3 * Texture object management.
7 * Mesa 3-D graphics library
10 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
12 * Permission is hereby granted, free of charge, to any person obtaining a
13 * copy of this software and associated documentation files (the "Software"),
14 * to deal in the Software without restriction, including without limitation
15 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
16 * and/or sell copies of the Software, and to permit persons to whom the
17 * Software is furnished to do so, subject to the following conditions:
19 * The above copyright notice and this permission notice shall be included
20 * in all copies or substantial portions of the Software.
22 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
23 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
24 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
25 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
26 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
27 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
31 #include "mfeatures.h"
32 #include "bufferobj.h"
45 #include "program/prog_instruction.h"
49 /**********************************************************************/
50 /** \name Internal functions */
55 * Return the gl_texture_object for a given ID.
57 struct gl_texture_object
*
58 _mesa_lookup_texture(struct gl_context
*ctx
, GLuint id
)
60 return (struct gl_texture_object
*)
61 _mesa_HashLookup(ctx
->Shared
->TexObjects
, id
);
67 * Allocate and initialize a new texture object. But don't put it into the
68 * texture object hash table.
70 * Called via ctx->Driver.NewTextureObject, unless overridden by a device
73 * \param shared the shared GL state structure to contain the texture object
74 * \param name integer name for the texture object
75 * \param target either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,
76 * GL_TEXTURE_CUBE_MAP_ARB or GL_TEXTURE_RECTANGLE_NV. zero is ok for the sake
79 * \return pointer to new texture object.
81 struct gl_texture_object
*
82 _mesa_new_texture_object( struct gl_context
*ctx
, GLuint name
, GLenum target
)
84 struct gl_texture_object
*obj
;
86 obj
= MALLOC_STRUCT(gl_texture_object
);
87 _mesa_initialize_texture_object(obj
, name
, target
);
93 * Initialize a new texture object to default values.
94 * \param obj the texture object
95 * \param name the texture name
96 * \param target the texture target
99 _mesa_initialize_texture_object( struct gl_texture_object
*obj
,
100 GLuint name
, GLenum target
)
102 ASSERT(target
== 0 ||
103 target
== GL_TEXTURE_1D
||
104 target
== GL_TEXTURE_2D
||
105 target
== GL_TEXTURE_3D
||
106 target
== GL_TEXTURE_CUBE_MAP_ARB
||
107 target
== GL_TEXTURE_RECTANGLE_NV
||
108 target
== GL_TEXTURE_1D_ARRAY_EXT
||
109 target
== GL_TEXTURE_2D_ARRAY_EXT
||
110 target
== GL_TEXTURE_EXTERNAL_OES
||
111 target
== GL_TEXTURE_BUFFER
);
113 memset(obj
, 0, sizeof(*obj
));
114 /* init the non-zero fields */
115 _glthread_INIT_MUTEX(obj
->Mutex
);
118 obj
->Target
= target
;
119 obj
->Priority
= 1.0F
;
121 obj
->MaxLevel
= 1000;
123 /* must be one; no support for (YUV) planes in separate buffers */
124 obj
->RequiredTextureImageUnits
= 1;
127 if (target
== GL_TEXTURE_RECTANGLE_NV
||
128 target
== GL_TEXTURE_EXTERNAL_OES
) {
129 obj
->Sampler
.WrapS
= GL_CLAMP_TO_EDGE
;
130 obj
->Sampler
.WrapT
= GL_CLAMP_TO_EDGE
;
131 obj
->Sampler
.WrapR
= GL_CLAMP_TO_EDGE
;
132 obj
->Sampler
.MinFilter
= GL_LINEAR
;
135 obj
->Sampler
.WrapS
= GL_REPEAT
;
136 obj
->Sampler
.WrapT
= GL_REPEAT
;
137 obj
->Sampler
.WrapR
= GL_REPEAT
;
138 obj
->Sampler
.MinFilter
= GL_NEAREST_MIPMAP_LINEAR
;
140 obj
->Sampler
.MagFilter
= GL_LINEAR
;
141 obj
->Sampler
.MinLod
= -1000.0;
142 obj
->Sampler
.MaxLod
= 1000.0;
143 obj
->Sampler
.LodBias
= 0.0;
144 obj
->Sampler
.MaxAnisotropy
= 1.0;
145 obj
->Sampler
.CompareMode
= GL_NONE
; /* ARB_shadow */
146 obj
->Sampler
.CompareFunc
= GL_LEQUAL
; /* ARB_shadow */
147 obj
->Sampler
.CompareFailValue
= 0.0F
; /* ARB_shadow_ambient */
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
;
162 * Some texture initialization can't be finished until we know which
163 * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
166 finish_texture_init(struct gl_context
*ctx
, GLenum target
,
167 struct gl_texture_object
*obj
)
169 assert(obj
->Target
== 0);
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
);
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.
195 * \param shared the shared GL state to which the object belongs.
196 * \param texObj the texture object to delete.
199 _mesa_delete_texture_object(struct gl_context
*ctx
,
200 struct gl_texture_object
*texObj
)
204 /* Set Target to an invalid value. With some assertions elsewhere
205 * we can try to detect possible use of deleted textures.
207 texObj
->Target
= 0x99;
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
]);
218 _mesa_reference_buffer_object(ctx
, &texObj
->BufferObject
, NULL
);
220 /* destroy the mutex -- it may have allocated memory (eg on bsd) */
221 _glthread_DESTROY_MUTEX(texObj
->Mutex
);
223 /* free this object */
230 * Copy texture object state from one texture object to another.
231 * Use for glPush/PopAttrib.
233 * \param dest destination texture object.
234 * \param src source texture object.
237 _mesa_copy_texture_object( struct gl_texture_object
*dest
,
238 const struct gl_texture_object
*src
)
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
.CompareFailValue
= src
->Sampler
.CompareFailValue
;
261 dest
->Sampler
.CubeMapSeamless
= src
->Sampler
.CubeMapSeamless
;
262 dest
->DepthMode
= src
->DepthMode
;
263 dest
->Sampler
.sRGBDecode
= src
->Sampler
.sRGBDecode
;
264 dest
->_MaxLevel
= src
->_MaxLevel
;
265 dest
->_MaxLambda
= src
->_MaxLambda
;
266 dest
->GenerateMipmap
= src
->GenerateMipmap
;
267 dest
->_BaseComplete
= src
->_BaseComplete
;
268 dest
->_MipmapComplete
= src
->_MipmapComplete
;
269 COPY_4V(dest
->Swizzle
, src
->Swizzle
);
270 dest
->_Swizzle
= src
->_Swizzle
;
272 dest
->RequiredTextureImageUnits
= src
->RequiredTextureImageUnits
;
277 * Free all texture images of the given texture object.
279 * \param ctx GL context.
280 * \param t texture object.
282 * \sa _mesa_clear_texture_image().
285 _mesa_clear_texture_object(struct gl_context
*ctx
,
286 struct gl_texture_object
*texObj
)
290 if (texObj
->Target
== 0)
293 for (i
= 0; i
< MAX_FACES
; i
++) {
294 for (j
= 0; j
< MAX_TEXTURE_LEVELS
; j
++) {
295 struct gl_texture_image
*texImage
= texObj
->Image
[i
][j
];
297 _mesa_clear_texture_image(ctx
, texImage
);
304 * Check if the given texture object is valid by examining its Target field.
305 * For debugging only.
308 valid_texture_object(const struct gl_texture_object
*tex
)
310 switch (tex
->Target
) {
315 case GL_TEXTURE_CUBE_MAP_ARB
:
316 case GL_TEXTURE_RECTANGLE_NV
:
317 case GL_TEXTURE_1D_ARRAY_EXT
:
318 case GL_TEXTURE_2D_ARRAY_EXT
:
319 case GL_TEXTURE_BUFFER
:
320 case GL_TEXTURE_EXTERNAL_OES
:
323 _mesa_problem(NULL
, "invalid reference to a deleted texture object");
326 _mesa_problem(NULL
, "invalid texture object Target 0x%x, Id = %u",
327 tex
->Target
, tex
->Name
);
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.
341 _mesa_reference_texobj_(struct gl_texture_object
**ptr
,
342 struct gl_texture_object
*tex
)
347 /* Unreference the old texture */
348 GLboolean deleteFlag
= GL_FALSE
;
349 struct gl_texture_object
*oldTex
= *ptr
;
351 ASSERT(valid_texture_object(oldTex
));
352 (void) valid_texture_object
; /* silence warning in release builds */
354 _glthread_LOCK_MUTEX(oldTex
->Mutex
);
355 ASSERT(oldTex
->RefCount
> 0);
358 deleteFlag
= (oldTex
->RefCount
== 0);
359 _glthread_UNLOCK_MUTEX(oldTex
->Mutex
);
362 GET_CURRENT_CONTEXT(ctx
);
364 ctx
->Driver
.DeleteTexture(ctx
, oldTex
);
366 _mesa_problem(NULL
, "Unable to delete texture, no context");
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");
387 _glthread_UNLOCK_MUTEX(tex
->Mutex
);
392 enum base_mipmap
{ BASE
, MIPMAP
};
396 * Mark a texture object as incomplete. There are actually three kinds of
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.
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).
410 incomplete(struct gl_texture_object
*t
, enum base_mipmap bm
,
411 const char *fmt
, ...)
413 if (MESA_DEBUG_FLAGS
& DEBUG_INCOMPLETE_TEXTURE
) {
418 vsnprintf(s
, sizeof(s
), fmt
, args
);
421 _mesa_debug(NULL
, "Texture Obj %d incomplete because: %s\n", t
->Name
, s
);
425 t
->_BaseComplete
= GL_FALSE
;
426 t
->_MipmapComplete
= GL_FALSE
;
431 * Examine a texture object to determine if it is complete.
433 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
436 * \param ctx GL context.
437 * \param t texture object.
439 * According to the texture target, verifies that each of the mipmaps is
440 * present and has the expected size.
443 _mesa_test_texobj_completeness( const struct gl_context
*ctx
,
444 struct gl_texture_object
*t
)
446 const GLint baseLevel
= t
->BaseLevel
;
447 const struct gl_texture_image
*baseImage
;
448 GLint maxLog2
= 0, maxLevels
= 0;
450 /* We'll set these to FALSE if tests fail below */
451 t
->_BaseComplete
= GL_TRUE
;
452 t
->_MipmapComplete
= GL_TRUE
;
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.
462 /* Detect cases where the application set the base level to an invalid
465 if ((baseLevel
< 0) || (baseLevel
>= MAX_TEXTURE_LEVELS
)) {
466 incomplete(t
, BASE
, "base level = %d is invalid", baseLevel
);
470 if (t
->MaxLevel
< baseLevel
) {
471 incomplete(t
, BASE
, "MAX_LEVEL (%d) < BASE_LEVEL (%d)",
472 t
->MaxLevel
, baseLevel
);
476 baseImage
= t
->Image
[0][baseLevel
];
478 /* Always need the base level image */
480 incomplete(t
, BASE
, "Image[baseLevel=%d] == NULL", baseLevel
);
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");
492 /* Check if the texture values are integer */
494 GLenum datatype
= _mesa_get_format_datatype(baseImage
->TexFormat
);
495 t
->_IsIntegerFormat
= datatype
== GL_INT
|| datatype
== GL_UNSIGNED_INT
;
498 /* Compute _MaxLevel (the maximum mipmap level we'll sample from given the
499 * mipmap image sizes and GL_TEXTURE_MAX_LEVEL state).
503 case GL_TEXTURE_1D_ARRAY_EXT
:
504 maxLog2
= baseImage
->WidthLog2
;
505 maxLevels
= ctx
->Const
.MaxTextureLevels
;
508 case GL_TEXTURE_2D_ARRAY_EXT
:
509 maxLog2
= MAX2(baseImage
->WidthLog2
,
510 baseImage
->HeightLog2
);
511 maxLevels
= ctx
->Const
.MaxTextureLevels
;
514 maxLog2
= MAX3(baseImage
->WidthLog2
,
515 baseImage
->HeightLog2
,
516 baseImage
->DepthLog2
);
517 maxLevels
= ctx
->Const
.Max3DTextureLevels
;
519 case GL_TEXTURE_CUBE_MAP_ARB
:
520 maxLog2
= MAX2(baseImage
->WidthLog2
,
521 baseImage
->HeightLog2
);
522 maxLevels
= ctx
->Const
.MaxCubeTextureLevels
;
524 case GL_TEXTURE_RECTANGLE_NV
:
525 case GL_TEXTURE_BUFFER
:
526 case GL_TEXTURE_EXTERNAL_OES
:
527 maxLog2
= 0; /* not applicable */
528 maxLevels
= 1; /* no mipmapping */
531 _mesa_problem(ctx
, "Bad t->Target in _mesa_test_texobj_completeness");
535 ASSERT(maxLevels
> 0);
537 t
->_MaxLevel
= baseLevel
+ maxLog2
; /* 'p' in the GL spec */
538 t
->_MaxLevel
= MIN2(t
->_MaxLevel
, t
->MaxLevel
);
539 t
->_MaxLevel
= MIN2(t
->_MaxLevel
, maxLevels
- 1); /* 'q' in the GL spec */
541 /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
542 t
->_MaxLambda
= (GLfloat
) (t
->_MaxLevel
- baseLevel
);
545 /* This texture object was created with glTexStorage1/2/3D() so we
546 * know that all the mipmap levels are the right size and all cube
547 * map faces are the same size.
548 * We don't need to do any of the additional checks below.
553 if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
554 /* Make sure that all six cube map level 0 images are the same size.
555 * Note: we know that the image's width==height (we enforce that
556 * at glTexImage time) so we only need to test the width here.
559 assert(baseImage
->Width2
== baseImage
->Height
);
560 for (face
= 1; face
< 6; face
++) {
561 assert(t
->Image
[face
][baseLevel
] == NULL
||
562 t
->Image
[face
][baseLevel
]->Width2
==
563 t
->Image
[face
][baseLevel
]->Height2
);
564 if (t
->Image
[face
][baseLevel
] == NULL
||
565 t
->Image
[face
][baseLevel
]->Width2
!= baseImage
->Width2
) {
566 incomplete(t
, BASE
, "Cube face missing or mismatched size");
573 * Do mipmap consistency checking.
574 * Note: we don't care about the current texture sampler state here.
575 * To determine texture completeness we'll either look at _BaseComplete
576 * or _MipmapComplete depending on the current minification filter mode.
580 const GLint minLevel
= baseLevel
;
581 const GLint maxLevel
= t
->_MaxLevel
;
582 const GLuint numFaces
= t
->Target
== GL_TEXTURE_CUBE_MAP
? 6 : 1;
583 GLuint width
, height
, depth
, face
;
585 if (minLevel
> maxLevel
) {
586 incomplete(t
, BASE
, "minLevel > maxLevel");
590 /* Get the base image's dimensions */
591 width
= baseImage
->Width2
;
592 height
= baseImage
->Height2
;
593 depth
= baseImage
->Depth2
;
595 /* Note: this loop will be a no-op for RECT, BUFFER, EXTERNAL textures */
596 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
597 /* Compute the expected size of image at level[i] */
601 if (height
> 1 && t
->Target
!= GL_TEXTURE_1D_ARRAY
) {
604 if (depth
> 1 && t
->Target
!= GL_TEXTURE_2D_ARRAY
) {
608 /* loop over cube faces (or single face otherwise) */
609 for (face
= 0; face
< numFaces
; face
++) {
610 if (i
>= minLevel
&& i
<= maxLevel
) {
611 const struct gl_texture_image
*img
= t
->Image
[face
][i
];
614 incomplete(t
, MIPMAP
, "TexImage[%d] is missing", i
);
617 if (img
->TexFormat
!= baseImage
->TexFormat
) {
618 incomplete(t
, MIPMAP
, "Format[i] != Format[baseLevel]");
621 if (img
->Border
!= baseImage
->Border
) {
622 incomplete(t
, MIPMAP
, "Border[i] != Border[baseLevel]");
625 if (img
->Width2
!= width
) {
626 incomplete(t
, MIPMAP
, "TexImage[%d] bad width %u", i
, img
->Width2
);
629 if (img
->Height2
!= height
) {
630 incomplete(t
, MIPMAP
, "TexImage[%d] bad height %u", i
, img
->Height2
);
633 if (img
->Depth2
!= depth
) {
634 incomplete(t
, MIPMAP
, "TexImage[%d] bad depth %u", i
, img
->Depth2
);
638 /* Extra checks for cube textures */
640 /* check that cube faces are the same size */
641 if (img
->Width2
!= t
->Image
[0][i
]->Width2
||
642 img
->Height2
!= t
->Image
[0][i
]->Height2
) {
643 incomplete(t
, MIPMAP
, "CubeMap Image[n][i] bad size");
650 if (width
== 1 && height
== 1 && depth
== 1) {
651 return; /* found smallest needed mipmap, all done! */
659 * Check if the given cube map texture is "cube complete" as defined in
660 * the OpenGL specification.
663 _mesa_cube_complete(const struct gl_texture_object
*texObj
)
665 const GLint baseLevel
= texObj
->BaseLevel
;
666 const struct gl_texture_image
*img0
, *img
;
669 if (texObj
->Target
!= GL_TEXTURE_CUBE_MAP
)
672 if ((baseLevel
< 0) || (baseLevel
>= MAX_TEXTURE_LEVELS
))
675 /* check first face */
676 img0
= texObj
->Image
[0][baseLevel
];
679 img0
->Width
!= img0
->Height
)
682 /* check remaining faces vs. first face */
683 for (face
= 1; face
< 6; face
++) {
684 img
= texObj
->Image
[face
][baseLevel
];
686 img
->Width
!= img0
->Width
||
687 img
->Height
!= img0
->Height
||
688 img
->TexFormat
!= img0
->TexFormat
)
697 * Mark a texture object dirty. It forces the object to be incomplete
698 * and optionally forces the context to re-validate its state.
700 * \param ctx GL context.
701 * \param texObj texture object.
702 * \param invalidate_state also invalidate context state.
705 _mesa_dirty_texobj(struct gl_context
*ctx
, struct gl_texture_object
*texObj
,
706 GLboolean invalidate_state
)
708 texObj
->_BaseComplete
= GL_FALSE
;
709 texObj
->_MipmapComplete
= GL_FALSE
;
710 if (invalidate_state
)
711 ctx
->NewState
|= _NEW_TEXTURE
;
716 * Return pointer to a default/fallback texture of the given type/target.
717 * The texture is an RGBA texture with all texels = (0,0,0,1).
718 * That's the value a GLSL sampler should get when sampling from an
719 * incomplete texture.
721 struct gl_texture_object
*
722 _mesa_get_fallback_texture(struct gl_context
*ctx
, gl_texture_index tex
)
724 if (!ctx
->Shared
->FallbackTex
[tex
]) {
725 /* create fallback texture now */
726 const GLsizei width
= 1, height
= 1, depth
= 1;
728 struct gl_texture_object
*texObj
;
729 struct gl_texture_image
*texImage
;
731 GLuint dims
, face
, numFaces
= 1;
740 case TEXTURE_2D_ARRAY_INDEX
:
742 target
= GL_TEXTURE_2D_ARRAY
;
744 case TEXTURE_1D_ARRAY_INDEX
:
746 target
= GL_TEXTURE_1D_ARRAY
;
748 case TEXTURE_CUBE_INDEX
:
750 target
= GL_TEXTURE_CUBE_MAP
;
753 case TEXTURE_3D_INDEX
:
755 target
= GL_TEXTURE_3D
;
757 case TEXTURE_RECT_INDEX
:
759 target
= GL_TEXTURE_RECTANGLE
;
761 case TEXTURE_2D_INDEX
:
763 target
= GL_TEXTURE_2D
;
765 case TEXTURE_1D_INDEX
:
767 target
= GL_TEXTURE_1D
;
769 case TEXTURE_BUFFER_INDEX
:
771 target
= GL_TEXTURE_BUFFER
;
773 case TEXTURE_EXTERNAL_INDEX
:
779 /* create texture object */
780 texObj
= ctx
->Driver
.NewTextureObject(ctx
, 0, target
);
784 assert(texObj
->RefCount
== 1);
785 texObj
->Sampler
.MinFilter
= GL_NEAREST
;
786 texObj
->Sampler
.MagFilter
= GL_NEAREST
;
788 texFormat
= ctx
->Driver
.ChooseTextureFormat(ctx
, GL_RGBA
, GL_RGBA
,
791 /* need a loop here just for cube maps */
792 for (face
= 0; face
< numFaces
; face
++) {
795 if (target
== GL_TEXTURE_CUBE_MAP
)
796 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ face
;
800 /* initialize level[0] texture image */
801 texImage
= _mesa_get_tex_image(ctx
, texObj
, faceTarget
, 0);
803 _mesa_init_teximage_fields(ctx
, texImage
,
805 (dims
> 1) ? height
: 1,
806 (dims
> 2) ? depth
: 1,
810 ctx
->Driver
.TexImage(ctx
, dims
, texImage
,
811 GL_RGBA
, GL_UNSIGNED_BYTE
, texel
,
812 &ctx
->DefaultPacking
);
815 _mesa_test_texobj_completeness(ctx
, texObj
);
816 assert(texObj
->_BaseComplete
);
817 assert(texObj
->_MipmapComplete
);
819 ctx
->Shared
->FallbackTex
[tex
] = texObj
;
821 return ctx
->Shared
->FallbackTex
[tex
];
826 * Compute the size of the given texture object, in bytes.
829 texture_size(const struct gl_texture_object
*texObj
)
831 const GLuint numFaces
= texObj
->Target
== GL_TEXTURE_CUBE_MAP
? 6 : 1;
832 GLuint face
, level
, size
= 0;
834 for (face
= 0; face
< numFaces
; face
++) {
835 for (level
= 0; level
< MAX_TEXTURE_LEVELS
; level
++) {
836 const struct gl_texture_image
*img
= texObj
->Image
[face
][level
];
838 GLuint sz
= _mesa_format_image_size(img
->TexFormat
, img
->Width
,
839 img
->Height
, img
->Depth
);
850 * Callback called from _mesa_HashWalk()
853 count_tex_size(GLuint key
, void *data
, void *userData
)
855 const struct gl_texture_object
*texObj
=
856 (const struct gl_texture_object
*) data
;
857 GLuint
*total
= (GLuint
*) userData
;
859 *total
= *total
+ texture_size(texObj
);
864 * Compute total size (in bytes) of all textures for the given context.
865 * For debugging purposes.
868 _mesa_total_texture_memory(struct gl_context
*ctx
)
870 GLuint tgt
, total
= 0;
872 _mesa_HashWalk(ctx
->Shared
->TexObjects
, count_tex_size
, &total
);
874 /* plus, the default texture objects */
875 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
876 total
+= texture_size(ctx
->Shared
->DefaultTex
[tgt
]);
887 /***********************************************************************/
888 /** \name API functions */
893 * Generate texture names.
895 * \param n number of texture names to be generated.
896 * \param textures an array in which will hold the generated texture names.
898 * \sa glGenTextures().
900 * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
901 * IDs which are stored in \p textures. Corresponding empty texture
902 * objects are also generated.
905 _mesa_GenTextures( GLsizei n
, GLuint
*textures
)
907 GET_CURRENT_CONTEXT(ctx
);
910 ASSERT_OUTSIDE_BEGIN_END(ctx
);
913 _mesa_error( ctx
, GL_INVALID_VALUE
, "glGenTextures" );
921 * This must be atomic (generation and allocation of texture IDs)
923 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
925 first
= _mesa_HashFindFreeKeyBlock(ctx
->Shared
->TexObjects
, n
);
927 /* Allocate new, empty texture objects */
928 for (i
= 0; i
< n
; i
++) {
929 struct gl_texture_object
*texObj
;
930 GLuint name
= first
+ i
;
932 texObj
= ctx
->Driver
.NewTextureObject(ctx
, name
, target
);
934 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
935 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glGenTextures");
939 /* insert into hash table */
940 _mesa_HashInsert(ctx
->Shared
->TexObjects
, texObj
->Name
, texObj
);
945 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
950 * Check if the given texture object is bound to the current draw or
951 * read framebuffer. If so, Unbind it.
954 unbind_texobj_from_fbo(struct gl_context
*ctx
,
955 struct gl_texture_object
*texObj
)
957 const GLuint n
= (ctx
->DrawBuffer
== ctx
->ReadBuffer
) ? 1 : 2;
960 for (i
= 0; i
< n
; i
++) {
961 struct gl_framebuffer
*fb
= (i
== 0) ? ctx
->DrawBuffer
: ctx
->ReadBuffer
;
962 if (_mesa_is_user_fbo(fb
)) {
964 for (j
= 0; j
< BUFFER_COUNT
; j
++) {
965 if (fb
->Attachment
[j
].Type
== GL_TEXTURE
&&
966 fb
->Attachment
[j
].Texture
== texObj
) {
967 /* Vertices are already flushed by _mesa_DeleteTextures */
968 ctx
->NewState
|= _NEW_BUFFERS
;
969 _mesa_remove_attachment(ctx
, fb
->Attachment
+ j
);
978 * Check if the given texture object is bound to any texture image units and
979 * unbind it if so (revert to default textures).
982 unbind_texobj_from_texunits(struct gl_context
*ctx
,
983 struct gl_texture_object
*texObj
)
987 for (u
= 0; u
< Elements(ctx
->Texture
.Unit
); u
++) {
988 struct gl_texture_unit
*unit
= &ctx
->Texture
.Unit
[u
];
989 for (tex
= 0; tex
< NUM_TEXTURE_TARGETS
; tex
++) {
990 if (texObj
== unit
->CurrentTex
[tex
]) {
991 _mesa_reference_texobj(&unit
->CurrentTex
[tex
],
992 ctx
->Shared
->DefaultTex
[tex
]);
993 ASSERT(unit
->CurrentTex
[tex
]);
1002 * Delete named textures.
1004 * \param n number of textures to be deleted.
1005 * \param textures array of texture IDs to be deleted.
1007 * \sa glDeleteTextures().
1009 * If we're about to delete a texture that's currently bound to any
1010 * texture unit, unbind the texture first. Decrement the reference
1011 * count on the texture object and delete it if it's zero.
1012 * Recall that texture objects can be shared among several rendering
1016 _mesa_DeleteTextures( GLsizei n
, const GLuint
*textures
)
1018 GET_CURRENT_CONTEXT(ctx
);
1020 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
); /* too complex */
1025 for (i
= 0; i
< n
; i
++) {
1026 if (textures
[i
] > 0) {
1027 struct gl_texture_object
*delObj
1028 = _mesa_lookup_texture(ctx
, textures
[i
]);
1031 _mesa_lock_texture(ctx
, delObj
);
1033 /* Check if texture is bound to any framebuffer objects.
1035 * See section 4.4.2.3 of GL_EXT_framebuffer_object.
1037 unbind_texobj_from_fbo(ctx
, delObj
);
1039 /* Check if this texture is currently bound to any texture units.
1042 unbind_texobj_from_texunits(ctx
, delObj
);
1044 _mesa_unlock_texture(ctx
, delObj
);
1046 ctx
->NewState
|= _NEW_TEXTURE
;
1048 /* The texture _name_ is now free for re-use.
1049 * Remove it from the hash table now.
1051 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
1052 _mesa_HashRemove(ctx
->Shared
->TexObjects
, delObj
->Name
);
1053 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
1055 /* Unreference the texobj. If refcount hits zero, the texture
1058 _mesa_reference_texobj(&delObj
, NULL
);
1066 * Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
1067 * into the corresponding Mesa texture target index.
1068 * Note that proxy targets are not valid here.
1069 * \return TEXTURE_x_INDEX or -1 if target is invalid
1072 target_enum_to_index(GLenum target
)
1076 return TEXTURE_1D_INDEX
;
1078 return TEXTURE_2D_INDEX
;
1080 return TEXTURE_3D_INDEX
;
1081 case GL_TEXTURE_CUBE_MAP_ARB
:
1082 return TEXTURE_CUBE_INDEX
;
1083 case GL_TEXTURE_RECTANGLE_NV
:
1084 return TEXTURE_RECT_INDEX
;
1085 case GL_TEXTURE_1D_ARRAY_EXT
:
1086 return TEXTURE_1D_ARRAY_INDEX
;
1087 case GL_TEXTURE_2D_ARRAY_EXT
:
1088 return TEXTURE_2D_ARRAY_INDEX
;
1089 case GL_TEXTURE_BUFFER_ARB
:
1090 return TEXTURE_BUFFER_INDEX
;
1091 case GL_TEXTURE_EXTERNAL_OES
:
1092 return TEXTURE_EXTERNAL_INDEX
;
1100 * Bind a named texture to a texturing target.
1102 * \param target texture target.
1103 * \param texName texture name.
1105 * \sa glBindTexture().
1107 * Determines the old texture object bound and returns immediately if rebinding
1108 * the same texture. Get the current texture which is either a default texture
1109 * if name is null, a named texture from the hash, or a new texture if the
1110 * given texture name is new. Increments its reference count, binds it, and
1111 * calls dd_function_table::BindTexture. Decrements the old texture reference
1112 * count and deletes it if it reaches zero.
1115 _mesa_BindTexture( GLenum target
, GLuint texName
)
1117 GET_CURRENT_CONTEXT(ctx
);
1118 struct gl_texture_unit
*texUnit
= _mesa_get_current_tex_unit(ctx
);
1119 struct gl_texture_object
*newTexObj
= NULL
;
1121 ASSERT_OUTSIDE_BEGIN_END(ctx
);
1123 if (MESA_VERBOSE
& (VERBOSE_API
|VERBOSE_TEXTURE
))
1124 _mesa_debug(ctx
, "glBindTexture %s %d\n",
1125 _mesa_lookup_enum_by_nr(target
), (GLint
) texName
);
1127 targetIndex
= target_enum_to_index(target
);
1128 if (targetIndex
< 0) {
1129 _mesa_error(ctx
, GL_INVALID_ENUM
, "glBindTexture(target)");
1132 assert(targetIndex
< NUM_TEXTURE_TARGETS
);
1135 * Get pointer to new texture object (newTexObj)
1138 /* Use a default texture object */
1139 newTexObj
= ctx
->Shared
->DefaultTex
[targetIndex
];
1142 /* non-default texture object */
1143 newTexObj
= _mesa_lookup_texture(ctx
, texName
);
1145 /* error checking */
1146 if (newTexObj
->Target
!= 0 && newTexObj
->Target
!= target
) {
1147 /* the named texture object's target doesn't match the given target */
1148 _mesa_error( ctx
, GL_INVALID_OPERATION
,
1149 "glBindTexture(target mismatch)" );
1152 if (newTexObj
->Target
== 0) {
1153 finish_texture_init(ctx
, target
, newTexObj
);
1157 /* if this is a new texture id, allocate a texture object now */
1158 newTexObj
= ctx
->Driver
.NewTextureObject(ctx
, texName
, target
);
1160 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glBindTexture");
1164 /* and insert it into hash table */
1165 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
1166 _mesa_HashInsert(ctx
->Shared
->TexObjects
, texName
, newTexObj
);
1167 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
1169 newTexObj
->Target
= target
;
1172 assert(valid_texture_object(newTexObj
));
1174 /* Check if this texture is only used by this context and is already bound.
1175 * If so, just return.
1178 GLboolean early_out
;
1179 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
1180 early_out
= ((ctx
->Shared
->RefCount
== 1)
1181 && (newTexObj
== texUnit
->CurrentTex
[targetIndex
]));
1182 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
1188 /* flush before changing binding */
1189 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1191 /* Do the actual binding. The refcount on the previously bound
1192 * texture object will be decremented. It'll be deleted if the
1195 _mesa_reference_texobj(&texUnit
->CurrentTex
[targetIndex
], newTexObj
);
1196 ASSERT(texUnit
->CurrentTex
[targetIndex
]);
1198 /* Pass BindTexture call to device driver */
1199 if (ctx
->Driver
.BindTexture
)
1200 ctx
->Driver
.BindTexture(ctx
, target
, newTexObj
);
1205 * Set texture priorities.
1207 * \param n number of textures.
1208 * \param texName texture names.
1209 * \param priorities corresponding texture priorities.
1211 * \sa glPrioritizeTextures().
1213 * Looks up each texture in the hash, clamps the corresponding priority between
1214 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
1217 _mesa_PrioritizeTextures( GLsizei n
, const GLuint
*texName
,
1218 const GLclampf
*priorities
)
1220 GET_CURRENT_CONTEXT(ctx
);
1222 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
1225 _mesa_error( ctx
, GL_INVALID_VALUE
, "glPrioritizeTextures" );
1232 for (i
= 0; i
< n
; i
++) {
1233 if (texName
[i
] > 0) {
1234 struct gl_texture_object
*t
= _mesa_lookup_texture(ctx
, texName
[i
]);
1236 t
->Priority
= CLAMP( priorities
[i
], 0.0F
, 1.0F
);
1241 ctx
->NewState
|= _NEW_TEXTURE
;
1247 * See if textures are loaded in texture memory.
1249 * \param n number of textures to query.
1250 * \param texName array with the texture names.
1251 * \param residences array which will hold the residence status.
1253 * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
1255 * Note: we assume all textures are always resident
1257 GLboolean GLAPIENTRY
1258 _mesa_AreTexturesResident(GLsizei n
, const GLuint
*texName
,
1259 GLboolean
*residences
)
1261 GET_CURRENT_CONTEXT(ctx
);
1262 GLboolean allResident
= GL_TRUE
;
1264 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
1267 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident(n)");
1271 if (!texName
|| !residences
)
1274 /* We only do error checking on the texture names */
1275 for (i
= 0; i
< n
; i
++) {
1276 struct gl_texture_object
*t
;
1277 if (texName
[i
] == 0) {
1278 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident");
1281 t
= _mesa_lookup_texture(ctx
, texName
[i
]);
1283 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident");
1293 * See if a name corresponds to a texture.
1295 * \param texture texture name.
1297 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
1300 * \sa glIsTexture().
1302 * Calls _mesa_HashLookup().
1304 GLboolean GLAPIENTRY
1305 _mesa_IsTexture( GLuint texture
)
1307 struct gl_texture_object
*t
;
1308 GET_CURRENT_CONTEXT(ctx
);
1309 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
1314 t
= _mesa_lookup_texture(ctx
, texture
);
1316 /* IsTexture is true only after object has been bound once. */
1317 return t
&& t
->Target
;
1322 * Simplest implementation of texture locking: grab the shared tex
1323 * mutex. Examine the shared context state timestamp and if there has
1324 * been a change, set the appropriate bits in ctx->NewState.
1326 * This is used to deal with synchronizing things when a texture object
1327 * is used/modified by different contexts (or threads) which are sharing
1330 * See also _mesa_lock/unlock_texture() in teximage.h
1333 _mesa_lock_context_textures( struct gl_context
*ctx
)
1335 _glthread_LOCK_MUTEX(ctx
->Shared
->TexMutex
);
1337 if (ctx
->Shared
->TextureStateStamp
!= ctx
->TextureStateTimestamp
) {
1338 ctx
->NewState
|= _NEW_TEXTURE
;
1339 ctx
->TextureStateTimestamp
= ctx
->Shared
->TextureStateStamp
;
1345 _mesa_unlock_context_textures( struct gl_context
*ctx
)
1347 assert(ctx
->Shared
->TextureStateStamp
== ctx
->TextureStateTimestamp
);
1348 _glthread_UNLOCK_MUTEX(ctx
->Shared
->TexMutex
);