target == GL_TEXTURE_RECTANGLE_NV ||
target == GL_TEXTURE_1D_ARRAY_EXT ||
target == GL_TEXTURE_2D_ARRAY_EXT ||
+ target == GL_TEXTURE_EXTERNAL_OES ||
target == GL_TEXTURE_BUFFER);
memset(obj, 0, sizeof(*obj));
obj->BaseLevel = 0;
obj->MaxLevel = 1000;
+ /* must be one; no support for (YUV) planes in separate buffers */
+ obj->RequiredTextureImageUnits = 1;
+
/* sampler state */
- if (target == GL_TEXTURE_RECTANGLE_NV) {
+ if (target == GL_TEXTURE_RECTANGLE_NV ||
+ target == GL_TEXTURE_EXTERNAL_OES) {
obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
{
assert(obj->Target == 0);
- if (target == GL_TEXTURE_RECTANGLE_NV) {
+ if (target == GL_TEXTURE_RECTANGLE_NV ||
+ target == GL_TEXTURE_EXTERNAL_OES) {
/* have to init wrap and filter state here - kind of klunky */
obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
*/
texObj->Target = 0x99;
- _mesa_free_colortable_data(&texObj->Palette);
-
/* free the texture images */
for (face = 0; face < 6; face++) {
for (i = 0; i < MAX_TEXTURE_LEVELS; i++) {
if (texObj->Image[face][i]) {
- _mesa_delete_texture_image( ctx, texObj->Image[face][i] );
+ ctx->Driver.DeleteTextureImage(ctx, texObj->Image[face][i]);
}
}
}
dest->_MaxLevel = src->_MaxLevel;
dest->_MaxLambda = src->_MaxLambda;
dest->GenerateMipmap = src->GenerateMipmap;
- dest->Palette = src->Palette;
dest->_Complete = src->_Complete;
COPY_4V(dest->Swizzle, src->Swizzle);
dest->_Swizzle = src->_Swizzle;
+
+ dest->RequiredTextureImageUnits = src->RequiredTextureImageUnits;
}
case GL_TEXTURE_1D_ARRAY_EXT:
case GL_TEXTURE_2D_ARRAY_EXT:
case GL_TEXTURE_BUFFER:
+ case GL_TEXTURE_EXTERNAL_OES:
return GL_TRUE;
case 0x99:
_mesa_problem(NULL, "invalid reference to a deleted texture object");
* Reference (or unreference) a texture object.
* If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
* If 'tex' is non-null, increment its refcount.
+ * This is normally only called from the _mesa_reference_texobj() macro
+ * when there's a real pointer change.
*/
void
-_mesa_reference_texobj(struct gl_texture_object **ptr,
- struct gl_texture_object *tex)
+_mesa_reference_texobj_(struct gl_texture_object **ptr,
+ struct gl_texture_object *tex)
{
assert(ptr);
- if (*ptr == tex) {
- /* no change */
- return;
- }
if (*ptr) {
/* Unreference the old texture */
t->Image[0][baseLevel]->HeightLog2);
maxLevels = ctx->Const.MaxCubeTextureLevels;
}
- else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
+ else if (t->Target == GL_TEXTURE_RECTANGLE_NV ||
+ t->Target == GL_TEXTURE_EXTERNAL_OES) {
maxLog2 = 0; /* not applicable */
maxLevels = 1; /* no mipmapping */
}
/* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
t->_MaxLambda = (GLfloat) (t->_MaxLevel - t->BaseLevel);
+ if (t->Immutable) {
+ /* This texture object was created with glTexStorage1/2/3D() so we
+ * know that all the mipmap levels are the right size and all cube
+ * map faces are the same size.
+ * We don't need to do any of the additional checks below.
+ */
+ return;
+ }
+
if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
/* make sure that all six cube map level 0 images are the same size */
const GLuint w = t->Image[0][baseLevel]->Width2;
width /= 2;
}
if (i >= minLevel && i <= maxLevel) {
- if (!t->Image[0][i]) {
- incomplete(t, "1D Image[0][i] == NULL");
+ const struct gl_texture_image *img = t->Image[0][i];
+ if (!img) {
+ incomplete(t, "1D Image[%d] is missing", i);
return;
}
- if (t->Image[0][i]->Width2 != width ) {
- incomplete(t, "1D Image[0][i] bad width");
+ if (img->Width2 != width ) {
+ incomplete(t, "1D Image[%d] bad width %u", i, img->Width2);
return;
}
}
height /= 2;
}
if (i >= minLevel && i <= maxLevel) {
- if (!t->Image[0][i]) {
- incomplete(t, "2D Image[0][i] == NULL");
+ const struct gl_texture_image *img = t->Image[0][i];
+ if (!img) {
+ incomplete(t, "2D Image[%d of %d] is missing", i, maxLevel);
return;
}
- if (t->Image[0][i]->Width2 != width) {
- incomplete(t, "2D Image[0][i] bad width");
+ if (img->Width2 != width) {
+ incomplete(t, "2D Image[%d] bad width %u", i, img->Width2);
return;
}
- if (t->Image[0][i]->Height2 != height) {
- incomplete(t, "2D Image[0][i] bad height");
+ if (img->Height2 != height) {
+ incomplete(t, "2D Image[i] bad height %u", i, img->Height2);
return;
}
if (width==1 && height==1) {
depth /= 2;
}
if (i >= minLevel && i <= maxLevel) {
- if (!t->Image[0][i]) {
- incomplete(t, "3D Image[0][i] == NULL");
+ const struct gl_texture_image *img = t->Image[0][i];
+ if (!img) {
+ incomplete(t, "3D Image[%d] is missing", i);
return;
}
- if (t->Image[0][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
+ if (img->_BaseFormat == GL_DEPTH_COMPONENT) {
incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
return;
}
- if (t->Image[0][i]->Width2 != width) {
- incomplete(t, "3D Image[0][i] bad width");
+ if (img->Width2 != width) {
+ incomplete(t, "3D Image[%d] bad width %u", i, img->Width2);
return;
}
- if (t->Image[0][i]->Height2 != height) {
- incomplete(t, "3D Image[0][i] bad height");
+ if (img->Height2 != height) {
+ incomplete(t, "3D Image[%d] bad height %u", i, img->Height2);
return;
}
- if (t->Image[0][i]->Depth2 != depth) {
- incomplete(t, "3D Image[0][i] bad depth");
+ if (img->Depth2 != depth) {
+ incomplete(t, "3D Image[%d] bad depth %u", i, img->Depth2);
return;
}
}
struct gl_texture_object *texObj;
GLuint name = first + i;
GLenum target = 0;
- texObj = (*ctx->Driver.NewTextureObject)( ctx, name, target);
+ texObj = ctx->Driver.NewTextureObject(ctx, name, target);
if (!texObj) {
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
return TEXTURE_2D_ARRAY_INDEX;
case GL_TEXTURE_BUFFER_ARB:
return TEXTURE_BUFFER_INDEX;
+ case GL_TEXTURE_EXTERNAL_OES:
+ return TEXTURE_EXTERNAL_INDEX;
default:
return -1;
}
}
else {
/* if this is a new texture id, allocate a texture object now */
- newTexObj = (*ctx->Driver.NewTextureObject)(ctx, texName, target);
+ newTexObj = ctx->Driver.NewTextureObject(ctx, texName, target);
if (!newTexObj) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
return;
/* Pass BindTexture call to device driver */
if (ctx->Driver.BindTexture)
- (*ctx->Driver.BindTexture)( ctx, target, newTexObj );
+ ctx->Driver.BindTexture(ctx, target, newTexObj);
}