Image[0][i] bad width");
554 if (t
->Image
[0][i
]->Height2
!= height
) {
555 t
->_Complete
= GL_FALSE
;
556 incomplete(t
, "2D Image[0][i] bad height");
559 if (width
==1 && height
==1) {
560 return; /* found smallest needed mipmap, all done! */
565 else if (t
->Target
== GL_TEXTURE_3D
) {
566 /* Test 3-D mipmaps */
567 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
568 GLuint height
= t
->Image
[0][baseLevel
]->Height2
;
569 GLuint depth
= t
->Image
[0][baseLevel
]->Depth2
;
570 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
580 if (i
>= minLevel
&& i
<= maxLevel
) {
581 if (!t
->Image
[0][i
]) {
582 incomplete(t
, "3D Image[0][i] == NULL");
583 t
->_Complete
= GL_FALSE
;
586 if (t
->Image
[0][i
]->_BaseFormat
== GL_DEPTH_COMPONENT
) {
587 t
->_Complete
= GL_FALSE
;
588 incomplete(t
, "GL_DEPTH_COMPONENT only works with 1/2D tex");
591 if (t
->Image
[0][i
]->Width2
!= width
) {
592 t
->_Complete
= GL_FALSE
;
593 incomplete(t
, "3D Image[0][i] bad width");
596 if (t
->Image
[0][i
]->Height2
!= height
) {
597 t
->_Complete
= GL_FALSE
;
598 incomplete(t
, "3D Image[0][i] bad height");
601 if (t
->Image
[0][i
]->Depth2
!= depth
) {
602 t
->_Complete
= GL_FALSE
;
603 incomplete(t
, "3D Image[0][i] bad depth");
607 if (width
== 1 && height
== 1 && depth
== 1) {
608 return; /* found smallest needed mipmap, all done! */
612 else if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
613 /* make sure 6 cube faces are consistant */
614 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
615 GLuint height
= t
->Image
[0][baseLevel
]->Height2
;
616 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
623 if (i
>= minLevel
&& i
<= maxLevel
) {
625 for (face
= 0; face
< 6; face
++) {
626 /* check that we have images defined */
627 if (!t
->Image
[face
][i
]) {
628 t
->_Complete
= GL_FALSE
;
629 incomplete(t
, "CubeMap Image[n][i] == NULL");
632 /* Don't support GL_DEPTH_COMPONENT for cube maps */
633 if (t
->Image
[face
][i
]->_BaseFormat
== GL_DEPTH_COMPONENT
) {
634 t
->_Complete
= GL_FALSE
;
635 incomplete(t
, "GL_DEPTH_COMPONENT only works with 1/2D tex");
638 /* check that all six images have same size */
639 if (t
->Image
[face
][i
]->Width2
!=width
||
640 t
->Image
[face
][i
]->Height2
!=height
) {
641 t
->_Complete
= GL_FALSE
;
642 incomplete(t
, "CubeMap Image[n][i] bad size");
647 if (width
== 1 && height
== 1) {
648 return; /* found smallest needed mipmap, all done! */
652 else if (t
->Target
== GL_TEXTURE_RECTANGLE_NV
) {
653 /* XXX special checking? */
657 _mesa_problem(ctx
, "Bug in gl_test_texture_object_completeness\n");
665 /***********************************************************************/
666 /** \name API functions */
671 * Generate texture names.
673 * \param n number of texture names to be generated.
674 * \param textures an array in which will hold the generated texture names.
676 * \sa glGenTextures().
678 * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
679 * IDs which are stored in \p textures. Corresponding empty texture
680 * objects are also generated.
683 _mesa_GenTextures( GLsizei n
, GLuint
*textures
)
685 GET_CURRENT_CONTEXT(ctx
);
688 ASSERT_OUTSIDE_BEGIN_END(ctx
);
691 _mesa_error( ctx
, GL_INVALID_VALUE
, "glGenTextures" );
699 * This must be atomic (generation and allocation of texture IDs)
701 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
703 first
= _mesa_HashFindFreeKeyBlock(ctx
->Shared
->TexObjects
, n
);
705 /* Allocate new, empty texture objects */
706 for (i
= 0; i
< n
; i
++) {
707 struct gl_texture_object
*texObj
;
708 GLuint name
= first
+ i
;
710 texObj
= (*ctx
->Driver
.NewTextureObject
)( ctx
, name
, target
);
712 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
713 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glGenTextures");
717 /* insert into hash table */
718 _mesa_HashInsert(ctx
->Shared
->TexObjects
, texObj
->Name
, texObj
);
723 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
728 * Check if the given texture object is bound to the current draw or
729 * read framebuffer. If so, Unbind it.
732 unbind_texobj_from_fbo(GLcontext
*ctx
, struct gl_texture_object
*texObj
)
734 const GLuint n
= (ctx
->DrawBuffer
== ctx
->ReadBuffer
) ? 1 : 2;
737 for (i
= 0; i
< n
; i
++) {
738 struct gl_framebuffer
*fb
= (i
== 0) ? ctx
->DrawBuffer
: ctx
->ReadBuffer
;
741 for (j
= 0; j
< BUFFER_COUNT
; j
++) {
742 if (fb
->Attachment
[j
].Type
== GL_TEXTURE
&&
743 fb
->Attachment
[j
].Texture
== texObj
) {
744 _mesa_remove_attachment(ctx
, fb
->Attachment
+ j
);
753 * Check if the given texture object is bound to any texture image units and
754 * unbind it if so (revert to default textures).
757 unbind_texobj_from_texunits(GLcontext
*ctx
, struct gl_texture_object
*texObj
)
761 for (u
= 0; u
< MAX_TEXTURE_IMAGE_UNITS
; u
++) {
762 struct gl_texture_unit
*unit
= &ctx
->Texture
.Unit
[u
];
763 if (texObj
== unit
->Current1D
) {
764 _mesa_reference_texobj(&unit
->Current1D
, ctx
->Shared
->Default1D
);
766 else if (texObj
== unit
->Current2D
) {
767 _mesa_reference_texobj(&unit
->Current2D
, ctx
->Shared
->Default2D
);
769 else if (texObj
== unit
->Current3D
) {
770 _mesa_reference_texobj(&unit
->Current3D
, ctx
->Shared
->Default3D
);
772 else if (texObj
== unit
->CurrentCubeMap
) {
773 _mesa_reference_texobj(&unit
->CurrentCubeMap
, ctx
->Shared
->DefaultCubeMap
);
775 else if (texObj
== unit
->CurrentRect
) {
776 _mesa_reference_texobj(&unit
->CurrentRect
, ctx
->Shared
->DefaultRect
);
778 else if (texObj
== unit
->Current1DArray
) {
779 _mesa_reference_texobj(&unit
->Current1DArray
, ctx
->Shared
->Default1DArray
);
781 else if (texObj
== unit
->Current2DArray
) {
782 _mesa_reference_texobj(&unit
->Current2DArray
, ctx
->Shared
->Default2DArray
);
789 * Delete named textures.
791 * \param n number of textures to be deleted.
792 * \param textures array of texture IDs to be deleted.
794 * \sa glDeleteTextures().
796 * If we're about to delete a texture that's currently bound to any
797 * texture unit, unbind the texture first. Decrement the reference
798 * count on the texture object and delete it if it's zero.
799 * Recall that texture objects can be shared among several rendering
803 _mesa_DeleteTextures( GLsizei n
, const GLuint
*textures
)
805 GET_CURRENT_CONTEXT(ctx
);
807 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
); /* too complex */
812 for (i
= 0; i
< n
; i
++) {
813 if (textures
[i
] > 0) {
814 struct gl_texture_object
*delObj
815 = _mesa_lookup_texture(ctx
, textures
[i
]);
818 _mesa_lock_texture(ctx
, delObj
);
820 /* Check if texture is bound to any framebuffer objects.
822 * See section 4.4.2.3 of GL_EXT_framebuffer_object.
824 unbind_texobj_from_fbo(ctx
, delObj
);
826 /* Check if this texture is currently bound to any texture units.
829 unbind_texobj_from_texunits(ctx
, delObj
);
831 _mesa_unlock_texture(ctx
, delObj
);
833 ctx
->NewState
|= _NEW_TEXTURE
;
835 /* The texture _name_ is now free for re-use.
836 * Remove it from the hash table now.
838 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
839 _mesa_HashRemove(ctx
->Shared
->TexObjects
, delObj
->Name
);
840 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
842 /* Unreference the texobj. If refcount hits zero, the texture
845 _mesa_reference_texobj(&delObj
, NULL
);
853 * Bind a named texture to a texturing target.
855 * \param target texture target.
856 * \param texName texture name.
858 * \sa glBindTexture().
860 * Determines the old texture object bound and returns immediately if rebinding
861 * the same texture. Get the current texture which is either a default texture
862 * if name is null, a named texture from the hash, or a new texture if the
863 * given texture name is new. Increments its reference count, binds it, and
864 * calls dd_function_table::BindTexture. Decrements the old texture reference
865 * count and deletes it if it reaches zero.
868 _mesa_BindTexture( GLenum target
, GLuint texName
)
870 GET_CURRENT_CONTEXT(ctx
);
871 const GLuint unit
= ctx
->Texture
.CurrentUnit
;
872 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[unit
];
873 struct gl_texture_object
*newTexObj
= NULL
, *defaultTexObj
= NULL
;
874 ASSERT_OUTSIDE_BEGIN_END(ctx
);
876 if (MESA_VERBOSE
& (VERBOSE_API
|VERBOSE_TEXTURE
))
877 _mesa_debug(ctx
, "glBindTexture %s %d\n",
878 _mesa_lookup_enum_by_nr(target
), (GLint
) texName
);
882 defaultTexObj
= ctx
->Shared
->Default1D
;
885 defaultTexObj
= ctx
->Shared
->Default2D
;
888 defaultTexObj
= ctx
->Shared
->Default3D
;
890 case GL_TEXTURE_CUBE_MAP_ARB
:
891 defaultTexObj
= ctx
->Shared
->DefaultCubeMap
;
893 case GL_TEXTURE_RECTANGLE_NV
:
894 defaultTexObj
= ctx
->Shared
->DefaultRect
;
896 case GL_TEXTURE_1D_ARRAY_EXT
:
897 defaultTexObj
= ctx
->Shared
->Default1DArray
;
899 case GL_TEXTURE_2D_ARRAY_EXT
:
900 defaultTexObj
= ctx
->Shared
->Default2DArray
;
903 _mesa_error(ctx
, GL_INVALID_ENUM
, "glBindTexture(target)");
908 * Get pointer to new texture object (newTexObj)
911 newTexObj
= defaultTexObj
;
914 /* non-default texture object */
915 newTexObj
= _mesa_lookup_texture(ctx
, texName
);
918 if (newTexObj
->Target
!= 0 && newTexObj
->Target
!= target
) {
919 /* the named texture object's target doesn't match the given target */
920 _mesa_error( ctx
, GL_INVALID_OPERATION
,
921 "glBindTexture(target mismatch)" );
924 if (newTexObj
->Target
== 0) {
925 finish_texture_init(ctx
, target
, newTexObj
);
929 /* if this is a new texture id, allocate a texture object now */
930 newTexObj
= (*ctx
->Driver
.NewTextureObject
)(ctx
, texName
, target
);
932 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glBindTexture");
936 /* and insert it into hash table */
937 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
938 _mesa_HashInsert(ctx
->Shared
->TexObjects
, texName
, newTexObj
);
939 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
941 newTexObj
->Target
= target
;
944 assert(valid_texture_object(newTexObj
));
946 /* flush before changing binding */
947 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
949 /* Do the actual binding. The refcount on the previously bound
950 * texture object will be decremented. It'll be deleted if the
955 _mesa_reference_texobj(&texUnit
->Current1D
, newTexObj
);
958 _mesa_reference_texobj(&texUnit
->Current2D
, newTexObj
);
961 _mesa_reference_texobj(&texUnit
->Current3D
, newTexObj
);
963 case GL_TEXTURE_CUBE_MAP_ARB
:
964 _mesa_reference_texobj(&texUnit
->CurrentCubeMap
, newTexObj
);
966 case GL_TEXTURE_RECTANGLE_NV
:
967 _mesa_reference_texobj(&texUnit
->CurrentRect
, newTexObj
);
969 case GL_TEXTURE_1D_ARRAY_EXT
:
970 texUnit
->Current1DArray
= newTexObj
;
972 case GL_TEXTURE_2D_ARRAY_EXT
:
973 texUnit
->Current2DArray
= newTexObj
;
976 /* Bad target should be caught above */
977 _mesa_problem(ctx
, "bad target in BindTexture");
981 /* Pass BindTexture call to device driver */
982 if (ctx
->Driver
.BindTexture
)
983 (*ctx
->Driver
.BindTexture
)( ctx
, target
, newTexObj
);
988 * Set texture priorities.
990 * \param n number of textures.
991 * \param texName texture names.
992 * \param priorities corresponding texture priorities.
994 * \sa glPrioritizeTextures().
996 * Looks up each texture in the hash, clamps the corresponding priority between
997 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
1000 _mesa_PrioritizeTextures( GLsizei n
, const GLuint
*texName
,
1001 const GLclampf
*priorities
)
1003 GET_CURRENT_CONTEXT(ctx
);
1005 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
1008 _mesa_error( ctx
, GL_INVALID_VALUE
, "glPrioritizeTextures" );
1015 for (i
= 0; i
< n
; i
++) {
1016 if (texName
[i
] > 0) {
1017 struct gl_texture_object
*t
= _mesa_lookup_texture(ctx
, texName
[i
]);
1019 t
->Priority
= CLAMP( priorities
[i
], 0.0F
, 1.0F
);
1020 if (ctx
->Driver
.PrioritizeTexture
)
1021 ctx
->Driver
.PrioritizeTexture( ctx
, t
, t
->Priority
);
1026 ctx
->NewState
|= _NEW_TEXTURE
;
1030 * See if textures are loaded in texture memory.
1032 * \param n number of textures to query.
1033 * \param texName array with the texture names.
1034 * \param residences array which will hold the residence status.
1036 * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
1038 * \sa glAreTexturesResident().
1040 * Looks up each texture in the hash and calls
1041 * dd_function_table::IsTextureResident.
1043 GLboolean GLAPIENTRY
1044 _mesa_AreTexturesResident(GLsizei n
, const GLuint
*texName
,
1045 GLboolean
*residences
)
1047 GET_CURRENT_CONTEXT(ctx
);
1048 GLboolean allResident
= GL_TRUE
;
1050 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
1053 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident(n)");
1057 if (!texName
|| !residences
)
1060 for (i
= 0; i
< n
; i
++) {
1061 struct gl_texture_object
*t
;
1062 if (texName
[i
] == 0) {
1063 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident");
1066 t
= _mesa_lookup_texture(ctx
, texName
[i
]);
1068 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident");
1071 if (!ctx
->Driver
.IsTextureResident
||
1072 ctx
->Driver
.IsTextureResident(ctx
, t
)) {
1073 /* The texture is resident */
1075 residences
[i
] = GL_TRUE
;
1078 /* The texture is not resident */
1080 allResident
= GL_FALSE
;
1081 for (j
= 0; j
< i
; j
++)
1082 residences
[j
] = GL_TRUE
;
1084 residences
[i
] = GL_FALSE
;
1092 * See if a name corresponds to a texture.
1094 * \param texture texture name.
1096 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
1099 * \sa glIsTexture().
1101 * Calls _mesa_HashLookup().
1103 GLboolean GLAPIENTRY
1104 _mesa_IsTexture( GLuint texture
)
1106 struct gl_texture_object
*t
;
1107 GET_CURRENT_CONTEXT(ctx
);
1108 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
1113 t
= _mesa_lookup_texture(ctx
, texture
);
1115 /* IsTexture is true only after object has been bound once. */
1116 return t
&& t
->Target
;
1121 * Simplest implementation of texture locking: Grab the a new mutex in
1122 * the shared context. Examine the shared context state timestamp and
1123 * if there has been a change, set the appropriate bits in
1126 * This is used to deal with synchronizing things when a texture object
1127 * is used/modified by different contexts (or threads) which are sharing
1130 * See also _mesa_lock/unlock_texture() in teximage.h
1133 _mesa_lock_context_textures( GLcontext
*ctx
)
1135 _glthread_LOCK_MUTEX(ctx
->Shared
->TexMutex
);
1137 if (ctx
->Shared
->TextureStateStamp
!= ctx
->TextureStateTimestamp
) {
1138 ctx
->NewState
|= _NEW_TEXTURE
;
1139 ctx
->TextureStateTimestamp
= ctx
->Shared
->TextureStateStamp
;
1145 _mesa_unlock_context_textures( GLcontext
*ctx
)
1147 assert(ctx
->Shared
->TextureStateStamp
== ctx
->TextureStateTimestamp
);
1148 _glthread_UNLOCK_MUTEX(ctx
->Shared
->TexMutex
);