#include "mfeatures.h"
+#include "bufferobj.h"
#include "colortab.h"
#include "context.h"
#include "enums.h"
#include "macros.h"
#include "teximage.h"
#include "texobj.h"
+#include "texstate.h"
#include "mtypes.h"
#include "program/prog_instruction.h"
target == GL_TEXTURE_CUBE_MAP_ARB ||
target == GL_TEXTURE_RECTANGLE_NV ||
target == GL_TEXTURE_1D_ARRAY_EXT ||
- target == GL_TEXTURE_2D_ARRAY_EXT);
+ target == GL_TEXTURE_2D_ARRAY_EXT ||
+ target == GL_TEXTURE_EXTERNAL_OES ||
+ target == GL_TEXTURE_BUFFER);
memset(obj, 0, sizeof(*obj));
/* init the non-zero fields */
obj->Name = name;
obj->Target = target;
obj->Priority = 1.0F;
- if (target == GL_TEXTURE_RECTANGLE_NV) {
- obj->WrapS = GL_CLAMP_TO_EDGE;
- obj->WrapT = GL_CLAMP_TO_EDGE;
- obj->WrapR = GL_CLAMP_TO_EDGE;
- obj->MinFilter = GL_LINEAR;
+ 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 ||
+ 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;
+ obj->Sampler.MinFilter = GL_LINEAR;
}
else {
- obj->WrapS = GL_REPEAT;
- obj->WrapT = GL_REPEAT;
- obj->WrapR = GL_REPEAT;
- obj->MinFilter = GL_NEAREST_MIPMAP_LINEAR;
+ obj->Sampler.WrapS = GL_REPEAT;
+ obj->Sampler.WrapT = GL_REPEAT;
+ obj->Sampler.WrapR = GL_REPEAT;
+ obj->Sampler.MinFilter = GL_NEAREST_MIPMAP_LINEAR;
}
- obj->MagFilter = GL_LINEAR;
- obj->MinLod = -1000.0;
- obj->MaxLod = 1000.0;
- obj->LodBias = 0.0;
- obj->BaseLevel = 0;
- obj->MaxLevel = 1000;
- obj->MaxAnisotropy = 1.0;
- obj->CompareMode = GL_NONE; /* ARB_shadow */
- obj->CompareFunc = GL_LEQUAL; /* ARB_shadow */
- obj->CompareFailValue = 0.0F; /* ARB_shadow_ambient */
- obj->DepthMode = GL_LUMINANCE; /* ARB_depth_texture */
+ obj->Sampler.MagFilter = GL_LINEAR;
+ obj->Sampler.MinLod = -1000.0;
+ obj->Sampler.MaxLod = 1000.0;
+ obj->Sampler.LodBias = 0.0;
+ obj->Sampler.MaxAnisotropy = 1.0;
+ obj->Sampler.CompareMode = GL_NONE; /* ARB_shadow */
+ obj->Sampler.CompareFunc = GL_LEQUAL; /* ARB_shadow */
+ obj->Sampler.CompareFailValue = 0.0F; /* ARB_shadow_ambient */
+ obj->Sampler.DepthMode = GL_LUMINANCE; /* ARB_depth_texture */
+ obj->Sampler.CubeMapSeamless = GL_FALSE;
obj->Swizzle[0] = GL_RED;
obj->Swizzle[1] = GL_GREEN;
obj->Swizzle[2] = GL_BLUE;
obj->Swizzle[3] = GL_ALPHA;
obj->_Swizzle = SWIZZLE_NOOP;
- obj->sRGBDecode = GL_DECODE_EXT;
+ obj->Sampler.sRGBDecode = GL_DECODE_EXT;
}
{
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->WrapS = GL_CLAMP_TO_EDGE;
- obj->WrapT = GL_CLAMP_TO_EDGE;
- obj->WrapR = GL_CLAMP_TO_EDGE;
- obj->MinFilter = GL_LINEAR;
+ obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
+ obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
+ obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
+ obj->Sampler.MinFilter = GL_LINEAR;
if (ctx->Driver.TexParameter) {
static const GLfloat fparam_wrap[1] = {(GLfloat) GL_CLAMP_TO_EDGE};
static const GLfloat fparam_filter[1] = {(GLfloat) GL_LINEAR};
*/
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]);
}
}
}
+ _mesa_reference_buffer_object(ctx, &texObj->BufferObject, NULL);
+
/* destroy the mutex -- it may have allocated memory (eg on bsd) */
_glthread_DESTROY_MUTEX(texObj->Mutex);
dest->Target = src->Target;
dest->Name = src->Name;
dest->Priority = src->Priority;
- dest->BorderColor.f[0] = src->BorderColor.f[0];
- dest->BorderColor.f[1] = src->BorderColor.f[1];
- dest->BorderColor.f[2] = src->BorderColor.f[2];
- dest->BorderColor.f[3] = src->BorderColor.f[3];
- dest->WrapS = src->WrapS;
- dest->WrapT = src->WrapT;
- dest->WrapR = src->WrapR;
- dest->MinFilter = src->MinFilter;
- dest->MagFilter = src->MagFilter;
- dest->MinLod = src->MinLod;
- dest->MaxLod = src->MaxLod;
- dest->LodBias = src->LodBias;
+ dest->Sampler.BorderColor.f[0] = src->Sampler.BorderColor.f[0];
+ dest->Sampler.BorderColor.f[1] = src->Sampler.BorderColor.f[1];
+ dest->Sampler.BorderColor.f[2] = src->Sampler.BorderColor.f[2];
+ dest->Sampler.BorderColor.f[3] = src->Sampler.BorderColor.f[3];
+ dest->Sampler.WrapS = src->Sampler.WrapS;
+ dest->Sampler.WrapT = src->Sampler.WrapT;
+ dest->Sampler.WrapR = src->Sampler.WrapR;
+ dest->Sampler.MinFilter = src->Sampler.MinFilter;
+ dest->Sampler.MagFilter = src->Sampler.MagFilter;
+ dest->Sampler.MinLod = src->Sampler.MinLod;
+ dest->Sampler.MaxLod = src->Sampler.MaxLod;
+ dest->Sampler.LodBias = src->Sampler.LodBias;
dest->BaseLevel = src->BaseLevel;
dest->MaxLevel = src->MaxLevel;
- dest->MaxAnisotropy = src->MaxAnisotropy;
- dest->CompareMode = src->CompareMode;
- dest->CompareFunc = src->CompareFunc;
- dest->CompareFailValue = src->CompareFailValue;
- dest->DepthMode = src->DepthMode;
+ dest->Sampler.MaxAnisotropy = src->Sampler.MaxAnisotropy;
+ dest->Sampler.CompareMode = src->Sampler.CompareMode;
+ dest->Sampler.CompareFunc = src->Sampler.CompareFunc;
+ dest->Sampler.CompareFailValue = src->Sampler.CompareFailValue;
+ dest->Sampler.CubeMapSeamless = src->Sampler.CubeMapSeamless;
+ dest->Sampler.DepthMode = src->Sampler.DepthMode;
+ dest->Sampler.sRGBDecode = src->Sampler.sRGBDecode;
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_RECTANGLE_NV:
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;
}
/* extra checking for mipmaps */
- if (t->MinFilter != GL_NEAREST && t->MinFilter != GL_LINEAR) {
+ if (t->Sampler.MinFilter != GL_NEAREST && t->Sampler.MinFilter != GL_LINEAR) {
/*
* Mipmapping: determine if we have a complete set of mipmaps
*/
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;
}
}
/* create texture object */
texObj = ctx->Driver.NewTextureObject(ctx, 0, GL_TEXTURE_2D);
assert(texObj->RefCount == 1);
- texObj->MinFilter = GL_NEAREST;
- texObj->MagFilter = GL_NEAREST;
+ texObj->Sampler.MinFilter = GL_NEAREST;
+ texObj->Sampler.MagFilter = GL_NEAREST;
/* create level[0] texture image */
texImage = _mesa_get_tex_image(ctx, texObj, GL_TEXTURE_2D, 0);
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");
for (j = 0; j < BUFFER_COUNT; j++) {
if (fb->Attachment[j].Type == GL_TEXTURE &&
fb->Attachment[j].Texture == texObj) {
+ /* Vertices are already flushed by _mesa_DeleteTextures */
+ ctx->NewState |= _NEW_BUFFERS;
_mesa_remove_attachment(ctx, fb->Attachment + j);
}
}
{
GLuint u, tex;
- for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++) {
+ for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
if (texObj == unit->CurrentTex[tex]) {
return TEXTURE_1D_ARRAY_INDEX;
case GL_TEXTURE_2D_ARRAY_EXT:
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;
}
_mesa_BindTexture( GLenum target, GLuint texName )
{
GET_CURRENT_CONTEXT(ctx);
- const GLuint unit = ctx->Texture.CurrentUnit;
- struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
- struct gl_texture_object *newTexObj = NULL, *defaultTexObj = NULL;
+ struct gl_texture_unit *texUnit = _mesa_get_current_tex_unit(ctx);
+ struct gl_texture_object *newTexObj = NULL;
GLint targetIndex;
ASSERT_OUTSIDE_BEGIN_END(ctx);
return;
}
assert(targetIndex < NUM_TEXTURE_TARGETS);
- defaultTexObj = ctx->Shared->DefaultTex[targetIndex];
/*
* Get pointer to new texture object (newTexObj)
*/
if (texName == 0) {
- newTexObj = defaultTexObj;
+ /* Use a default texture object */
+ newTexObj = ctx->Shared->DefaultTex[targetIndex];
}
else {
/* non-default texture object */
}
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);
}