mtx_unlock(&oldTex->Mutex);
if (deleteFlag) {
+ /* Passing in the context drastically changes the driver code for
+ * framebuffer deletion.
+ */
GET_CURRENT_CONTEXT(ctx);
if (ctx)
ctx->Driver.DeleteTexture(ctx, oldTex);
return t;
}
-/*@}*/
+/**
+ * Wrapper for the driver function. Need this because _mesa_new_texture_object
+ * permits a target of 0 and does not initialize targetIndex.
+ */
+struct gl_texture_object *
+_mesa_create_nameless_texture(struct gl_context *ctx, GLenum target)
+{
+ struct gl_texture_object *texObj = NULL;
+ GLint targetIndex;
+ if (target == 0)
+ return texObj;
-/***********************************************************************/
-/** \name API functions */
-/*@{*/
+ texObj = ctx->Driver.NewTextureObject(ctx, 0, target);
+ targetIndex = _mesa_tex_target_to_index(ctx, texObj->Target);
+ assert(targetIndex < NUM_TEXTURE_TARGETS);
+ texObj->TargetIndex = targetIndex;
+ return texObj;
+}
/**
- * Generate texture names.
- *
- * \param n number of texture names to be generated.
- * \param textures an array in which will hold the generated texture names.
- *
- * \sa glGenTextures().
- *
- * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
- * IDs which are stored in \p textures. Corresponding empty texture
- * objects are also generated.
+ * Helper function for glCreateTextures and glGenTextures. Need this because
+ * glCreateTextures should throw errors if target = 0. This is not exposed to
+ * the rest of Mesa to encourage Mesa internals to use nameless textures,
+ * which do not require expensive hash lookups.
*/
-void GLAPIENTRY
-_mesa_GenTextures( GLsizei n, GLuint *textures )
+static void
+create_textures(struct gl_context *ctx, GLenum target,
+ GLsizei n, GLuint *textures, bool dsa)
{
- GET_CURRENT_CONTEXT(ctx);
GLuint first;
GLint i;
+ const char *func = dsa ? "Create" : "Gen";
if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
- _mesa_debug(ctx, "glGenTextures %d\n", n);
+ _mesa_debug(ctx, "gl%sTextures %d\n", func, n);
if (n < 0) {
- _mesa_error( ctx, GL_INVALID_VALUE, "glGenTextures" );
+ _mesa_error( ctx, GL_INVALID_VALUE, "gl%sTextures(n < 0)", func );
return;
}
/* Allocate new, empty texture objects */
for (i = 0; i < n; i++) {
struct gl_texture_object *texObj;
+ GLint targetIndex;
GLuint name = first + i;
- GLenum target = 0;
texObj = ctx->Driver.NewTextureObject(ctx, name, target);
if (!texObj) {
mtx_unlock(&ctx->Shared->Mutex);
- _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "gl%sTextures", func);
return;
}
+ /* Initialize the target index if target is non-zero. */
+ if (target != 0) {
+ targetIndex = _mesa_tex_target_to_index(ctx, texObj->Target);
+ if (targetIndex < 0) { /* Bad Target */
+ mtx_unlock(&ctx->Shared->Mutex);
+ _mesa_error(ctx, GL_INVALID_ENUM, "gl%sTextures(target = %s)",
+ func, _mesa_lookup_enum_by_nr(texObj->Target));
+ return;
+ }
+ assert(targetIndex < NUM_TEXTURE_TARGETS);
+ texObj->TargetIndex = targetIndex;
+ }
+
/* insert into hash table */
_mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
mtx_unlock(&ctx->Shared->Mutex);
}
+/*@}*/
+
+
+/***********************************************************************/
+/** \name API functions */
+/*@{*/
+
+
+/**
+ * Generate texture names.
+ *
+ * \param n number of texture names to be generated.
+ * \param textures an array in which will hold the generated texture names.
+ *
+ * \sa glGenTextures(), glCreateTextures().
+ *
+ * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
+ * IDs which are stored in \p textures. Corresponding empty texture
+ * objects are also generated.
+ */
+void GLAPIENTRY
+_mesa_GenTextures(GLsizei n, GLuint *textures)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ create_textures(ctx, 0, n, textures, false);
+}
+
+/**
+ * Create texture objects.
+ *
+ * \param target the texture target for each name to be generated.
+ * \param n number of texture names to be generated.
+ * \param textures an array in which will hold the generated texture names.
+ *
+ * \sa glCreateTextures(), glGenTextures().
+ *
+ * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
+ * IDs which are stored in \p textures. Corresponding empty texture
+ * objects are also generated.
+ */
+void GLAPIENTRY
+_mesa_CreateTextures(GLenum target, GLsizei n, GLuint *textures)
+{
+ GLint targetIndex;
+ GET_CURRENT_CONTEXT(ctx);
+
+ /*
+ * The 4.5 core profile spec (30.10.2014) doesn't specify what
+ * glCreateTextures should do with invalid targets, which was probably an
+ * oversight. This conforms to the spec for glBindTexture.
+ */
+ targetIndex = _mesa_tex_target_to_index(ctx, target);
+ if (targetIndex < 0) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glCreateTextures(target)");
+ return;
+ }
+
+ create_textures(ctx, target, n, textures, true);
+}
/**
* Check if the given texture object is bound to the current draw or
}
}
+/**
+ * This deletes a texObj without altering the hash table.
+ */
+void
+_mesa_delete_nameless_texture(struct gl_context *ctx,
+ struct gl_texture_object *texObj)
+{
+ if (!texObj)
+ return;
+
+ FLUSH_VERTICES(ctx, 0);
+
+ _mesa_lock_texture(ctx, texObj);
+ {
+ /* Check if texture is bound to any framebuffer objects.
+ * If so, unbind.
+ * See section 4.4.2.3 of GL_EXT_framebuffer_object.
+ */
+ unbind_texobj_from_fbo(ctx, texObj);
+
+ /* Check if this texture is currently bound to any texture units.
+ * If so, unbind it.
+ */
+ unbind_texobj_from_texunits(ctx, texObj);
+
+ /* Check if this texture is currently bound to any shader
+ * image unit. If so, unbind it.
+ * See section 3.9.X of GL_ARB_shader_image_load_store.
+ */
+ unbind_texobj_from_image_units(ctx, texObj);
+ }
+ _mesa_unlock_texture(ctx, texObj);
+
+ ctx->NewState |= _NEW_TEXTURE;
+
+ /* Unreference the texobj. If refcount hits zero, the texture
+ * will be deleted.
+ */
+ _mesa_reference_texobj(&texObj, NULL);
+}
+
/**
* Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
ctx->Driver.BindTexture(ctx, ctx->Texture.CurrentUnit, target, newTexObj);
}
+/**
+ * Do the actual binding to a numbered texture unit.
+ * The refcount on the previously bound
+ * texture object will be decremented. It'll be deleted if the
+ * count hits zero.
+ */
+void
+_mesa_bind_texture_unit(struct gl_context *ctx,
+ GLuint unit,
+ struct gl_texture_object *texObj)
+{
+ struct gl_texture_unit *texUnit;
+
+ /* Get the texture unit (this is an array look-up) */
+ texUnit = _mesa_get_tex_unit_err(ctx, unit, "glBindTextureUnit");
+ if (!texUnit)
+ return;
+
+ /* Check if this texture is only used by this context and is already bound.
+ * If so, just return.
+ */
+ {
+ bool early_out;
+ mtx_lock(&ctx->Shared->Mutex);
+ early_out = ((ctx->Shared->RefCount == 1)
+ && (texObj == texUnit->CurrentTex[texObj->TargetIndex]));
+ mtx_unlock(&ctx->Shared->Mutex);
+ if (early_out) {
+ return;
+ }
+ }
+
+ /* flush before changing binding */
+ FLUSH_VERTICES(ctx, _NEW_TEXTURE);
+
+ _mesa_reference_texobj(&texUnit->CurrentTex[texObj->TargetIndex],
+ texObj);
+ ASSERT(texUnit->CurrentTex[texObj->TargetIndex]);
+ ctx->Texture.NumCurrentTexUsed = MAX2(ctx->Texture.NumCurrentTexUsed,
+ unit + 1);
+ texUnit->_BoundTextures |= (1 << texObj->TargetIndex);
+
+
+ /* Pass BindTexture call to device driver */
+ if (ctx->Driver.BindTexture) {
+ ctx->Driver.BindTexture(ctx, unit, texObj->Target, texObj);
+ }
+}
+
+/**
+ * Bind a named texture to the specified texture unit.
+ *
+ * \param unit texture unit.
+ * \param texture texture name.
+ *
+ * \sa glBindTexture().
+ *
+ * If the named texture is 0, this will reset each target for the specified
+ * texture unit to its default texture.
+ * If the named texture is not 0 or a recognized texture name, this throws
+ * GL_INVALID_OPERATION.
+ */
+void GLAPIENTRY
+_mesa_BindTextureUnit(GLuint unit, GLuint texture)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_texture_object *texObj;
+
+ if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
+ _mesa_debug(ctx, "glBindTextureUnit %s %d\n",
+ _mesa_lookup_enum_by_nr(GL_TEXTURE0+unit), (GLint) texture);
+
+ /* Section 8.1 (Texture Objects) of the OpenGL 4.5 core profile spec
+ * (20141030) says:
+ * "When texture is zero, each of the targets enumerated at the
+ * beginning of this section is reset to its default texture for the
+ * corresponding texture image unit."
+ */
+ if (texture == 0) {
+ unbind_textures_from_unit(ctx, unit);
+ return;
+ }
+
+ /* Get the non-default texture object */
+ texObj = _mesa_lookup_texture(ctx, texture);
+
+ /* Error checking */
+ if (!texObj) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glBindTextureUnit(non-gen name)");
+ return;
+ }
+ if (texObj->Target == 0) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glBindTextureUnit(target)");
+ return;
+ }
+ assert(valid_texture_object(texObj));
+
+ _mesa_bind_texture_unit(ctx, unit, texObj);
+}
+
void GLAPIENTRY
_mesa_BindTextures(GLuint first, GLsizei count, const GLuint *textures)