3 * Texture object management.
7 * Mesa 3-D graphics library
9 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
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:
18 * The above copyright notice and this permission notice shall be included
19 * in all copies or substantial portions of the Software.
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.
31 #include "bufferobj.h"
44 #include "program/prog_instruction.h"
48 /**********************************************************************/
49 /** \name Internal functions */
54 * Return the gl_texture_object for a given ID.
56 struct gl_texture_object
*
57 _mesa_lookup_texture(struct gl_context
*ctx
, GLuint id
)
59 return (struct gl_texture_object
*)
60 _mesa_HashLookup(ctx
->Shared
->TexObjects
, id
);
66 * Allocate and initialize a new texture object. But don't put it into the
67 * texture object hash table.
69 * Called via ctx->Driver.NewTextureObject, unless overridden by a device
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
78 * \return pointer to new texture object.
80 struct gl_texture_object
*
81 _mesa_new_texture_object( struct gl_context
*ctx
, GLuint name
, GLenum target
)
83 struct gl_texture_object
*obj
;
85 obj
= MALLOC_STRUCT(gl_texture_object
);
86 _mesa_initialize_texture_object(ctx
, obj
, name
, target
);
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
98 _mesa_initialize_texture_object( struct gl_context
*ctx
,
99 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
||
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
);
116 memset(obj
, 0, sizeof(*obj
));
117 /* init the non-zero fields */
118 mtx_init(&obj
->Mutex
, mtx_plain
);
121 obj
->Target
= target
;
122 obj
->Priority
= 1.0F
;
124 obj
->MaxLevel
= 1000;
126 /* must be one; no support for (YUV) planes in separate buffers */
127 obj
->RequiredTextureImageUnits
= 1;
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
;
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
;
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
->StencilSampling
= false;
152 obj
->Sampler
.CubeMapSeamless
= GL_FALSE
;
153 obj
->Swizzle
[0] = GL_RED
;
154 obj
->Swizzle
[1] = GL_GREEN
;
155 obj
->Swizzle
[2] = GL_BLUE
;
156 obj
->Swizzle
[3] = GL_ALPHA
;
157 obj
->_Swizzle
= SWIZZLE_NOOP
;
158 obj
->Sampler
.sRGBDecode
= GL_DECODE_EXT
;
159 obj
->BufferObjectFormat
= GL_R8
;
160 obj
->_BufferObjectFormat
= MESA_FORMAT_R_UNORM8
;
161 obj
->ImageFormatCompatibilityType
= GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE
;
166 * Some texture initialization can't be finished until we know which
167 * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
170 finish_texture_init(struct gl_context
*ctx
, GLenum target
,
171 struct gl_texture_object
*obj
)
173 GLenum filter
= GL_LINEAR
;
174 assert(obj
->Target
== 0);
177 case GL_TEXTURE_2D_MULTISAMPLE
:
178 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY
:
182 case GL_TEXTURE_RECTANGLE_NV
:
183 case GL_TEXTURE_EXTERNAL_OES
:
184 /* have to init wrap and filter state here - kind of klunky */
185 obj
->Sampler
.WrapS
= GL_CLAMP_TO_EDGE
;
186 obj
->Sampler
.WrapT
= GL_CLAMP_TO_EDGE
;
187 obj
->Sampler
.WrapR
= GL_CLAMP_TO_EDGE
;
188 obj
->Sampler
.MinFilter
= filter
;
189 obj
->Sampler
.MagFilter
= filter
;
190 if (ctx
->Driver
.TexParameter
) {
191 static const GLfloat fparam_wrap
[1] = {(GLfloat
) GL_CLAMP_TO_EDGE
};
192 const GLfloat fparam_filter
[1] = {(GLfloat
) filter
};
193 ctx
->Driver
.TexParameter(ctx
, obj
, GL_TEXTURE_WRAP_S
, fparam_wrap
);
194 ctx
->Driver
.TexParameter(ctx
, obj
, GL_TEXTURE_WRAP_T
, fparam_wrap
);
195 ctx
->Driver
.TexParameter(ctx
, obj
, GL_TEXTURE_WRAP_R
, fparam_wrap
);
196 ctx
->Driver
.TexParameter(ctx
, obj
,
197 GL_TEXTURE_MIN_FILTER
, fparam_filter
);
198 ctx
->Driver
.TexParameter(ctx
, obj
,
199 GL_TEXTURE_MAG_FILTER
, fparam_filter
);
204 /* nothing needs done */
211 * Deallocate a texture object struct. It should have already been
212 * removed from the texture object pool.
213 * Called via ctx->Driver.DeleteTexture() if not overriden by a driver.
215 * \param shared the shared GL state to which the object belongs.
216 * \param texObj the texture object to delete.
219 _mesa_delete_texture_object(struct gl_context
*ctx
,
220 struct gl_texture_object
*texObj
)
224 /* Set Target to an invalid value. With some assertions elsewhere
225 * we can try to detect possible use of deleted textures.
227 texObj
->Target
= 0x99;
229 /* free the texture images */
230 for (face
= 0; face
< 6; face
++) {
231 for (i
= 0; i
< MAX_TEXTURE_LEVELS
; i
++) {
232 if (texObj
->Image
[face
][i
]) {
233 ctx
->Driver
.DeleteTextureImage(ctx
, texObj
->Image
[face
][i
]);
238 _mesa_reference_buffer_object(ctx
, &texObj
->BufferObject
, NULL
);
240 /* destroy the mutex -- it may have allocated memory (eg on bsd) */
241 mtx_destroy(&texObj
->Mutex
);
245 /* free this object */
252 * Copy texture object state from one texture object to another.
253 * Use for glPush/PopAttrib.
255 * \param dest destination texture object.
256 * \param src source texture object.
259 _mesa_copy_texture_object( struct gl_texture_object
*dest
,
260 const struct gl_texture_object
*src
)
262 dest
->Target
= src
->Target
;
263 dest
->Name
= src
->Name
;
264 dest
->Priority
= src
->Priority
;
265 dest
->Sampler
.BorderColor
.f
[0] = src
->Sampler
.BorderColor
.f
[0];
266 dest
->Sampler
.BorderColor
.f
[1] = src
->Sampler
.BorderColor
.f
[1];
267 dest
->Sampler
.BorderColor
.f
[2] = src
->Sampler
.BorderColor
.f
[2];
268 dest
->Sampler
.BorderColor
.f
[3] = src
->Sampler
.BorderColor
.f
[3];
269 dest
->Sampler
.WrapS
= src
->Sampler
.WrapS
;
270 dest
->Sampler
.WrapT
= src
->Sampler
.WrapT
;
271 dest
->Sampler
.WrapR
= src
->Sampler
.WrapR
;
272 dest
->Sampler
.MinFilter
= src
->Sampler
.MinFilter
;
273 dest
->Sampler
.MagFilter
= src
->Sampler
.MagFilter
;
274 dest
->Sampler
.MinLod
= src
->Sampler
.MinLod
;
275 dest
->Sampler
.MaxLod
= src
->Sampler
.MaxLod
;
276 dest
->Sampler
.LodBias
= src
->Sampler
.LodBias
;
277 dest
->BaseLevel
= src
->BaseLevel
;
278 dest
->MaxLevel
= src
->MaxLevel
;
279 dest
->Sampler
.MaxAnisotropy
= src
->Sampler
.MaxAnisotropy
;
280 dest
->Sampler
.CompareMode
= src
->Sampler
.CompareMode
;
281 dest
->Sampler
.CompareFunc
= src
->Sampler
.CompareFunc
;
282 dest
->Sampler
.CubeMapSeamless
= src
->Sampler
.CubeMapSeamless
;
283 dest
->DepthMode
= src
->DepthMode
;
284 dest
->StencilSampling
= src
->StencilSampling
;
285 dest
->Sampler
.sRGBDecode
= src
->Sampler
.sRGBDecode
;
286 dest
->_MaxLevel
= src
->_MaxLevel
;
287 dest
->_MaxLambda
= src
->_MaxLambda
;
288 dest
->GenerateMipmap
= src
->GenerateMipmap
;
289 dest
->_BaseComplete
= src
->_BaseComplete
;
290 dest
->_MipmapComplete
= src
->_MipmapComplete
;
291 COPY_4V(dest
->Swizzle
, src
->Swizzle
);
292 dest
->_Swizzle
= src
->_Swizzle
;
294 dest
->RequiredTextureImageUnits
= src
->RequiredTextureImageUnits
;
299 * Free all texture images of the given texture object.
301 * \param ctx GL context.
302 * \param t texture object.
304 * \sa _mesa_clear_texture_image().
307 _mesa_clear_texture_object(struct gl_context
*ctx
,
308 struct gl_texture_object
*texObj
)
312 if (texObj
->Target
== 0)
315 for (i
= 0; i
< MAX_FACES
; i
++) {
316 for (j
= 0; j
< MAX_TEXTURE_LEVELS
; j
++) {
317 struct gl_texture_image
*texImage
= texObj
->Image
[i
][j
];
319 _mesa_clear_texture_image(ctx
, texImage
);
326 * Check if the given texture object is valid by examining its Target field.
327 * For debugging only.
330 valid_texture_object(const struct gl_texture_object
*tex
)
332 switch (tex
->Target
) {
337 case GL_TEXTURE_CUBE_MAP_ARB
:
338 case GL_TEXTURE_RECTANGLE_NV
:
339 case GL_TEXTURE_1D_ARRAY_EXT
:
340 case GL_TEXTURE_2D_ARRAY_EXT
:
341 case GL_TEXTURE_BUFFER
:
342 case GL_TEXTURE_EXTERNAL_OES
:
343 case GL_TEXTURE_CUBE_MAP_ARRAY
:
344 case GL_TEXTURE_2D_MULTISAMPLE
:
345 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY
:
348 _mesa_problem(NULL
, "invalid reference to a deleted texture object");
351 _mesa_problem(NULL
, "invalid texture object Target 0x%x, Id = %u",
352 tex
->Target
, tex
->Name
);
359 * Reference (or unreference) a texture object.
360 * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
361 * If 'tex' is non-null, increment its refcount.
362 * This is normally only called from the _mesa_reference_texobj() macro
363 * when there's a real pointer change.
366 _mesa_reference_texobj_(struct gl_texture_object
**ptr
,
367 struct gl_texture_object
*tex
)
372 /* Unreference the old texture */
373 GLboolean deleteFlag
= GL_FALSE
;
374 struct gl_texture_object
*oldTex
= *ptr
;
376 ASSERT(valid_texture_object(oldTex
));
377 (void) valid_texture_object
; /* silence warning in release builds */
379 mtx_lock(&oldTex
->Mutex
);
380 ASSERT(oldTex
->RefCount
> 0);
383 deleteFlag
= (oldTex
->RefCount
== 0);
384 mtx_unlock(&oldTex
->Mutex
);
387 GET_CURRENT_CONTEXT(ctx
);
389 ctx
->Driver
.DeleteTexture(ctx
, oldTex
);
391 _mesa_problem(NULL
, "Unable to delete texture, no context");
399 /* reference new texture */
400 ASSERT(valid_texture_object(tex
));
401 mtx_lock(&tex
->Mutex
);
402 if (tex
->RefCount
== 0) {
403 /* this texture's being deleted (look just above) */
404 /* Not sure this can every really happen. Warn if it does. */
405 _mesa_problem(NULL
, "referencing deleted texture object");
412 mtx_unlock(&tex
->Mutex
);
417 enum base_mipmap
{ BASE
, MIPMAP
};
421 * Mark a texture object as incomplete. There are actually three kinds of
423 * 1. "base incomplete": the base level of the texture is invalid so no
424 * texturing is possible.
425 * 2. "mipmap incomplete": a non-base level of the texture is invalid so
426 * mipmap filtering isn't possible, but non-mipmap filtering is.
427 * 3. "texture incompleteness": some combination of texture state and
428 * sampler state renders the texture incomplete.
430 * \param t texture object
431 * \param bm either BASE or MIPMAP to indicate what's incomplete
432 * \param fmt... string describing why it's incomplete (for debugging).
435 incomplete(struct gl_texture_object
*t
, enum base_mipmap bm
,
436 const char *fmt
, ...)
438 if (MESA_DEBUG_FLAGS
& DEBUG_INCOMPLETE_TEXTURE
) {
443 vsnprintf(s
, sizeof(s
), fmt
, args
);
446 _mesa_debug(NULL
, "Texture Obj %d incomplete because: %s\n", t
->Name
, s
);
450 t
->_BaseComplete
= GL_FALSE
;
451 t
->_MipmapComplete
= GL_FALSE
;
456 * Examine a texture object to determine if it is complete.
458 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
461 * \param ctx GL context.
462 * \param t texture object.
464 * According to the texture target, verifies that each of the mipmaps is
465 * present and has the expected size.
468 _mesa_test_texobj_completeness( const struct gl_context
*ctx
,
469 struct gl_texture_object
*t
)
471 const GLint baseLevel
= t
->BaseLevel
;
472 const struct gl_texture_image
*baseImage
;
475 /* We'll set these to FALSE if tests fail below */
476 t
->_BaseComplete
= GL_TRUE
;
477 t
->_MipmapComplete
= GL_TRUE
;
479 if (t
->Target
== GL_TEXTURE_BUFFER
) {
480 /* Buffer textures are always considered complete. The obvious case where
481 * they would be incomplete (no BO attached) is actually specced to be
482 * undefined rendering results.
487 /* Detect cases where the application set the base level to an invalid
490 if ((baseLevel
< 0) || (baseLevel
>= MAX_TEXTURE_LEVELS
)) {
491 incomplete(t
, BASE
, "base level = %d is invalid", baseLevel
);
495 if (t
->MaxLevel
< baseLevel
) {
496 incomplete(t
, MIPMAP
, "MAX_LEVEL (%d) < BASE_LEVEL (%d)",
497 t
->MaxLevel
, baseLevel
);
501 baseImage
= t
->Image
[0][baseLevel
];
503 /* Always need the base level image */
505 incomplete(t
, BASE
, "Image[baseLevel=%d] == NULL", baseLevel
);
509 /* Check width/height/depth for zero */
510 if (baseImage
->Width
== 0 ||
511 baseImage
->Height
== 0 ||
512 baseImage
->Depth
== 0) {
513 incomplete(t
, BASE
, "texture width or height or depth = 0");
517 /* Check if the texture values are integer */
519 GLenum datatype
= _mesa_get_format_datatype(baseImage
->TexFormat
);
520 t
->_IsIntegerFormat
= datatype
== GL_INT
|| datatype
== GL_UNSIGNED_INT
;
523 /* Compute _MaxLevel (the maximum mipmap level we'll sample from given the
524 * mipmap image sizes and GL_TEXTURE_MAX_LEVEL state).
528 case GL_TEXTURE_1D_ARRAY_EXT
:
529 maxLevels
= ctx
->Const
.MaxTextureLevels
;
532 case GL_TEXTURE_2D_ARRAY_EXT
:
533 maxLevels
= ctx
->Const
.MaxTextureLevels
;
536 maxLevels
= ctx
->Const
.Max3DTextureLevels
;
538 case GL_TEXTURE_CUBE_MAP_ARB
:
539 case GL_TEXTURE_CUBE_MAP_ARRAY
:
540 maxLevels
= ctx
->Const
.MaxCubeTextureLevels
;
542 case GL_TEXTURE_RECTANGLE_NV
:
543 case GL_TEXTURE_BUFFER
:
544 case GL_TEXTURE_EXTERNAL_OES
:
545 case GL_TEXTURE_2D_MULTISAMPLE
:
546 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY
:
547 maxLevels
= 1; /* no mipmapping */
550 _mesa_problem(ctx
, "Bad t->Target in _mesa_test_texobj_completeness");
554 ASSERT(maxLevels
> 0);
556 t
->_MaxLevel
= MIN3(t
->MaxLevel
,
557 /* 'p' in the GL spec */
558 (int) (baseLevel
+ baseImage
->MaxNumLevels
- 1),
559 /* 'q' in the GL spec */
563 /* Adjust max level for views: the data store may have more levels than
566 t
->_MaxLevel
= MIN2(t
->_MaxLevel
, t
->NumLevels
- 1);
569 /* Compute _MaxLambda = q - p in the spec used during mipmapping */
570 t
->_MaxLambda
= (GLfloat
) (t
->_MaxLevel
- baseLevel
);
573 /* This texture object was created with glTexStorage1/2/3D() so we
574 * know that all the mipmap levels are the right size and all cube
575 * map faces are the same size.
576 * We don't need to do any of the additional checks below.
581 if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
582 /* Make sure that all six cube map level 0 images are the same size.
583 * Note: we know that the image's width==height (we enforce that
584 * at glTexImage time) so we only need to test the width here.
587 assert(baseImage
->Width2
== baseImage
->Height
);
588 for (face
= 1; face
< 6; face
++) {
589 assert(t
->Image
[face
][baseLevel
] == NULL
||
590 t
->Image
[face
][baseLevel
]->Width2
==
591 t
->Image
[face
][baseLevel
]->Height2
);
592 if (t
->Image
[face
][baseLevel
] == NULL
||
593 t
->Image
[face
][baseLevel
]->Width2
!= baseImage
->Width2
) {
594 incomplete(t
, BASE
, "Cube face missing or mismatched size");
601 * Do mipmap consistency checking.
602 * Note: we don't care about the current texture sampler state here.
603 * To determine texture completeness we'll either look at _BaseComplete
604 * or _MipmapComplete depending on the current minification filter mode.
608 const GLint minLevel
= baseLevel
;
609 const GLint maxLevel
= t
->_MaxLevel
;
610 const GLuint numFaces
= _mesa_num_tex_faces(t
->Target
);
611 GLuint width
, height
, depth
, face
;
613 if (minLevel
> maxLevel
) {
614 incomplete(t
, MIPMAP
, "minLevel > maxLevel");
618 /* Get the base image's dimensions */
619 width
= baseImage
->Width2
;
620 height
= baseImage
->Height2
;
621 depth
= baseImage
->Depth2
;
623 /* Note: this loop will be a no-op for RECT, BUFFER, EXTERNAL,
624 * MULTISAMPLE and MULTISAMPLE_ARRAY textures
626 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
627 /* Compute the expected size of image at level[i] */
631 if (height
> 1 && t
->Target
!= GL_TEXTURE_1D_ARRAY
) {
634 if (depth
> 1 && t
->Target
!= GL_TEXTURE_2D_ARRAY
&& t
->Target
!= GL_TEXTURE_CUBE_MAP_ARRAY
) {
638 /* loop over cube faces (or single face otherwise) */
639 for (face
= 0; face
< numFaces
; face
++) {
640 if (i
>= minLevel
&& i
<= maxLevel
) {
641 const struct gl_texture_image
*img
= t
->Image
[face
][i
];
644 incomplete(t
, MIPMAP
, "TexImage[%d] is missing", i
);
647 if (img
->TexFormat
!= baseImage
->TexFormat
) {
648 incomplete(t
, MIPMAP
, "Format[i] != Format[baseLevel]");
651 if (img
->Border
!= baseImage
->Border
) {
652 incomplete(t
, MIPMAP
, "Border[i] != Border[baseLevel]");
655 if (img
->Width2
!= width
) {
656 incomplete(t
, MIPMAP
, "TexImage[%d] bad width %u", i
, img
->Width2
);
659 if (img
->Height2
!= height
) {
660 incomplete(t
, MIPMAP
, "TexImage[%d] bad height %u", i
, img
->Height2
);
663 if (img
->Depth2
!= depth
) {
664 incomplete(t
, MIPMAP
, "TexImage[%d] bad depth %u", i
, img
->Depth2
);
668 /* Extra checks for cube textures */
670 /* check that cube faces are the same size */
671 if (img
->Width2
!= t
->Image
[0][i
]->Width2
||
672 img
->Height2
!= t
->Image
[0][i
]->Height2
) {
673 incomplete(t
, MIPMAP
, "CubeMap Image[n][i] bad size");
680 if (width
== 1 && height
== 1 && depth
== 1) {
681 return; /* found smallest needed mipmap, all done! */
689 * Check if the given cube map texture is "cube complete" as defined in
690 * the OpenGL specification.
693 _mesa_cube_complete(const struct gl_texture_object
*texObj
)
695 const GLint baseLevel
= texObj
->BaseLevel
;
696 const struct gl_texture_image
*img0
, *img
;
699 if (texObj
->Target
!= GL_TEXTURE_CUBE_MAP
)
702 if ((baseLevel
< 0) || (baseLevel
>= MAX_TEXTURE_LEVELS
))
705 /* check first face */
706 img0
= texObj
->Image
[0][baseLevel
];
709 img0
->Width
!= img0
->Height
)
712 /* check remaining faces vs. first face */
713 for (face
= 1; face
< 6; face
++) {
714 img
= texObj
->Image
[face
][baseLevel
];
716 img
->Width
!= img0
->Width
||
717 img
->Height
!= img0
->Height
||
718 img
->TexFormat
!= img0
->TexFormat
)
727 * Mark a texture object dirty. It forces the object to be incomplete
728 * and forces the context to re-validate its state.
730 * \param ctx GL context.
731 * \param texObj texture object.
734 _mesa_dirty_texobj(struct gl_context
*ctx
, struct gl_texture_object
*texObj
)
736 texObj
->_BaseComplete
= GL_FALSE
;
737 texObj
->_MipmapComplete
= GL_FALSE
;
738 ctx
->NewState
|= _NEW_TEXTURE
;
743 * Return pointer to a default/fallback texture of the given type/target.
744 * The texture is an RGBA texture with all texels = (0,0,0,1).
745 * That's the value a GLSL sampler should get when sampling from an
746 * incomplete texture.
748 struct gl_texture_object
*
749 _mesa_get_fallback_texture(struct gl_context
*ctx
, gl_texture_index tex
)
751 if (!ctx
->Shared
->FallbackTex
[tex
]) {
752 /* create fallback texture now */
753 const GLsizei width
= 1, height
= 1, depth
= 1;
755 struct gl_texture_object
*texObj
;
756 struct gl_texture_image
*texImage
;
757 mesa_format texFormat
;
758 GLuint dims
, face
, numFaces
= 1;
767 case TEXTURE_2D_ARRAY_INDEX
:
769 target
= GL_TEXTURE_2D_ARRAY
;
771 case TEXTURE_1D_ARRAY_INDEX
:
773 target
= GL_TEXTURE_1D_ARRAY
;
775 case TEXTURE_CUBE_INDEX
:
777 target
= GL_TEXTURE_CUBE_MAP
;
780 case TEXTURE_3D_INDEX
:
782 target
= GL_TEXTURE_3D
;
784 case TEXTURE_RECT_INDEX
:
786 target
= GL_TEXTURE_RECTANGLE
;
788 case TEXTURE_2D_INDEX
:
790 target
= GL_TEXTURE_2D
;
792 case TEXTURE_1D_INDEX
:
794 target
= GL_TEXTURE_1D
;
796 case TEXTURE_BUFFER_INDEX
:
798 target
= GL_TEXTURE_BUFFER
;
800 case TEXTURE_CUBE_ARRAY_INDEX
:
802 target
= GL_TEXTURE_CUBE_MAP_ARRAY
;
804 case TEXTURE_EXTERNAL_INDEX
:
806 target
= GL_TEXTURE_EXTERNAL_OES
;
808 case TEXTURE_2D_MULTISAMPLE_INDEX
:
810 target
= GL_TEXTURE_2D_MULTISAMPLE
;
812 case TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX
:
814 target
= GL_TEXTURE_2D_MULTISAMPLE_ARRAY
;
821 /* create texture object */
822 texObj
= ctx
->Driver
.NewTextureObject(ctx
, 0, target
);
826 assert(texObj
->RefCount
== 1);
827 texObj
->Sampler
.MinFilter
= GL_NEAREST
;
828 texObj
->Sampler
.MagFilter
= GL_NEAREST
;
830 texFormat
= ctx
->Driver
.ChooseTextureFormat(ctx
, target
,
834 /* need a loop here just for cube maps */
835 for (face
= 0; face
< numFaces
; face
++) {
838 if (target
== GL_TEXTURE_CUBE_MAP
)
839 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ face
;
843 /* initialize level[0] texture image */
844 texImage
= _mesa_get_tex_image(ctx
, texObj
, faceTarget
, 0);
846 _mesa_init_teximage_fields(ctx
, texImage
,
848 (dims
> 1) ? height
: 1,
849 (dims
> 2) ? depth
: 1,
853 ctx
->Driver
.TexImage(ctx
, dims
, texImage
,
854 GL_RGBA
, GL_UNSIGNED_BYTE
, texel
,
855 &ctx
->DefaultPacking
);
858 _mesa_test_texobj_completeness(ctx
, texObj
);
859 assert(texObj
->_BaseComplete
);
860 assert(texObj
->_MipmapComplete
);
862 ctx
->Shared
->FallbackTex
[tex
] = texObj
;
864 return ctx
->Shared
->FallbackTex
[tex
];
869 * Compute the size of the given texture object, in bytes.
872 texture_size(const struct gl_texture_object
*texObj
)
874 const GLuint numFaces
= _mesa_num_tex_faces(texObj
->Target
);
875 GLuint face
, level
, size
= 0;
877 for (face
= 0; face
< numFaces
; face
++) {
878 for (level
= 0; level
< MAX_TEXTURE_LEVELS
; level
++) {
879 const struct gl_texture_image
*img
= texObj
->Image
[face
][level
];
881 GLuint sz
= _mesa_format_image_size(img
->TexFormat
, img
->Width
,
882 img
->Height
, img
->Depth
);
893 * Callback called from _mesa_HashWalk()
896 count_tex_size(GLuint key
, void *data
, void *userData
)
898 const struct gl_texture_object
*texObj
=
899 (const struct gl_texture_object
*) data
;
900 GLuint
*total
= (GLuint
*) userData
;
904 *total
= *total
+ texture_size(texObj
);
909 * Compute total size (in bytes) of all textures for the given context.
910 * For debugging purposes.
913 _mesa_total_texture_memory(struct gl_context
*ctx
)
915 GLuint tgt
, total
= 0;
917 _mesa_HashWalk(ctx
->Shared
->TexObjects
, count_tex_size
, &total
);
919 /* plus, the default texture objects */
920 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
921 total
+= texture_size(ctx
->Shared
->DefaultTex
[tgt
]);
927 static struct gl_texture_object
*
928 invalidate_tex_image_error_check(struct gl_context
*ctx
, GLuint texture
,
929 GLint level
, const char *name
)
931 /* The GL_ARB_invalidate_subdata spec says:
933 * "If <texture> is zero or is not the name of a texture, the error
934 * INVALID_VALUE is generated."
936 * This performs the error check in a different order than listed in the
937 * spec. We have to get the texture object before we can validate the
938 * other parameters against values in the texture object.
940 struct gl_texture_object
*const t
= _mesa_lookup_texture(ctx
, texture
);
941 if (texture
== 0 || t
== NULL
) {
942 _mesa_error(ctx
, GL_INVALID_VALUE
, "%s(texture)", name
);
946 /* The GL_ARB_invalidate_subdata spec says:
948 * "If <level> is less than zero or greater than the base 2 logarithm
949 * of the maximum texture width, height, or depth, the error
950 * INVALID_VALUE is generated."
952 if (level
< 0 || level
> t
->MaxLevel
) {
953 _mesa_error(ctx
, GL_INVALID_VALUE
, "%s(level)", name
);
957 /* The GL_ARB_invalidate_subdata spec says:
959 * "If the target of <texture> is TEXTURE_RECTANGLE, TEXTURE_BUFFER,
960 * TEXTURE_2D_MULTISAMPLE, or TEXTURE_2D_MULTISAMPLE_ARRAY, and <level>
961 * is not zero, the error INVALID_VALUE is generated."
965 case GL_TEXTURE_RECTANGLE
:
966 case GL_TEXTURE_BUFFER
:
967 case GL_TEXTURE_2D_MULTISAMPLE
:
968 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY
:
969 _mesa_error(ctx
, GL_INVALID_VALUE
, "%s(level)", name
);
983 /***********************************************************************/
984 /** \name API functions */
989 * Generate texture names.
991 * \param n number of texture names to be generated.
992 * \param textures an array in which will hold the generated texture names.
994 * \sa glGenTextures().
996 * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
997 * IDs which are stored in \p textures. Corresponding empty texture
998 * objects are also generated.
1001 _mesa_GenTextures( GLsizei n
, GLuint
*textures
)
1003 GET_CURRENT_CONTEXT(ctx
);
1007 if (MESA_VERBOSE
& (VERBOSE_API
|VERBOSE_TEXTURE
))
1008 _mesa_debug(ctx
, "glGenTextures %d\n", n
);
1011 _mesa_error( ctx
, GL_INVALID_VALUE
, "glGenTextures" );
1019 * This must be atomic (generation and allocation of texture IDs)
1021 mtx_lock(&ctx
->Shared
->Mutex
);
1023 first
= _mesa_HashFindFreeKeyBlock(ctx
->Shared
->TexObjects
, n
);
1025 /* Allocate new, empty texture objects */
1026 for (i
= 0; i
< n
; i
++) {
1027 struct gl_texture_object
*texObj
;
1028 GLuint name
= first
+ i
;
1030 texObj
= ctx
->Driver
.NewTextureObject(ctx
, name
, target
);
1032 mtx_unlock(&ctx
->Shared
->Mutex
);
1033 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glGenTextures");
1037 /* insert into hash table */
1038 _mesa_HashInsert(ctx
->Shared
->TexObjects
, texObj
->Name
, texObj
);
1043 mtx_unlock(&ctx
->Shared
->Mutex
);
1048 * Check if the given texture object is bound to the current draw or
1049 * read framebuffer. If so, Unbind it.
1052 unbind_texobj_from_fbo(struct gl_context
*ctx
,
1053 struct gl_texture_object
*texObj
)
1055 bool progress
= false;
1057 /* Section 4.4.2 (Attaching Images to Framebuffer Objects), subsection
1058 * "Attaching Texture Images to a Framebuffer," of the OpenGL 3.1 spec
1061 * "If a texture object is deleted while its image is attached to one
1062 * or more attachment points in the currently bound framebuffer, then
1063 * it is as if FramebufferTexture* had been called, with a texture of
1064 * zero, for each attachment point to which this image was attached in
1065 * the currently bound framebuffer. In other words, this texture image
1066 * is first detached from all attachment points in the currently bound
1067 * framebuffer. Note that the texture image is specifically not
1068 * detached from any other framebuffer objects. Detaching the texture
1069 * image from any other framebuffer objects is the responsibility of
1072 if (_mesa_is_user_fbo(ctx
->DrawBuffer
)) {
1073 progress
= _mesa_detach_renderbuffer(ctx
, ctx
->DrawBuffer
, texObj
);
1075 if (_mesa_is_user_fbo(ctx
->ReadBuffer
)
1076 && ctx
->ReadBuffer
!= ctx
->DrawBuffer
) {
1077 progress
= _mesa_detach_renderbuffer(ctx
, ctx
->ReadBuffer
, texObj
)
1082 /* Vertices are already flushed by _mesa_DeleteTextures */
1083 ctx
->NewState
|= _NEW_BUFFERS
;
1088 * Check if the given texture object is bound to any texture image units and
1089 * unbind it if so (revert to default textures).
1092 unbind_texobj_from_texunits(struct gl_context
*ctx
,
1093 struct gl_texture_object
*texObj
)
1097 for (u
= 0; u
< ctx
->Texture
.NumCurrentTexUsed
; u
++) {
1098 struct gl_texture_unit
*unit
= &ctx
->Texture
.Unit
[u
];
1099 for (tex
= 0; tex
< NUM_TEXTURE_TARGETS
; tex
++) {
1100 if (texObj
== unit
->CurrentTex
[tex
]) {
1101 _mesa_reference_texobj(&unit
->CurrentTex
[tex
],
1102 ctx
->Shared
->DefaultTex
[tex
]);
1103 ASSERT(unit
->CurrentTex
[tex
]);
1112 * Check if the given texture object is bound to any shader image unit
1113 * and unbind it if that's the case.
1116 unbind_texobj_from_image_units(struct gl_context
*ctx
,
1117 struct gl_texture_object
*texObj
)
1121 for (i
= 0; i
< ctx
->Const
.MaxImageUnits
; i
++) {
1122 struct gl_image_unit
*unit
= &ctx
->ImageUnits
[i
];
1124 if (texObj
== unit
->TexObj
)
1125 _mesa_reference_texobj(&unit
->TexObj
, NULL
);
1131 * Delete named textures.
1133 * \param n number of textures to be deleted.
1134 * \param textures array of texture IDs to be deleted.
1136 * \sa glDeleteTextures().
1138 * If we're about to delete a texture that's currently bound to any
1139 * texture unit, unbind the texture first. Decrement the reference
1140 * count on the texture object and delete it if it's zero.
1141 * Recall that texture objects can be shared among several rendering
1145 _mesa_DeleteTextures( GLsizei n
, const GLuint
*textures
)
1147 GET_CURRENT_CONTEXT(ctx
);
1150 if (MESA_VERBOSE
& (VERBOSE_API
|VERBOSE_TEXTURE
))
1151 _mesa_debug(ctx
, "glDeleteTextures %d\n", n
);
1153 FLUSH_VERTICES(ctx
, 0); /* too complex */
1158 for (i
= 0; i
< n
; i
++) {
1159 if (textures
[i
] > 0) {
1160 struct gl_texture_object
*delObj
1161 = _mesa_lookup_texture(ctx
, textures
[i
]);
1164 _mesa_lock_texture(ctx
, delObj
);
1166 /* Check if texture is bound to any framebuffer objects.
1168 * See section 4.4.2.3 of GL_EXT_framebuffer_object.
1170 unbind_texobj_from_fbo(ctx
, delObj
);
1172 /* Check if this texture is currently bound to any texture units.
1175 unbind_texobj_from_texunits(ctx
, delObj
);
1177 /* Check if this texture is currently bound to any shader
1178 * image unit. If so, unbind it.
1179 * See section 3.9.X of GL_ARB_shader_image_load_store.
1181 unbind_texobj_from_image_units(ctx
, delObj
);
1183 _mesa_unlock_texture(ctx
, delObj
);
1185 ctx
->NewState
|= _NEW_TEXTURE
;
1187 /* The texture _name_ is now free for re-use.
1188 * Remove it from the hash table now.
1190 mtx_lock(&ctx
->Shared
->Mutex
);
1191 _mesa_HashRemove(ctx
->Shared
->TexObjects
, delObj
->Name
);
1192 mtx_unlock(&ctx
->Shared
->Mutex
);
1194 /* Unreference the texobj. If refcount hits zero, the texture
1197 _mesa_reference_texobj(&delObj
, NULL
);
1205 * Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
1206 * into the corresponding Mesa texture target index.
1207 * Note that proxy targets are not valid here.
1208 * \return TEXTURE_x_INDEX or -1 if target is invalid
1211 _mesa_tex_target_to_index(const struct gl_context
*ctx
, GLenum target
)
1215 return _mesa_is_desktop_gl(ctx
) ? TEXTURE_1D_INDEX
: -1;
1217 return TEXTURE_2D_INDEX
;
1219 return ctx
->API
!= API_OPENGLES
? TEXTURE_3D_INDEX
: -1;
1220 case GL_TEXTURE_CUBE_MAP
:
1221 return ctx
->Extensions
.ARB_texture_cube_map
1222 ? TEXTURE_CUBE_INDEX
: -1;
1223 case GL_TEXTURE_RECTANGLE
:
1224 return _mesa_is_desktop_gl(ctx
) && ctx
->Extensions
.NV_texture_rectangle
1225 ? TEXTURE_RECT_INDEX
: -1;
1226 case GL_TEXTURE_1D_ARRAY
:
1227 return _mesa_is_desktop_gl(ctx
) && ctx
->Extensions
.EXT_texture_array
1228 ? TEXTURE_1D_ARRAY_INDEX
: -1;
1229 case GL_TEXTURE_2D_ARRAY
:
1230 return (_mesa_is_desktop_gl(ctx
) && ctx
->Extensions
.EXT_texture_array
)
1231 || _mesa_is_gles3(ctx
)
1232 ? TEXTURE_2D_ARRAY_INDEX
: -1;
1233 case GL_TEXTURE_BUFFER
:
1234 return ctx
->API
== API_OPENGL_CORE
&&
1235 ctx
->Extensions
.ARB_texture_buffer_object
?
1236 TEXTURE_BUFFER_INDEX
: -1;
1237 case GL_TEXTURE_EXTERNAL_OES
:
1238 return _mesa_is_gles(ctx
) && ctx
->Extensions
.OES_EGL_image_external
1239 ? TEXTURE_EXTERNAL_INDEX
: -1;
1240 case GL_TEXTURE_CUBE_MAP_ARRAY
:
1241 return _mesa_is_desktop_gl(ctx
) && ctx
->Extensions
.ARB_texture_cube_map_array
1242 ? TEXTURE_CUBE_ARRAY_INDEX
: -1;
1243 case GL_TEXTURE_2D_MULTISAMPLE
:
1244 return _mesa_is_desktop_gl(ctx
) && ctx
->Extensions
.ARB_texture_multisample
1245 ? TEXTURE_2D_MULTISAMPLE_INDEX
: -1;
1246 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY
:
1247 return _mesa_is_desktop_gl(ctx
) && ctx
->Extensions
.ARB_texture_multisample
1248 ? TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX
: -1;
1256 * Bind a named texture to a texturing target.
1258 * \param target texture target.
1259 * \param texName texture name.
1261 * \sa glBindTexture().
1263 * Determines the old texture object bound and returns immediately if rebinding
1264 * the same texture. Get the current texture which is either a default texture
1265 * if name is null, a named texture from the hash, or a new texture if the
1266 * given texture name is new. Increments its reference count, binds it, and
1267 * calls dd_function_table::BindTexture. Decrements the old texture reference
1268 * count and deletes it if it reaches zero.
1271 _mesa_BindTexture( GLenum target
, GLuint texName
)
1273 GET_CURRENT_CONTEXT(ctx
);
1274 struct gl_texture_unit
*texUnit
= _mesa_get_current_tex_unit(ctx
);
1275 struct gl_texture_object
*newTexObj
= NULL
;
1278 if (MESA_VERBOSE
& (VERBOSE_API
|VERBOSE_TEXTURE
))
1279 _mesa_debug(ctx
, "glBindTexture %s %d\n",
1280 _mesa_lookup_enum_by_nr(target
), (GLint
) texName
);
1282 targetIndex
= _mesa_tex_target_to_index(ctx
, target
);
1283 if (targetIndex
< 0) {
1284 _mesa_error(ctx
, GL_INVALID_ENUM
, "glBindTexture(target)");
1287 assert(targetIndex
< NUM_TEXTURE_TARGETS
);
1290 * Get pointer to new texture object (newTexObj)
1293 /* Use a default texture object */
1294 newTexObj
= ctx
->Shared
->DefaultTex
[targetIndex
];
1297 /* non-default texture object */
1298 newTexObj
= _mesa_lookup_texture(ctx
, texName
);
1300 /* error checking */
1301 if (newTexObj
->Target
!= 0 && newTexObj
->Target
!= target
) {
1302 /* the named texture object's target doesn't match the given target */
1303 _mesa_error( ctx
, GL_INVALID_OPERATION
,
1304 "glBindTexture(target mismatch)" );
1307 if (newTexObj
->Target
== 0) {
1308 finish_texture_init(ctx
, target
, newTexObj
);
1312 if (ctx
->API
== API_OPENGL_CORE
) {
1313 _mesa_error(ctx
, GL_INVALID_OPERATION
, "glBindTexture(non-gen name)");
1317 /* if this is a new texture id, allocate a texture object now */
1318 newTexObj
= ctx
->Driver
.NewTextureObject(ctx
, texName
, target
);
1320 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glBindTexture");
1324 /* and insert it into hash table */
1325 mtx_lock(&ctx
->Shared
->Mutex
);
1326 _mesa_HashInsert(ctx
->Shared
->TexObjects
, texName
, newTexObj
);
1327 mtx_unlock(&ctx
->Shared
->Mutex
);
1329 newTexObj
->Target
= target
;
1332 assert(valid_texture_object(newTexObj
));
1334 /* Check if this texture is only used by this context and is already bound.
1335 * If so, just return.
1338 GLboolean early_out
;
1339 mtx_lock(&ctx
->Shared
->Mutex
);
1340 early_out
= ((ctx
->Shared
->RefCount
== 1)
1341 && (newTexObj
== texUnit
->CurrentTex
[targetIndex
]));
1342 mtx_unlock(&ctx
->Shared
->Mutex
);
1348 /* flush before changing binding */
1349 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1351 /* Do the actual binding. The refcount on the previously bound
1352 * texture object will be decremented. It'll be deleted if the
1355 _mesa_reference_texobj(&texUnit
->CurrentTex
[targetIndex
], newTexObj
);
1356 ctx
->Texture
.NumCurrentTexUsed
= MAX2(ctx
->Texture
.NumCurrentTexUsed
,
1357 ctx
->Texture
.CurrentUnit
+ 1);
1358 ASSERT(texUnit
->CurrentTex
[targetIndex
]);
1360 /* Pass BindTexture call to device driver */
1361 if (ctx
->Driver
.BindTexture
)
1362 ctx
->Driver
.BindTexture(ctx
, target
, newTexObj
);
1367 * Set texture priorities.
1369 * \param n number of textures.
1370 * \param texName texture names.
1371 * \param priorities corresponding texture priorities.
1373 * \sa glPrioritizeTextures().
1375 * Looks up each texture in the hash, clamps the corresponding priority between
1376 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
1379 _mesa_PrioritizeTextures( GLsizei n
, const GLuint
*texName
,
1380 const GLclampf
*priorities
)
1382 GET_CURRENT_CONTEXT(ctx
);
1385 if (MESA_VERBOSE
& (VERBOSE_API
|VERBOSE_TEXTURE
))
1386 _mesa_debug(ctx
, "glPrioritizeTextures %d\n", n
);
1388 FLUSH_VERTICES(ctx
, 0);
1391 _mesa_error( ctx
, GL_INVALID_VALUE
, "glPrioritizeTextures" );
1398 for (i
= 0; i
< n
; i
++) {
1399 if (texName
[i
] > 0) {
1400 struct gl_texture_object
*t
= _mesa_lookup_texture(ctx
, texName
[i
]);
1402 t
->Priority
= CLAMP( priorities
[i
], 0.0F
, 1.0F
);
1407 ctx
->NewState
|= _NEW_TEXTURE
;
1413 * See if textures are loaded in texture memory.
1415 * \param n number of textures to query.
1416 * \param texName array with the texture names.
1417 * \param residences array which will hold the residence status.
1419 * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
1421 * Note: we assume all textures are always resident
1423 GLboolean GLAPIENTRY
1424 _mesa_AreTexturesResident(GLsizei n
, const GLuint
*texName
,
1425 GLboolean
*residences
)
1427 GET_CURRENT_CONTEXT(ctx
);
1428 GLboolean allResident
= GL_TRUE
;
1430 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
1432 if (MESA_VERBOSE
& (VERBOSE_API
|VERBOSE_TEXTURE
))
1433 _mesa_debug(ctx
, "glAreTexturesResident %d\n", n
);
1436 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident(n)");
1440 if (!texName
|| !residences
)
1443 /* We only do error checking on the texture names */
1444 for (i
= 0; i
< n
; i
++) {
1445 struct gl_texture_object
*t
;
1446 if (texName
[i
] == 0) {
1447 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident");
1450 t
= _mesa_lookup_texture(ctx
, texName
[i
]);
1452 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident");
1462 * See if a name corresponds to a texture.
1464 * \param texture texture name.
1466 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
1469 * \sa glIsTexture().
1471 * Calls _mesa_HashLookup().
1473 GLboolean GLAPIENTRY
1474 _mesa_IsTexture( GLuint texture
)
1476 struct gl_texture_object
*t
;
1477 GET_CURRENT_CONTEXT(ctx
);
1478 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
1480 if (MESA_VERBOSE
& (VERBOSE_API
|VERBOSE_TEXTURE
))
1481 _mesa_debug(ctx
, "glIsTexture %d\n", texture
);
1486 t
= _mesa_lookup_texture(ctx
, texture
);
1488 /* IsTexture is true only after object has been bound once. */
1489 return t
&& t
->Target
;
1494 * Simplest implementation of texture locking: grab the shared tex
1495 * mutex. Examine the shared context state timestamp and if there has
1496 * been a change, set the appropriate bits in ctx->NewState.
1498 * This is used to deal with synchronizing things when a texture object
1499 * is used/modified by different contexts (or threads) which are sharing
1502 * See also _mesa_lock/unlock_texture() in teximage.h
1505 _mesa_lock_context_textures( struct gl_context
*ctx
)
1507 mtx_lock(&ctx
->Shared
->TexMutex
);
1509 if (ctx
->Shared
->TextureStateStamp
!= ctx
->TextureStateTimestamp
) {
1510 ctx
->NewState
|= _NEW_TEXTURE
;
1511 ctx
->TextureStateTimestamp
= ctx
->Shared
->TextureStateStamp
;
1517 _mesa_unlock_context_textures( struct gl_context
*ctx
)
1519 assert(ctx
->Shared
->TextureStateStamp
== ctx
->TextureStateTimestamp
);
1520 mtx_unlock(&ctx
->Shared
->TexMutex
);
1524 _mesa_InvalidateTexSubImage(GLuint texture
, GLint level
, GLint xoffset
,
1525 GLint yoffset
, GLint zoffset
, GLsizei width
,
1526 GLsizei height
, GLsizei depth
)
1528 struct gl_texture_object
*t
;
1529 struct gl_texture_image
*image
;
1530 GET_CURRENT_CONTEXT(ctx
);
1532 if (MESA_VERBOSE
& (VERBOSE_API
|VERBOSE_TEXTURE
))
1533 _mesa_debug(ctx
, "glInvalidateTexSubImage %d\n", texture
);
1535 t
= invalidate_tex_image_error_check(ctx
, texture
, level
,
1536 "glInvalidateTexSubImage");
1538 /* The GL_ARB_invalidate_subdata spec says:
1540 * "...the specified subregion must be between -<b> and <dim>+<b> where
1541 * <dim> is the size of the dimension of the texture image, and <b> is
1542 * the size of the border of that texture image, otherwise
1543 * INVALID_VALUE is generated (border is not applied to dimensions that
1544 * don't exist in a given texture target)."
1546 image
= t
->Image
[0][level
];
1555 /* The GL_ARB_invalidate_subdata spec says:
1557 * "For texture targets that don't have certain dimensions, this
1558 * command treats those dimensions as having a size of 1. For
1559 * example, to invalidate a portion of a two-dimensional texture,
1560 * the application would use <zoffset> equal to zero and <depth>
1563 switch (t
->Target
) {
1564 case GL_TEXTURE_BUFFER
:
1573 xBorder
= image
->Border
;
1576 imageWidth
= image
->Width
;
1580 case GL_TEXTURE_1D_ARRAY
:
1581 xBorder
= image
->Border
;
1584 imageWidth
= image
->Width
;
1585 imageHeight
= image
->Height
;
1589 case GL_TEXTURE_CUBE_MAP
:
1590 case GL_TEXTURE_RECTANGLE
:
1591 case GL_TEXTURE_2D_MULTISAMPLE
:
1592 xBorder
= image
->Border
;
1593 yBorder
= image
->Border
;
1595 imageWidth
= image
->Width
;
1596 imageHeight
= image
->Height
;
1599 case GL_TEXTURE_2D_ARRAY
:
1600 case GL_TEXTURE_CUBE_MAP_ARRAY
:
1601 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY
:
1602 xBorder
= image
->Border
;
1603 yBorder
= image
->Border
;
1605 imageWidth
= image
->Width
;
1606 imageHeight
= image
->Height
;
1607 imageDepth
= image
->Depth
;
1610 xBorder
= image
->Border
;
1611 yBorder
= image
->Border
;
1612 zBorder
= image
->Border
;
1613 imageWidth
= image
->Width
;
1614 imageHeight
= image
->Height
;
1615 imageDepth
= image
->Depth
;
1618 assert(!"Should not get here.");
1628 if (xoffset
< -xBorder
) {
1629 _mesa_error(ctx
, GL_INVALID_VALUE
, "glInvalidateSubTexImage(xoffset)");
1633 if (xoffset
+ width
> imageWidth
+ xBorder
) {
1634 _mesa_error(ctx
, GL_INVALID_VALUE
,
1635 "glInvalidateSubTexImage(xoffset+width)");
1639 if (yoffset
< -yBorder
) {
1640 _mesa_error(ctx
, GL_INVALID_VALUE
, "glInvalidateSubTexImage(yoffset)");
1644 if (yoffset
+ height
> imageHeight
+ yBorder
) {
1645 _mesa_error(ctx
, GL_INVALID_VALUE
,
1646 "glInvalidateSubTexImage(yoffset+height)");
1650 if (zoffset
< -zBorder
) {
1651 _mesa_error(ctx
, GL_INVALID_VALUE
,
1652 "glInvalidateSubTexImage(zoffset)");
1656 if (zoffset
+ depth
> imageDepth
+ zBorder
) {
1657 _mesa_error(ctx
, GL_INVALID_VALUE
,
1658 "glInvalidateSubTexImage(zoffset+depth)");
1663 /* We don't actually do anything for this yet. Just return after
1664 * validating the parameters and generating the required errors.
1670 _mesa_InvalidateTexImage(GLuint texture
, GLint level
)
1672 GET_CURRENT_CONTEXT(ctx
);
1674 if (MESA_VERBOSE
& (VERBOSE_API
|VERBOSE_TEXTURE
))
1675 _mesa_debug(ctx
, "glInvalidateTexImage(%d, %d)\n", texture
, level
);
1677 invalidate_tex_image_error_check(ctx
, texture
, level
,
1678 "glInvalidateTexImage");
1680 /* We don't actually do anything for this yet. Just return after
1681 * validating the parameters and generating the required errors.