mesa: Drop manual checks for outside begin/end.
[mesa.git] / src / mesa / main / texobj.c
1 /**
2 * \file texobj.c
3 * Texture object management.
4 */
5
6 /*
7 * Mesa 3-D graphics library
8 * Version: 7.1
9 *
10 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
11 *
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:
18 *
19 * The above copyright notice and this permission notice shall be included
20 * in all copies or substantial portions of the Software.
21 *
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.
28 */
29
30
31 #include "mfeatures.h"
32 #include "bufferobj.h"
33 #include "colortab.h"
34 #include "context.h"
35 #include "enums.h"
36 #include "fbobject.h"
37 #include "formats.h"
38 #include "hash.h"
39 #include "imports.h"
40 #include "macros.h"
41 #include "teximage.h"
42 #include "texobj.h"
43 #include "texstate.h"
44 #include "mtypes.h"
45 #include "program/prog_instruction.h"
46
47
48
49 /**********************************************************************/
50 /** \name Internal functions */
51 /*@{*/
52
53
54 /**
55 * Return the gl_texture_object for a given ID.
56 */
57 struct gl_texture_object *
58 _mesa_lookup_texture(struct gl_context *ctx, GLuint id)
59 {
60 return (struct gl_texture_object *)
61 _mesa_HashLookup(ctx->Shared->TexObjects, id);
62 }
63
64
65
66 /**
67 * Allocate and initialize a new texture object. But don't put it into the
68 * texture object hash table.
69 *
70 * Called via ctx->Driver.NewTextureObject, unless overridden by a device
71 * driver.
72 *
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
77 * of GenTextures()
78 *
79 * \return pointer to new texture object.
80 */
81 struct gl_texture_object *
82 _mesa_new_texture_object( struct gl_context *ctx, GLuint name, GLenum target )
83 {
84 struct gl_texture_object *obj;
85 (void) ctx;
86 obj = MALLOC_STRUCT(gl_texture_object);
87 _mesa_initialize_texture_object(obj, name, target);
88 return obj;
89 }
90
91
92 /**
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
97 */
98 void
99 _mesa_initialize_texture_object( struct gl_texture_object *obj,
100 GLuint name, GLenum target )
101 {
102 ASSERT(target == 0 ||
103 target == GL_TEXTURE_1D ||
104 target == GL_TEXTURE_2D ||
105 target == GL_TEXTURE_3D ||
106 target == GL_TEXTURE_CUBE_MAP_ARB ||
107 target == GL_TEXTURE_RECTANGLE_NV ||
108 target == GL_TEXTURE_1D_ARRAY_EXT ||
109 target == GL_TEXTURE_2D_ARRAY_EXT ||
110 target == GL_TEXTURE_EXTERNAL_OES ||
111 target == GL_TEXTURE_CUBE_MAP_ARRAY ||
112 target == GL_TEXTURE_BUFFER);
113
114 memset(obj, 0, sizeof(*obj));
115 /* init the non-zero fields */
116 _glthread_INIT_MUTEX(obj->Mutex);
117 obj->RefCount = 1;
118 obj->Name = name;
119 obj->Target = target;
120 obj->Priority = 1.0F;
121 obj->BaseLevel = 0;
122 obj->MaxLevel = 1000;
123
124 /* must be one; no support for (YUV) planes in separate buffers */
125 obj->RequiredTextureImageUnits = 1;
126
127 /* sampler state */
128 if (target == GL_TEXTURE_RECTANGLE_NV ||
129 target == GL_TEXTURE_EXTERNAL_OES) {
130 obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
131 obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
132 obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
133 obj->Sampler.MinFilter = GL_LINEAR;
134 }
135 else {
136 obj->Sampler.WrapS = GL_REPEAT;
137 obj->Sampler.WrapT = GL_REPEAT;
138 obj->Sampler.WrapR = GL_REPEAT;
139 obj->Sampler.MinFilter = GL_NEAREST_MIPMAP_LINEAR;
140 }
141 obj->Sampler.MagFilter = GL_LINEAR;
142 obj->Sampler.MinLod = -1000.0;
143 obj->Sampler.MaxLod = 1000.0;
144 obj->Sampler.LodBias = 0.0;
145 obj->Sampler.MaxAnisotropy = 1.0;
146 obj->Sampler.CompareMode = GL_NONE; /* ARB_shadow */
147 obj->Sampler.CompareFunc = GL_LEQUAL; /* ARB_shadow */
148 obj->DepthMode = GL_LUMINANCE;
149 obj->Sampler.CubeMapSeamless = GL_FALSE;
150 obj->Swizzle[0] = GL_RED;
151 obj->Swizzle[1] = GL_GREEN;
152 obj->Swizzle[2] = GL_BLUE;
153 obj->Swizzle[3] = GL_ALPHA;
154 obj->_Swizzle = SWIZZLE_NOOP;
155 obj->Sampler.sRGBDecode = GL_DECODE_EXT;
156 obj->BufferObjectFormat = GL_LUMINANCE8;
157 obj->_BufferObjectFormat = MESA_FORMAT_L8;
158 }
159
160
161 /**
162 * Some texture initialization can't be finished until we know which
163 * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
164 */
165 static void
166 finish_texture_init(struct gl_context *ctx, GLenum target,
167 struct gl_texture_object *obj)
168 {
169 assert(obj->Target == 0);
170
171 if (target == GL_TEXTURE_RECTANGLE_NV ||
172 target == GL_TEXTURE_EXTERNAL_OES) {
173 /* have to init wrap and filter state here - kind of klunky */
174 obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
175 obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
176 obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
177 obj->Sampler.MinFilter = GL_LINEAR;
178 if (ctx->Driver.TexParameter) {
179 static const GLfloat fparam_wrap[1] = {(GLfloat) GL_CLAMP_TO_EDGE};
180 static const GLfloat fparam_filter[1] = {(GLfloat) GL_LINEAR};
181 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_S, fparam_wrap);
182 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_T, fparam_wrap);
183 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_R, fparam_wrap);
184 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_MIN_FILTER, fparam_filter);
185 }
186 }
187 }
188
189
190 /**
191 * Deallocate a texture object struct. It should have already been
192 * removed from the texture object pool.
193 * Called via ctx->Driver.DeleteTexture() if not overriden by a driver.
194 *
195 * \param shared the shared GL state to which the object belongs.
196 * \param texObj the texture object to delete.
197 */
198 void
199 _mesa_delete_texture_object(struct gl_context *ctx,
200 struct gl_texture_object *texObj)
201 {
202 GLuint i, face;
203
204 /* Set Target to an invalid value. With some assertions elsewhere
205 * we can try to detect possible use of deleted textures.
206 */
207 texObj->Target = 0x99;
208
209 /* free the texture images */
210 for (face = 0; face < 6; face++) {
211 for (i = 0; i < MAX_TEXTURE_LEVELS; i++) {
212 if (texObj->Image[face][i]) {
213 ctx->Driver.DeleteTextureImage(ctx, texObj->Image[face][i]);
214 }
215 }
216 }
217
218 _mesa_reference_buffer_object(ctx, &texObj->BufferObject, NULL);
219
220 /* destroy the mutex -- it may have allocated memory (eg on bsd) */
221 _glthread_DESTROY_MUTEX(texObj->Mutex);
222
223 /* free this object */
224 free(texObj);
225 }
226
227
228
229 /**
230 * Copy texture object state from one texture object to another.
231 * Use for glPush/PopAttrib.
232 *
233 * \param dest destination texture object.
234 * \param src source texture object.
235 */
236 void
237 _mesa_copy_texture_object( struct gl_texture_object *dest,
238 const struct gl_texture_object *src )
239 {
240 dest->Target = src->Target;
241 dest->Name = src->Name;
242 dest->Priority = src->Priority;
243 dest->Sampler.BorderColor.f[0] = src->Sampler.BorderColor.f[0];
244 dest->Sampler.BorderColor.f[1] = src->Sampler.BorderColor.f[1];
245 dest->Sampler.BorderColor.f[2] = src->Sampler.BorderColor.f[2];
246 dest->Sampler.BorderColor.f[3] = src->Sampler.BorderColor.f[3];
247 dest->Sampler.WrapS = src->Sampler.WrapS;
248 dest->Sampler.WrapT = src->Sampler.WrapT;
249 dest->Sampler.WrapR = src->Sampler.WrapR;
250 dest->Sampler.MinFilter = src->Sampler.MinFilter;
251 dest->Sampler.MagFilter = src->Sampler.MagFilter;
252 dest->Sampler.MinLod = src->Sampler.MinLod;
253 dest->Sampler.MaxLod = src->Sampler.MaxLod;
254 dest->Sampler.LodBias = src->Sampler.LodBias;
255 dest->BaseLevel = src->BaseLevel;
256 dest->MaxLevel = src->MaxLevel;
257 dest->Sampler.MaxAnisotropy = src->Sampler.MaxAnisotropy;
258 dest->Sampler.CompareMode = src->Sampler.CompareMode;
259 dest->Sampler.CompareFunc = src->Sampler.CompareFunc;
260 dest->Sampler.CubeMapSeamless = src->Sampler.CubeMapSeamless;
261 dest->DepthMode = src->DepthMode;
262 dest->Sampler.sRGBDecode = src->Sampler.sRGBDecode;
263 dest->_MaxLevel = src->_MaxLevel;
264 dest->_MaxLambda = src->_MaxLambda;
265 dest->GenerateMipmap = src->GenerateMipmap;
266 dest->_BaseComplete = src->_BaseComplete;
267 dest->_MipmapComplete = src->_MipmapComplete;
268 COPY_4V(dest->Swizzle, src->Swizzle);
269 dest->_Swizzle = src->_Swizzle;
270
271 dest->RequiredTextureImageUnits = src->RequiredTextureImageUnits;
272 }
273
274
275 /**
276 * Free all texture images of the given texture object.
277 *
278 * \param ctx GL context.
279 * \param t texture object.
280 *
281 * \sa _mesa_clear_texture_image().
282 */
283 void
284 _mesa_clear_texture_object(struct gl_context *ctx,
285 struct gl_texture_object *texObj)
286 {
287 GLuint i, j;
288
289 if (texObj->Target == 0)
290 return;
291
292 for (i = 0; i < MAX_FACES; i++) {
293 for (j = 0; j < MAX_TEXTURE_LEVELS; j++) {
294 struct gl_texture_image *texImage = texObj->Image[i][j];
295 if (texImage)
296 _mesa_clear_texture_image(ctx, texImage);
297 }
298 }
299 }
300
301
302 /**
303 * Check if the given texture object is valid by examining its Target field.
304 * For debugging only.
305 */
306 static GLboolean
307 valid_texture_object(const struct gl_texture_object *tex)
308 {
309 switch (tex->Target) {
310 case 0:
311 case GL_TEXTURE_1D:
312 case GL_TEXTURE_2D:
313 case GL_TEXTURE_3D:
314 case GL_TEXTURE_CUBE_MAP_ARB:
315 case GL_TEXTURE_RECTANGLE_NV:
316 case GL_TEXTURE_1D_ARRAY_EXT:
317 case GL_TEXTURE_2D_ARRAY_EXT:
318 case GL_TEXTURE_BUFFER:
319 case GL_TEXTURE_EXTERNAL_OES:
320 case GL_TEXTURE_CUBE_MAP_ARRAY:
321 return GL_TRUE;
322 case 0x99:
323 _mesa_problem(NULL, "invalid reference to a deleted texture object");
324 return GL_FALSE;
325 default:
326 _mesa_problem(NULL, "invalid texture object Target 0x%x, Id = %u",
327 tex->Target, tex->Name);
328 return GL_FALSE;
329 }
330 }
331
332
333 /**
334 * Reference (or unreference) a texture object.
335 * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
336 * If 'tex' is non-null, increment its refcount.
337 * This is normally only called from the _mesa_reference_texobj() macro
338 * when there's a real pointer change.
339 */
340 void
341 _mesa_reference_texobj_(struct gl_texture_object **ptr,
342 struct gl_texture_object *tex)
343 {
344 assert(ptr);
345
346 if (*ptr) {
347 /* Unreference the old texture */
348 GLboolean deleteFlag = GL_FALSE;
349 struct gl_texture_object *oldTex = *ptr;
350
351 ASSERT(valid_texture_object(oldTex));
352 (void) valid_texture_object; /* silence warning in release builds */
353
354 _glthread_LOCK_MUTEX(oldTex->Mutex);
355 ASSERT(oldTex->RefCount > 0);
356 oldTex->RefCount--;
357
358 deleteFlag = (oldTex->RefCount == 0);
359 _glthread_UNLOCK_MUTEX(oldTex->Mutex);
360
361 if (deleteFlag) {
362 GET_CURRENT_CONTEXT(ctx);
363 if (ctx)
364 ctx->Driver.DeleteTexture(ctx, oldTex);
365 else
366 _mesa_problem(NULL, "Unable to delete texture, no context");
367 }
368
369 *ptr = NULL;
370 }
371 assert(!*ptr);
372
373 if (tex) {
374 /* reference new texture */
375 ASSERT(valid_texture_object(tex));
376 _glthread_LOCK_MUTEX(tex->Mutex);
377 if (tex->RefCount == 0) {
378 /* this texture's being deleted (look just above) */
379 /* Not sure this can every really happen. Warn if it does. */
380 _mesa_problem(NULL, "referencing deleted texture object");
381 *ptr = NULL;
382 }
383 else {
384 tex->RefCount++;
385 *ptr = tex;
386 }
387 _glthread_UNLOCK_MUTEX(tex->Mutex);
388 }
389 }
390
391
392 enum base_mipmap { BASE, MIPMAP };
393
394
395 /**
396 * Mark a texture object as incomplete. There are actually three kinds of
397 * (in)completeness:
398 * 1. "base incomplete": the base level of the texture is invalid so no
399 * texturing is possible.
400 * 2. "mipmap incomplete": a non-base level of the texture is invalid so
401 * mipmap filtering isn't possible, but non-mipmap filtering is.
402 * 3. "texture incompleteness": some combination of texture state and
403 * sampler state renders the texture incomplete.
404 *
405 * \param t texture object
406 * \param bm either BASE or MIPMAP to indicate what's incomplete
407 * \param fmt... string describing why it's incomplete (for debugging).
408 */
409 static void
410 incomplete(struct gl_texture_object *t, enum base_mipmap bm,
411 const char *fmt, ...)
412 {
413 if (MESA_DEBUG_FLAGS & DEBUG_INCOMPLETE_TEXTURE) {
414 va_list args;
415 char s[100];
416
417 va_start(args, fmt);
418 vsnprintf(s, sizeof(s), fmt, args);
419 va_end(args);
420
421 _mesa_debug(NULL, "Texture Obj %d incomplete because: %s\n", t->Name, s);
422 }
423
424 if (bm == BASE)
425 t->_BaseComplete = GL_FALSE;
426 t->_MipmapComplete = GL_FALSE;
427 }
428
429
430 /**
431 * Examine a texture object to determine if it is complete.
432 *
433 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
434 * accordingly.
435 *
436 * \param ctx GL context.
437 * \param t texture object.
438 *
439 * According to the texture target, verifies that each of the mipmaps is
440 * present and has the expected size.
441 */
442 void
443 _mesa_test_texobj_completeness( const struct gl_context *ctx,
444 struct gl_texture_object *t )
445 {
446 const GLint baseLevel = t->BaseLevel;
447 const struct gl_texture_image *baseImage;
448 GLint maxLevels = 0;
449
450 /* We'll set these to FALSE if tests fail below */
451 t->_BaseComplete = GL_TRUE;
452 t->_MipmapComplete = GL_TRUE;
453
454 if (t->Target == GL_TEXTURE_BUFFER) {
455 /* Buffer textures are always considered complete. The obvious case where
456 * they would be incomplete (no BO attached) is actually specced to be
457 * undefined rendering results.
458 */
459 return;
460 }
461
462 /* Detect cases where the application set the base level to an invalid
463 * value.
464 */
465 if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS)) {
466 incomplete(t, BASE, "base level = %d is invalid", baseLevel);
467 return;
468 }
469
470 if (t->MaxLevel < baseLevel) {
471 incomplete(t, MIPMAP, "MAX_LEVEL (%d) < BASE_LEVEL (%d)",
472 t->MaxLevel, baseLevel);
473 return;
474 }
475
476 baseImage = t->Image[0][baseLevel];
477
478 /* Always need the base level image */
479 if (!baseImage) {
480 incomplete(t, BASE, "Image[baseLevel=%d] == NULL", baseLevel);
481 return;
482 }
483
484 /* Check width/height/depth for zero */
485 if (baseImage->Width == 0 ||
486 baseImage->Height == 0 ||
487 baseImage->Depth == 0) {
488 incomplete(t, BASE, "texture width or height or depth = 0");
489 return;
490 }
491
492 /* Check if the texture values are integer */
493 {
494 GLenum datatype = _mesa_get_format_datatype(baseImage->TexFormat);
495 t->_IsIntegerFormat = datatype == GL_INT || datatype == GL_UNSIGNED_INT;
496 }
497
498 /* Compute _MaxLevel (the maximum mipmap level we'll sample from given the
499 * mipmap image sizes and GL_TEXTURE_MAX_LEVEL state).
500 */
501 switch (t->Target) {
502 case GL_TEXTURE_1D:
503 case GL_TEXTURE_1D_ARRAY_EXT:
504 maxLevels = ctx->Const.MaxTextureLevels;
505 break;
506 case GL_TEXTURE_2D:
507 case GL_TEXTURE_2D_ARRAY_EXT:
508 maxLevels = ctx->Const.MaxTextureLevels;
509 break;
510 case GL_TEXTURE_3D:
511 maxLevels = ctx->Const.Max3DTextureLevels;
512 break;
513 case GL_TEXTURE_CUBE_MAP_ARB:
514 case GL_TEXTURE_CUBE_MAP_ARRAY:
515 maxLevels = ctx->Const.MaxCubeTextureLevels;
516 break;
517 case GL_TEXTURE_RECTANGLE_NV:
518 case GL_TEXTURE_BUFFER:
519 case GL_TEXTURE_EXTERNAL_OES:
520 maxLevels = 1; /* no mipmapping */
521 break;
522 default:
523 _mesa_problem(ctx, "Bad t->Target in _mesa_test_texobj_completeness");
524 return;
525 }
526
527 ASSERT(maxLevels > 0);
528
529 t->_MaxLevel =
530 baseLevel + baseImage->MaxNumLevels - 1; /* 'p' in the GL spec */
531 t->_MaxLevel = MIN2(t->_MaxLevel, t->MaxLevel);
532 t->_MaxLevel = MIN2(t->_MaxLevel, maxLevels - 1); /* 'q' in the GL spec */
533
534 /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
535 t->_MaxLambda = (GLfloat) (t->_MaxLevel - baseLevel);
536
537 if (t->Immutable) {
538 /* This texture object was created with glTexStorage1/2/3D() so we
539 * know that all the mipmap levels are the right size and all cube
540 * map faces are the same size.
541 * We don't need to do any of the additional checks below.
542 */
543 return;
544 }
545
546 if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
547 /* Make sure that all six cube map level 0 images are the same size.
548 * Note: we know that the image's width==height (we enforce that
549 * at glTexImage time) so we only need to test the width here.
550 */
551 GLuint face;
552 assert(baseImage->Width2 == baseImage->Height);
553 for (face = 1; face < 6; face++) {
554 assert(t->Image[face][baseLevel] == NULL ||
555 t->Image[face][baseLevel]->Width2 ==
556 t->Image[face][baseLevel]->Height2);
557 if (t->Image[face][baseLevel] == NULL ||
558 t->Image[face][baseLevel]->Width2 != baseImage->Width2) {
559 incomplete(t, BASE, "Cube face missing or mismatched size");
560 return;
561 }
562 }
563 }
564
565 /*
566 * Do mipmap consistency checking.
567 * Note: we don't care about the current texture sampler state here.
568 * To determine texture completeness we'll either look at _BaseComplete
569 * or _MipmapComplete depending on the current minification filter mode.
570 */
571 {
572 GLint i;
573 const GLint minLevel = baseLevel;
574 const GLint maxLevel = t->_MaxLevel;
575 const GLuint numFaces = _mesa_num_tex_faces(t->Target);
576 GLuint width, height, depth, face;
577
578 if (minLevel > maxLevel) {
579 incomplete(t, MIPMAP, "minLevel > maxLevel");
580 return;
581 }
582
583 /* Get the base image's dimensions */
584 width = baseImage->Width2;
585 height = baseImage->Height2;
586 depth = baseImage->Depth2;
587
588 /* Note: this loop will be a no-op for RECT, BUFFER, EXTERNAL textures */
589 for (i = baseLevel + 1; i < maxLevels; i++) {
590 /* Compute the expected size of image at level[i] */
591 if (width > 1) {
592 width /= 2;
593 }
594 if (height > 1 && t->Target != GL_TEXTURE_1D_ARRAY) {
595 height /= 2;
596 }
597 if (depth > 1 && t->Target != GL_TEXTURE_2D_ARRAY && t->Target != GL_TEXTURE_CUBE_MAP_ARRAY) {
598 depth /= 2;
599 }
600
601 /* loop over cube faces (or single face otherwise) */
602 for (face = 0; face < numFaces; face++) {
603 if (i >= minLevel && i <= maxLevel) {
604 const struct gl_texture_image *img = t->Image[face][i];
605
606 if (!img) {
607 incomplete(t, MIPMAP, "TexImage[%d] is missing", i);
608 return;
609 }
610 if (img->TexFormat != baseImage->TexFormat) {
611 incomplete(t, MIPMAP, "Format[i] != Format[baseLevel]");
612 return;
613 }
614 if (img->Border != baseImage->Border) {
615 incomplete(t, MIPMAP, "Border[i] != Border[baseLevel]");
616 return;
617 }
618 if (img->Width2 != width) {
619 incomplete(t, MIPMAP, "TexImage[%d] bad width %u", i, img->Width2);
620 return;
621 }
622 if (img->Height2 != height) {
623 incomplete(t, MIPMAP, "TexImage[%d] bad height %u", i, img->Height2);
624 return;
625 }
626 if (img->Depth2 != depth) {
627 incomplete(t, MIPMAP, "TexImage[%d] bad depth %u", i, img->Depth2);
628 return;
629 }
630
631 /* Extra checks for cube textures */
632 if (face > 0) {
633 /* check that cube faces are the same size */
634 if (img->Width2 != t->Image[0][i]->Width2 ||
635 img->Height2 != t->Image[0][i]->Height2) {
636 incomplete(t, MIPMAP, "CubeMap Image[n][i] bad size");
637 return;
638 }
639 }
640 }
641 }
642
643 if (width == 1 && height == 1 && depth == 1) {
644 return; /* found smallest needed mipmap, all done! */
645 }
646 }
647 }
648 }
649
650
651 /**
652 * Check if the given cube map texture is "cube complete" as defined in
653 * the OpenGL specification.
654 */
655 GLboolean
656 _mesa_cube_complete(const struct gl_texture_object *texObj)
657 {
658 const GLint baseLevel = texObj->BaseLevel;
659 const struct gl_texture_image *img0, *img;
660 GLuint face;
661
662 if (texObj->Target != GL_TEXTURE_CUBE_MAP)
663 return GL_FALSE;
664
665 if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS))
666 return GL_FALSE;
667
668 /* check first face */
669 img0 = texObj->Image[0][baseLevel];
670 if (!img0 ||
671 img0->Width < 1 ||
672 img0->Width != img0->Height)
673 return GL_FALSE;
674
675 /* check remaining faces vs. first face */
676 for (face = 1; face < 6; face++) {
677 img = texObj->Image[face][baseLevel];
678 if (!img ||
679 img->Width != img0->Width ||
680 img->Height != img0->Height ||
681 img->TexFormat != img0->TexFormat)
682 return GL_FALSE;
683 }
684
685 return GL_TRUE;
686 }
687
688
689 /**
690 * Mark a texture object dirty. It forces the object to be incomplete
691 * and optionally forces the context to re-validate its state.
692 *
693 * \param ctx GL context.
694 * \param texObj texture object.
695 * \param invalidate_state also invalidate context state.
696 */
697 void
698 _mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj,
699 GLboolean invalidate_state)
700 {
701 texObj->_BaseComplete = GL_FALSE;
702 texObj->_MipmapComplete = GL_FALSE;
703 if (invalidate_state)
704 ctx->NewState |= _NEW_TEXTURE;
705 }
706
707
708 /**
709 * Return pointer to a default/fallback texture of the given type/target.
710 * The texture is an RGBA texture with all texels = (0,0,0,1).
711 * That's the value a GLSL sampler should get when sampling from an
712 * incomplete texture.
713 */
714 struct gl_texture_object *
715 _mesa_get_fallback_texture(struct gl_context *ctx, gl_texture_index tex)
716 {
717 if (!ctx->Shared->FallbackTex[tex]) {
718 /* create fallback texture now */
719 const GLsizei width = 1, height = 1, depth = 1;
720 GLubyte texel[4];
721 struct gl_texture_object *texObj;
722 struct gl_texture_image *texImage;
723 gl_format texFormat;
724 GLuint dims, face, numFaces = 1;
725 GLenum target;
726
727 texel[0] =
728 texel[1] =
729 texel[2] = 0x0;
730 texel[3] = 0xff;
731
732 switch (tex) {
733 case TEXTURE_2D_ARRAY_INDEX:
734 dims = 3;
735 target = GL_TEXTURE_2D_ARRAY;
736 break;
737 case TEXTURE_1D_ARRAY_INDEX:
738 dims = 2;
739 target = GL_TEXTURE_1D_ARRAY;
740 break;
741 case TEXTURE_CUBE_INDEX:
742 dims = 2;
743 target = GL_TEXTURE_CUBE_MAP;
744 numFaces = 6;
745 break;
746 case TEXTURE_3D_INDEX:
747 dims = 3;
748 target = GL_TEXTURE_3D;
749 break;
750 case TEXTURE_RECT_INDEX:
751 dims = 2;
752 target = GL_TEXTURE_RECTANGLE;
753 break;
754 case TEXTURE_2D_INDEX:
755 dims = 2;
756 target = GL_TEXTURE_2D;
757 break;
758 case TEXTURE_1D_INDEX:
759 dims = 1;
760 target = GL_TEXTURE_1D;
761 break;
762 case TEXTURE_BUFFER_INDEX:
763 dims = 0;
764 target = GL_TEXTURE_BUFFER;
765 break;
766 case TEXTURE_CUBE_ARRAY_INDEX:
767 dims = 3;
768 target = GL_TEXTURE_CUBE_MAP_ARRAY;
769 break;
770 case TEXTURE_EXTERNAL_INDEX:
771 dims = 2;
772 target = GL_TEXTURE_EXTERNAL_OES;
773 break;
774 default:
775 /* no-op */
776 return NULL;
777 }
778
779 /* create texture object */
780 texObj = ctx->Driver.NewTextureObject(ctx, 0, target);
781 if (!texObj)
782 return NULL;
783
784 assert(texObj->RefCount == 1);
785 texObj->Sampler.MinFilter = GL_NEAREST;
786 texObj->Sampler.MagFilter = GL_NEAREST;
787
788 texFormat = ctx->Driver.ChooseTextureFormat(ctx, target,
789 GL_RGBA, GL_RGBA,
790 GL_UNSIGNED_BYTE);
791
792 /* need a loop here just for cube maps */
793 for (face = 0; face < numFaces; face++) {
794 GLenum faceTarget;
795
796 if (target == GL_TEXTURE_CUBE_MAP)
797 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + face;
798 else
799 faceTarget = target;
800
801 /* initialize level[0] texture image */
802 texImage = _mesa_get_tex_image(ctx, texObj, faceTarget, 0);
803
804 _mesa_init_teximage_fields(ctx, texImage,
805 width,
806 (dims > 1) ? height : 1,
807 (dims > 2) ? depth : 1,
808 0, /* border */
809 GL_RGBA, texFormat);
810
811 ctx->Driver.TexImage(ctx, dims, texImage,
812 GL_RGBA, GL_UNSIGNED_BYTE, texel,
813 &ctx->DefaultPacking);
814 }
815
816 _mesa_test_texobj_completeness(ctx, texObj);
817 assert(texObj->_BaseComplete);
818 assert(texObj->_MipmapComplete);
819
820 ctx->Shared->FallbackTex[tex] = texObj;
821 }
822 return ctx->Shared->FallbackTex[tex];
823 }
824
825
826 /**
827 * Compute the size of the given texture object, in bytes.
828 */
829 static GLuint
830 texture_size(const struct gl_texture_object *texObj)
831 {
832 const GLuint numFaces = _mesa_num_tex_faces(texObj->Target);
833 GLuint face, level, size = 0;
834
835 for (face = 0; face < numFaces; face++) {
836 for (level = 0; level < MAX_TEXTURE_LEVELS; level++) {
837 const struct gl_texture_image *img = texObj->Image[face][level];
838 if (img) {
839 GLuint sz = _mesa_format_image_size(img->TexFormat, img->Width,
840 img->Height, img->Depth);
841 size += sz;
842 }
843 }
844 }
845
846 return size;
847 }
848
849
850 /**
851 * Callback called from _mesa_HashWalk()
852 */
853 static void
854 count_tex_size(GLuint key, void *data, void *userData)
855 {
856 const struct gl_texture_object *texObj =
857 (const struct gl_texture_object *) data;
858 GLuint *total = (GLuint *) userData;
859
860 *total = *total + texture_size(texObj);
861 }
862
863
864 /**
865 * Compute total size (in bytes) of all textures for the given context.
866 * For debugging purposes.
867 */
868 GLuint
869 _mesa_total_texture_memory(struct gl_context *ctx)
870 {
871 GLuint tgt, total = 0;
872
873 _mesa_HashWalk(ctx->Shared->TexObjects, count_tex_size, &total);
874
875 /* plus, the default texture objects */
876 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
877 total += texture_size(ctx->Shared->DefaultTex[tgt]);
878 }
879
880 return total;
881 }
882
883 static struct gl_texture_object *
884 invalidate_tex_image_error_check(struct gl_context *ctx, GLuint texture,
885 GLint level, const char *name)
886 {
887 /* The GL_ARB_invalidate_subdata spec says:
888 *
889 * "If <texture> is zero or is not the name of a texture, the error
890 * INVALID_VALUE is generated."
891 *
892 * This performs the error check in a different order than listed in the
893 * spec. We have to get the texture object before we can validate the
894 * other parameters against values in the texture object.
895 */
896 struct gl_texture_object *const t = _mesa_lookup_texture(ctx, texture);
897 if (texture == 0 || t == NULL) {
898 _mesa_error(ctx, GL_INVALID_VALUE, "%s(texture)", name);
899 return NULL;
900 }
901
902 /* The GL_ARB_invalidate_subdata spec says:
903 *
904 * "If <level> is less than zero or greater than the base 2 logarithm
905 * of the maximum texture width, height, or depth, the error
906 * INVALID_VALUE is generated."
907 */
908 if (level < 0 || level > t->MaxLevel) {
909 _mesa_error(ctx, GL_INVALID_VALUE, "%s(level)", name);
910 return NULL;
911 }
912
913 /* The GL_ARB_invalidate_subdata spec says:
914 *
915 * "If the target of <texture> is TEXTURE_RECTANGLE, TEXTURE_BUFFER,
916 * TEXTURE_2D_MULTISAMPLE, or TEXTURE_2D_MULTISAMPLE_ARRAY, and <level>
917 * is not zero, the error INVALID_VALUE is generated."
918 */
919 if (level != 0) {
920 switch (t->Target) {
921 case GL_TEXTURE_RECTANGLE:
922 case GL_TEXTURE_BUFFER:
923 case GL_TEXTURE_2D_MULTISAMPLE:
924 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
925 _mesa_error(ctx, GL_INVALID_VALUE, "%s(level)", name);
926 return NULL;
927
928 default:
929 break;
930 }
931 }
932
933 return t;
934 }
935
936 /*@}*/
937
938
939 /***********************************************************************/
940 /** \name API functions */
941 /*@{*/
942
943
944 /**
945 * Generate texture names.
946 *
947 * \param n number of texture names to be generated.
948 * \param textures an array in which will hold the generated texture names.
949 *
950 * \sa glGenTextures().
951 *
952 * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
953 * IDs which are stored in \p textures. Corresponding empty texture
954 * objects are also generated.
955 */
956 void GLAPIENTRY
957 _mesa_GenTextures( GLsizei n, GLuint *textures )
958 {
959 GET_CURRENT_CONTEXT(ctx);
960 GLuint first;
961 GLint i;
962
963 if (n < 0) {
964 _mesa_error( ctx, GL_INVALID_VALUE, "glGenTextures" );
965 return;
966 }
967
968 if (!textures)
969 return;
970
971 /*
972 * This must be atomic (generation and allocation of texture IDs)
973 */
974 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
975
976 first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n);
977
978 /* Allocate new, empty texture objects */
979 for (i = 0; i < n; i++) {
980 struct gl_texture_object *texObj;
981 GLuint name = first + i;
982 GLenum target = 0;
983 texObj = ctx->Driver.NewTextureObject(ctx, name, target);
984 if (!texObj) {
985 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
986 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
987 return;
988 }
989
990 /* insert into hash table */
991 _mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
992
993 textures[i] = name;
994 }
995
996 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
997 }
998
999
1000 /**
1001 * Check if the given texture object is bound to the current draw or
1002 * read framebuffer. If so, Unbind it.
1003 */
1004 static void
1005 unbind_texobj_from_fbo(struct gl_context *ctx,
1006 struct gl_texture_object *texObj)
1007 {
1008 const GLuint n = (ctx->DrawBuffer == ctx->ReadBuffer) ? 1 : 2;
1009 GLuint i;
1010
1011 for (i = 0; i < n; i++) {
1012 struct gl_framebuffer *fb = (i == 0) ? ctx->DrawBuffer : ctx->ReadBuffer;
1013 if (_mesa_is_user_fbo(fb)) {
1014 GLuint j;
1015 for (j = 0; j < BUFFER_COUNT; j++) {
1016 if (fb->Attachment[j].Type == GL_TEXTURE &&
1017 fb->Attachment[j].Texture == texObj) {
1018 /* Vertices are already flushed by _mesa_DeleteTextures */
1019 ctx->NewState |= _NEW_BUFFERS;
1020 _mesa_remove_attachment(ctx, fb->Attachment + j);
1021 }
1022 }
1023 }
1024 }
1025 }
1026
1027
1028 /**
1029 * Check if the given texture object is bound to any texture image units and
1030 * unbind it if so (revert to default textures).
1031 */
1032 static void
1033 unbind_texobj_from_texunits(struct gl_context *ctx,
1034 struct gl_texture_object *texObj)
1035 {
1036 GLuint u, tex;
1037
1038 for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
1039 struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
1040 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
1041 if (texObj == unit->CurrentTex[tex]) {
1042 _mesa_reference_texobj(&unit->CurrentTex[tex],
1043 ctx->Shared->DefaultTex[tex]);
1044 ASSERT(unit->CurrentTex[tex]);
1045 break;
1046 }
1047 }
1048 }
1049 }
1050
1051
1052 /**
1053 * Delete named textures.
1054 *
1055 * \param n number of textures to be deleted.
1056 * \param textures array of texture IDs to be deleted.
1057 *
1058 * \sa glDeleteTextures().
1059 *
1060 * If we're about to delete a texture that's currently bound to any
1061 * texture unit, unbind the texture first. Decrement the reference
1062 * count on the texture object and delete it if it's zero.
1063 * Recall that texture objects can be shared among several rendering
1064 * contexts.
1065 */
1066 void GLAPIENTRY
1067 _mesa_DeleteTextures( GLsizei n, const GLuint *textures)
1068 {
1069 GET_CURRENT_CONTEXT(ctx);
1070 GLint i;
1071
1072 FLUSH_VERTICES(ctx, 0); /* too complex */
1073
1074 if (!textures)
1075 return;
1076
1077 for (i = 0; i < n; i++) {
1078 if (textures[i] > 0) {
1079 struct gl_texture_object *delObj
1080 = _mesa_lookup_texture(ctx, textures[i]);
1081
1082 if (delObj) {
1083 _mesa_lock_texture(ctx, delObj);
1084
1085 /* Check if texture is bound to any framebuffer objects.
1086 * If so, unbind.
1087 * See section 4.4.2.3 of GL_EXT_framebuffer_object.
1088 */
1089 unbind_texobj_from_fbo(ctx, delObj);
1090
1091 /* Check if this texture is currently bound to any texture units.
1092 * If so, unbind it.
1093 */
1094 unbind_texobj_from_texunits(ctx, delObj);
1095
1096 _mesa_unlock_texture(ctx, delObj);
1097
1098 ctx->NewState |= _NEW_TEXTURE;
1099
1100 /* The texture _name_ is now free for re-use.
1101 * Remove it from the hash table now.
1102 */
1103 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1104 _mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name);
1105 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1106
1107 /* Unreference the texobj. If refcount hits zero, the texture
1108 * will be deleted.
1109 */
1110 _mesa_reference_texobj(&delObj, NULL);
1111 }
1112 }
1113 }
1114 }
1115
1116
1117 /**
1118 * Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
1119 * into the corresponding Mesa texture target index.
1120 * Note that proxy targets are not valid here.
1121 * \return TEXTURE_x_INDEX or -1 if target is invalid
1122 */
1123 static GLint
1124 target_enum_to_index(struct gl_context *ctx, GLenum target)
1125 {
1126 switch (target) {
1127 case GL_TEXTURE_1D:
1128 return _mesa_is_desktop_gl(ctx) ? TEXTURE_1D_INDEX : -1;
1129 case GL_TEXTURE_2D:
1130 return TEXTURE_2D_INDEX;
1131 case GL_TEXTURE_3D:
1132 return TEXTURE_3D_INDEX;
1133 case GL_TEXTURE_CUBE_MAP_ARB:
1134 return ctx->Extensions.ARB_texture_cube_map
1135 ? TEXTURE_CUBE_INDEX : -1;
1136 case GL_TEXTURE_RECTANGLE_NV:
1137 return _mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle
1138 ? TEXTURE_RECT_INDEX : -1;
1139 case GL_TEXTURE_1D_ARRAY_EXT:
1140 return _mesa_is_desktop_gl(ctx)
1141 && (ctx->Extensions.EXT_texture_array
1142 || ctx->Extensions.MESA_texture_array)
1143 ? TEXTURE_1D_ARRAY_INDEX : -1;
1144 case GL_TEXTURE_2D_ARRAY_EXT:
1145 return (_mesa_is_desktop_gl(ctx)
1146 && (ctx->Extensions.EXT_texture_array
1147 || ctx->Extensions.MESA_texture_array))
1148 || _mesa_is_gles3(ctx)
1149 ? TEXTURE_2D_ARRAY_INDEX : -1;
1150 case GL_TEXTURE_BUFFER_ARB:
1151 return ctx->API == API_OPENGL_CORE &&
1152 ctx->Extensions.ARB_texture_buffer_object ?
1153 TEXTURE_BUFFER_INDEX : -1;
1154 case GL_TEXTURE_EXTERNAL_OES:
1155 return _mesa_is_gles(ctx) && ctx->Extensions.OES_EGL_image_external
1156 ? TEXTURE_EXTERNAL_INDEX : -1;
1157 case GL_TEXTURE_CUBE_MAP_ARRAY:
1158 return TEXTURE_CUBE_ARRAY_INDEX;
1159 default:
1160 return -1;
1161 }
1162 }
1163
1164
1165 /**
1166 * Bind a named texture to a texturing target.
1167 *
1168 * \param target texture target.
1169 * \param texName texture name.
1170 *
1171 * \sa glBindTexture().
1172 *
1173 * Determines the old texture object bound and returns immediately if rebinding
1174 * the same texture. Get the current texture which is either a default texture
1175 * if name is null, a named texture from the hash, or a new texture if the
1176 * given texture name is new. Increments its reference count, binds it, and
1177 * calls dd_function_table::BindTexture. Decrements the old texture reference
1178 * count and deletes it if it reaches zero.
1179 */
1180 void GLAPIENTRY
1181 _mesa_BindTexture( GLenum target, GLuint texName )
1182 {
1183 GET_CURRENT_CONTEXT(ctx);
1184 struct gl_texture_unit *texUnit = _mesa_get_current_tex_unit(ctx);
1185 struct gl_texture_object *newTexObj = NULL;
1186 GLint targetIndex;
1187
1188 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1189 _mesa_debug(ctx, "glBindTexture %s %d\n",
1190 _mesa_lookup_enum_by_nr(target), (GLint) texName);
1191
1192 targetIndex = target_enum_to_index(ctx, target);
1193 if (targetIndex < 0) {
1194 _mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)");
1195 return;
1196 }
1197 assert(targetIndex < NUM_TEXTURE_TARGETS);
1198
1199 /*
1200 * Get pointer to new texture object (newTexObj)
1201 */
1202 if (texName == 0) {
1203 /* Use a default texture object */
1204 newTexObj = ctx->Shared->DefaultTex[targetIndex];
1205 }
1206 else {
1207 /* non-default texture object */
1208 newTexObj = _mesa_lookup_texture(ctx, texName);
1209 if (newTexObj) {
1210 /* error checking */
1211 if (newTexObj->Target != 0 && newTexObj->Target != target) {
1212 /* the named texture object's target doesn't match the given target */
1213 _mesa_error( ctx, GL_INVALID_OPERATION,
1214 "glBindTexture(target mismatch)" );
1215 return;
1216 }
1217 if (newTexObj->Target == 0) {
1218 finish_texture_init(ctx, target, newTexObj);
1219 }
1220 }
1221 else {
1222 if (ctx->API == API_OPENGL_CORE) {
1223 _mesa_error(ctx, GL_INVALID_OPERATION, "glBindTexture(non-gen name)");
1224 return;
1225 }
1226
1227 /* if this is a new texture id, allocate a texture object now */
1228 newTexObj = ctx->Driver.NewTextureObject(ctx, texName, target);
1229 if (!newTexObj) {
1230 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
1231 return;
1232 }
1233
1234 /* and insert it into hash table */
1235 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1236 _mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj);
1237 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1238 }
1239 newTexObj->Target = target;
1240 }
1241
1242 assert(valid_texture_object(newTexObj));
1243
1244 /* Check if this texture is only used by this context and is already bound.
1245 * If so, just return.
1246 */
1247 {
1248 GLboolean early_out;
1249 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1250 early_out = ((ctx->Shared->RefCount == 1)
1251 && (newTexObj == texUnit->CurrentTex[targetIndex]));
1252 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1253 if (early_out) {
1254 return;
1255 }
1256 }
1257
1258 /* flush before changing binding */
1259 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1260
1261 /* Do the actual binding. The refcount on the previously bound
1262 * texture object will be decremented. It'll be deleted if the
1263 * count hits zero.
1264 */
1265 _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], newTexObj);
1266 ASSERT(texUnit->CurrentTex[targetIndex]);
1267
1268 /* Pass BindTexture call to device driver */
1269 if (ctx->Driver.BindTexture)
1270 ctx->Driver.BindTexture(ctx, target, newTexObj);
1271 }
1272
1273
1274 /**
1275 * Set texture priorities.
1276 *
1277 * \param n number of textures.
1278 * \param texName texture names.
1279 * \param priorities corresponding texture priorities.
1280 *
1281 * \sa glPrioritizeTextures().
1282 *
1283 * Looks up each texture in the hash, clamps the corresponding priority between
1284 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
1285 */
1286 void GLAPIENTRY
1287 _mesa_PrioritizeTextures( GLsizei n, const GLuint *texName,
1288 const GLclampf *priorities )
1289 {
1290 GET_CURRENT_CONTEXT(ctx);
1291 GLint i;
1292
1293 FLUSH_VERTICES(ctx, 0);
1294
1295 if (n < 0) {
1296 _mesa_error( ctx, GL_INVALID_VALUE, "glPrioritizeTextures" );
1297 return;
1298 }
1299
1300 if (!priorities)
1301 return;
1302
1303 for (i = 0; i < n; i++) {
1304 if (texName[i] > 0) {
1305 struct gl_texture_object *t = _mesa_lookup_texture(ctx, texName[i]);
1306 if (t) {
1307 t->Priority = CLAMP( priorities[i], 0.0F, 1.0F );
1308 }
1309 }
1310 }
1311
1312 ctx->NewState |= _NEW_TEXTURE;
1313 }
1314
1315
1316
1317 /**
1318 * See if textures are loaded in texture memory.
1319 *
1320 * \param n number of textures to query.
1321 * \param texName array with the texture names.
1322 * \param residences array which will hold the residence status.
1323 *
1324 * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
1325 *
1326 * Note: we assume all textures are always resident
1327 */
1328 GLboolean GLAPIENTRY
1329 _mesa_AreTexturesResident(GLsizei n, const GLuint *texName,
1330 GLboolean *residences)
1331 {
1332 GET_CURRENT_CONTEXT(ctx);
1333 GLboolean allResident = GL_TRUE;
1334 GLint i;
1335 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1336
1337 if (n < 0) {
1338 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)");
1339 return GL_FALSE;
1340 }
1341
1342 if (!texName || !residences)
1343 return GL_FALSE;
1344
1345 /* We only do error checking on the texture names */
1346 for (i = 0; i < n; i++) {
1347 struct gl_texture_object *t;
1348 if (texName[i] == 0) {
1349 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1350 return GL_FALSE;
1351 }
1352 t = _mesa_lookup_texture(ctx, texName[i]);
1353 if (!t) {
1354 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1355 return GL_FALSE;
1356 }
1357 }
1358
1359 return allResident;
1360 }
1361
1362
1363 /**
1364 * See if a name corresponds to a texture.
1365 *
1366 * \param texture texture name.
1367 *
1368 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
1369 * otherwise.
1370 *
1371 * \sa glIsTexture().
1372 *
1373 * Calls _mesa_HashLookup().
1374 */
1375 GLboolean GLAPIENTRY
1376 _mesa_IsTexture( GLuint texture )
1377 {
1378 struct gl_texture_object *t;
1379 GET_CURRENT_CONTEXT(ctx);
1380 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1381
1382 if (!texture)
1383 return GL_FALSE;
1384
1385 t = _mesa_lookup_texture(ctx, texture);
1386
1387 /* IsTexture is true only after object has been bound once. */
1388 return t && t->Target;
1389 }
1390
1391
1392 /**
1393 * Simplest implementation of texture locking: grab the shared tex
1394 * mutex. Examine the shared context state timestamp and if there has
1395 * been a change, set the appropriate bits in ctx->NewState.
1396 *
1397 * This is used to deal with synchronizing things when a texture object
1398 * is used/modified by different contexts (or threads) which are sharing
1399 * the texture.
1400 *
1401 * See also _mesa_lock/unlock_texture() in teximage.h
1402 */
1403 void
1404 _mesa_lock_context_textures( struct gl_context *ctx )
1405 {
1406 _glthread_LOCK_MUTEX(ctx->Shared->TexMutex);
1407
1408 if (ctx->Shared->TextureStateStamp != ctx->TextureStateTimestamp) {
1409 ctx->NewState |= _NEW_TEXTURE;
1410 ctx->TextureStateTimestamp = ctx->Shared->TextureStateStamp;
1411 }
1412 }
1413
1414
1415 void
1416 _mesa_unlock_context_textures( struct gl_context *ctx )
1417 {
1418 assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp);
1419 _glthread_UNLOCK_MUTEX(ctx->Shared->TexMutex);
1420 }
1421
1422 void GLAPIENTRY
1423 _mesa_InvalidateTexSubImage(GLuint texture, GLint level, GLint xoffset,
1424 GLint yoffset, GLint zoffset, GLsizei width,
1425 GLsizei height, GLsizei depth)
1426 {
1427 struct gl_texture_object *t;
1428 struct gl_texture_image *image;
1429 GET_CURRENT_CONTEXT(ctx);
1430
1431 t = invalidate_tex_image_error_check(ctx, texture, level,
1432 "glInvalidateTexSubImage");
1433
1434 /* The GL_ARB_invalidate_subdata spec says:
1435 *
1436 * "...the specified subregion must be between -<b> and <dim>+<b> where
1437 * <dim> is the size of the dimension of the texture image, and <b> is
1438 * the size of the border of that texture image, otherwise
1439 * INVALID_VALUE is generated (border is not applied to dimensions that
1440 * don't exist in a given texture target)."
1441 */
1442 image = t->Image[0][level];
1443 if (image) {
1444 int xBorder;
1445 int yBorder;
1446 int zBorder;
1447 int imageWidth;
1448 int imageHeight;
1449 int imageDepth;
1450
1451 /* The GL_ARB_invalidate_subdata spec says:
1452 *
1453 * "For texture targets that don't have certain dimensions, this
1454 * command treats those dimensions as having a size of 1. For
1455 * example, to invalidate a portion of a two-dimensional texture,
1456 * the application would use <zoffset> equal to zero and <depth>
1457 * equal to one."
1458 */
1459 switch (t->Target) {
1460 case GL_TEXTURE_BUFFER:
1461 xBorder = 0;
1462 yBorder = 0;
1463 zBorder = 0;
1464 imageWidth = 1;
1465 imageHeight = 1;
1466 imageDepth = 1;
1467 break;
1468 case GL_TEXTURE_1D:
1469 xBorder = image->Border;
1470 yBorder = 0;
1471 zBorder = 0;
1472 imageWidth = image->Width;
1473 imageHeight = 1;
1474 imageDepth = 1;
1475 break;
1476 case GL_TEXTURE_1D_ARRAY:
1477 xBorder = image->Border;
1478 yBorder = 0;
1479 zBorder = 0;
1480 imageWidth = image->Width;
1481 imageHeight = image->Height;
1482 imageDepth = 1;
1483 break;
1484 case GL_TEXTURE_2D:
1485 case GL_TEXTURE_CUBE_MAP:
1486 case GL_TEXTURE_RECTANGLE:
1487 case GL_TEXTURE_2D_MULTISAMPLE:
1488 xBorder = image->Border;
1489 yBorder = image->Border;
1490 zBorder = 0;
1491 imageWidth = image->Width;
1492 imageHeight = image->Height;
1493 imageDepth = 1;
1494 break;
1495 case GL_TEXTURE_2D_ARRAY:
1496 case GL_TEXTURE_CUBE_MAP_ARRAY:
1497 xBorder = image->Border;
1498 yBorder = image->Border;
1499 zBorder = 0;
1500 imageWidth = image->Width;
1501 imageHeight = image->Height;
1502 imageDepth = image->Depth;
1503 break;
1504 case GL_TEXTURE_3D:
1505 xBorder = image->Border;
1506 yBorder = image->Border;
1507 zBorder = image->Border;
1508 imageWidth = image->Width;
1509 imageHeight = image->Height;
1510 imageDepth = image->Depth;
1511 break;
1512 default:
1513 assert(!"Should not get here.");
1514 xBorder = 0;
1515 yBorder = 0;
1516 zBorder = 0;
1517 imageWidth = 0;
1518 imageHeight = 0;
1519 imageDepth = 0;
1520 break;
1521 }
1522
1523 if (xoffset < -xBorder) {
1524 _mesa_error(ctx, GL_INVALID_VALUE, "glInvalidateSubTexImage(xoffset)");
1525 return;
1526 }
1527
1528 if (xoffset + width > imageWidth + xBorder) {
1529 _mesa_error(ctx, GL_INVALID_VALUE,
1530 "glInvalidateSubTexImage(xoffset+width)");
1531 return;
1532 }
1533
1534 if (yoffset < -yBorder) {
1535 _mesa_error(ctx, GL_INVALID_VALUE, "glInvalidateSubTexImage(yoffset)");
1536 return;
1537 }
1538
1539 if (yoffset + height > imageHeight + yBorder) {
1540 _mesa_error(ctx, GL_INVALID_VALUE,
1541 "glInvalidateSubTexImage(yoffset+height)");
1542 return;
1543 }
1544
1545 if (zoffset < -zBorder) {
1546 _mesa_error(ctx, GL_INVALID_VALUE,
1547 "glInvalidateSubTexImage(zoffset)");
1548 return;
1549 }
1550
1551 if (zoffset + depth > imageDepth + zBorder) {
1552 _mesa_error(ctx, GL_INVALID_VALUE,
1553 "glInvalidateSubTexImage(zoffset+depth)");
1554 return;
1555 }
1556 }
1557
1558 /* We don't actually do anything for this yet. Just return after
1559 * validating the parameters and generating the required errors.
1560 */
1561 return;
1562 }
1563
1564 void GLAPIENTRY
1565 _mesa_InvalidateTexImage(GLuint texture, GLint level)
1566 {
1567 GET_CURRENT_CONTEXT(ctx);
1568
1569 invalidate_tex_image_error_check(ctx, texture, level,
1570 "glInvalidateTexImage");
1571
1572 /* We don't actually do anything for this yet. Just return after
1573 * validating the parameters and generating the required errors.
1574 */
1575 return;
1576 }
1577
1578 /*@}*/