/*
* Mesa 3-D graphics library
- * Version: 6.2
+ * Version: 7.1
*
- * Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
#include "colortab.h"
#include "context.h"
#include "enums.h"
+#include "fbobject.h"
#include "hash.h"
#include "imports.h"
#include "macros.h"
/** \name Internal functions */
/*@{*/
+
+/**
+ * Return the gl_texture_object for a given ID.
+ */
+struct gl_texture_object *
+_mesa_lookup_texture(GLcontext *ctx, GLuint id)
+{
+ return (struct gl_texture_object *)
+ _mesa_HashLookup(ctx->Shared->TexObjects, id);
+}
+
+
+
/**
* Allocate and initialize a new texture object. But don't put it into the
* texture object hash table.
target == GL_TEXTURE_2D ||
target == GL_TEXTURE_3D ||
target == GL_TEXTURE_CUBE_MAP_ARB ||
- target == GL_TEXTURE_RECTANGLE_NV);
+ target == GL_TEXTURE_RECTANGLE_NV ||
+ target == GL_TEXTURE_1D_ARRAY_EXT ||
+ target == GL_TEXTURE_2D_ARRAY_EXT);
_mesa_bzero(obj, sizeof(*obj));
/* init the non-zero fields */
obj->CompareFunc = GL_LEQUAL; /* ARB_shadow */
obj->DepthMode = GL_LUMINANCE; /* ARB_depth_texture */
obj->ShadowAmbient = 0.0F; /* ARB/SGIX_shadow_ambient */
- _mesa_init_colortable(&obj->Palette);
}
/**
* Deallocate a texture object struct. It should have already been
* removed from the texture object pool.
+ * Called via ctx->Driver.DeleteTexture() if not overriden by a driver.
*
* \param shared the shared GL state to which the object belongs.
* \param texOjb the texture object to delete.
(void) ctx;
+ /* Set Target to an invalid value. With some assertions elsewhere
+ * we can try to detect possible use of deleted textures.
+ */
+ 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( texObj->Image[face][i] );
+ _mesa_delete_texture_image( ctx, texObj->Image[face][i] );
}
}
}
}
-/**
- * Add the given texture object to the texture object pool.
- */
-void
-_mesa_save_texture_object( GLcontext *ctx, struct gl_texture_object *texObj )
-{
- /* insert into linked list */
- _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
- texObj->Next = ctx->Shared->TexObjectList;
- ctx->Shared->TexObjectList = texObj;
- _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
-
- if (texObj->Name > 0) {
- /* insert into hash table */
- _mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
- }
-}
-/**
- * Remove the given texture object from the texture object pool.
- * Do not deallocate the texture object though.
- */
-void
-_mesa_remove_texture_object( GLcontext *ctx, struct gl_texture_object *texObj )
-{
- struct gl_texture_object *tprev, *tcurr;
-
- _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
-
- /* unlink from the linked list */
- tprev = NULL;
- tcurr = ctx->Shared->TexObjectList;
- while (tcurr) {
- if (tcurr == texObj) {
- if (tprev) {
- tprev->Next = texObj->Next;
- }
- else {
- ctx->Shared->TexObjectList = texObj->Next;
- }
- break;
- }
- tprev = tcurr;
- tcurr = tcurr->Next;
- }
-
- _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
-
- if (texObj->Name > 0) {
- /* remove from hash table */
- _mesa_HashRemove(ctx->Shared->TexObjects, texObj->Name);
- }
-}
-
/**
* Copy texture object state from one texture object to another.
+ * Use for glPush/PopAttrib.
*
* \param dest destination texture object.
* \param src source texture object.
_mesa_copy_texture_object( struct gl_texture_object *dest,
const struct gl_texture_object *src )
{
+ dest->Target = src->Target;
dest->Name = src->Name;
dest->Priority = src->Priority;
dest->BorderColor[0] = src->BorderColor[0];
dest->_MaxLambda = src->_MaxLambda;
dest->GenerateMipmap = src->GenerateMipmap;
dest->Palette = src->Palette;
- dest->Complete = src->Complete;
- dest->_IsPowerOfTwo = src->_IsPowerOfTwo;
+ dest->_Complete = src->_Complete;
+}
+
+
+/**
+ * Check if the given texture object is valid by examining its Target field.
+ * For debugging only.
+ */
+static GLboolean
+valid_texture_object(const struct gl_texture_object *tex)
+{
+ switch (tex->Target) {
+ case 0:
+ case GL_TEXTURE_1D:
+ case GL_TEXTURE_2D:
+ case GL_TEXTURE_3D:
+ case GL_TEXTURE_CUBE_MAP_ARB:
+ case GL_TEXTURE_RECTANGLE_NV:
+ case GL_TEXTURE_1D_ARRAY_EXT:
+ case GL_TEXTURE_2D_ARRAY_EXT:
+ return GL_TRUE;
+ case 0x99:
+ _mesa_problem(NULL, "invalid reference to a deleted texture object");
+ return GL_FALSE;
+ default:
+ _mesa_problem(NULL, "invalid texture object Target value");
+ return GL_FALSE;
+ }
}
+/**
+ * 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.
+ */
+void
+_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 */
+ GLboolean deleteFlag = GL_FALSE;
+ struct gl_texture_object *oldTex = *ptr;
+
+ assert(valid_texture_object(oldTex));
+
+ _glthread_LOCK_MUTEX(oldTex->Mutex);
+ ASSERT(oldTex->RefCount > 0);
+ oldTex->RefCount--;
+
+ deleteFlag = (oldTex->RefCount == 0);
+ _glthread_UNLOCK_MUTEX(oldTex->Mutex);
+
+ if (deleteFlag) {
+ GET_CURRENT_CONTEXT(ctx);
+ if (ctx)
+ ctx->Driver.DeleteTexture(ctx, oldTex);
+ else
+ _mesa_problem(NULL, "Unable to delete texture, no context");
+ }
+
+ *ptr = NULL;
+ }
+ assert(!*ptr);
+
+ if (tex) {
+ /* reference new texture */
+ assert(valid_texture_object(tex));
+ _glthread_LOCK_MUTEX(tex->Mutex);
+ if (tex->RefCount == 0) {
+ /* this texture's being deleted (look just above) */
+ /* Not sure this can every really happen. Warn if it does. */
+ _mesa_problem(NULL, "referencing deleted texture object");
+ *ptr = NULL;
+ }
+ else {
+ tex->RefCount++;
+ *ptr = tex;
+ }
+ _glthread_UNLOCK_MUTEX(tex->Mutex);
+ }
+}
+
+
+
/**
* Report why a texture object is incomplete.
*
const GLint baseLevel = t->BaseLevel;
GLint maxLog2 = 0, maxLevels = 0;
- t->Complete = GL_TRUE; /* be optimistic */
- t->_IsPowerOfTwo = GL_TRUE; /* may be set FALSE below */
+ t->_Complete = GL_TRUE; /* be optimistic */
/* Always need the base level image */
if (!t->Image[0][baseLevel]) {
char s[100];
- sprintf(s, "obj %p (%d) Image[baseLevel=%d] == NULL",
+ _mesa_sprintf(s, "obj %p (%d) Image[baseLevel=%d] == NULL",
(void *) t, t->Name, baseLevel);
incomplete(t, s);
- t->Complete = GL_FALSE;
+ t->_Complete = GL_FALSE;
return;
}
t->Image[0][baseLevel]->Height == 0 ||
t->Image[0][baseLevel]->Depth == 0) {
incomplete(t, "texture width = 0");
- t->Complete = GL_FALSE;
+ t->_Complete = GL_FALSE;
return;
}
/* Compute _MaxLevel */
- if (t->Target == GL_TEXTURE_1D) {
+ if ((t->Target == GL_TEXTURE_1D) ||
+ (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) {
maxLog2 = t->Image[0][baseLevel]->WidthLog2;
maxLevels = ctx->Const.MaxTextureLevels;
}
- else if (t->Target == GL_TEXTURE_2D) {
+ else if ((t->Target == GL_TEXTURE_2D) ||
+ (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) {
maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
t->Image[0][baseLevel]->HeightLog2);
maxLevels = ctx->Const.MaxTextureLevels;
if (t->Image[face][baseLevel] == NULL ||
t->Image[face][baseLevel]->Width2 != w ||
t->Image[face][baseLevel]->Height2 != h) {
- t->Complete = GL_FALSE;
+ t->_Complete = GL_FALSE;
incomplete(t, "Non-quare cubemap image");
return;
}
}
}
- /* check for non power of two */
- if (!t->Image[0][baseLevel]->_IsPowerOfTwo) {
- t->_IsPowerOfTwo = GL_FALSE;
- }
-
/* extra checking for mipmaps */
if (t->MinFilter != GL_NEAREST && t->MinFilter != GL_LINEAR) {
/*
GLint maxLevel = t->_MaxLevel;
if (minLevel > maxLevel) {
- t->Complete = GL_FALSE;
+ t->_Complete = GL_FALSE;
incomplete(t, "minLevel > maxLevel");
return;
}
for (i = minLevel; i <= maxLevel; i++) {
if (t->Image[0][i]) {
if (t->Image[0][i]->TexFormat != t->Image[0][baseLevel]->TexFormat) {
- t->Complete = GL_FALSE;
+ t->_Complete = GL_FALSE;
incomplete(t, "Format[i] != Format[baseLevel]");
return;
}
if (t->Image[0][i]->Border != t->Image[0][baseLevel]->Border) {
- t->Complete = GL_FALSE;
+ t->_Complete = GL_FALSE;
incomplete(t, "Border[i] != Border[baseLevel]");
return;
}
}
/* Test things which depend on number of texture image dimensions */
- if (t->Target == GL_TEXTURE_1D) {
+ if ((t->Target == GL_TEXTURE_1D) ||
+ (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) {
/* Test 1-D mipmaps */
GLuint width = t->Image[0][baseLevel]->Width2;
for (i = baseLevel + 1; i < maxLevels; i++) {
}
if (i >= minLevel && i <= maxLevel) {
if (!t->Image[0][i]) {
- t->Complete = GL_FALSE;
+ t->_Complete = GL_FALSE;
incomplete(t, "1D Image[0][i] == NULL");
return;
}
if (t->Image[0][i]->Width2 != width ) {
- t->Complete = GL_FALSE;
+ t->_Complete = GL_FALSE;
incomplete(t, "1D Image[0][i] bad width");
return;
}
}
}
}
- else if (t->Target == GL_TEXTURE_2D) {
+ else if ((t->Target == GL_TEXTURE_2D) ||
+ (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) {
/* Test 2-D mipmaps */
GLuint width = t->Image[0][baseLevel]->Width2;
GLuint height = t->Image[0][baseLevel]->Height2;
}
if (i >= minLevel && i <= maxLevel) {
if (!t->Image[0][i]) {
- t->Complete = GL_FALSE;
+ t->_Complete = GL_FALSE;
incomplete(t, "2D Image[0][i] == NULL");
return;
}
if (t->Image[0][i]->Width2 != width) {
- t->Complete = GL_FALSE;
+ t->_Complete = GL_FALSE;
incomplete(t, "2D Image[0][i] bad width");
return;
}
if (t->Image[0][i]->Height2 != height) {
- t->Complete = GL_FALSE;
+ t->_Complete = GL_FALSE;
incomplete(t, "2D Image[0][i] bad height");
return;
}
if (i >= minLevel && i <= maxLevel) {
if (!t->Image[0][i]) {
incomplete(t, "3D Image[0][i] == NULL");
- t->Complete = GL_FALSE;
+ t->_Complete = GL_FALSE;
return;
}
- if (t->Image[0][i]->Format == GL_DEPTH_COMPONENT) {
- t->Complete = GL_FALSE;
+ if (t->Image[0][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
+ t->_Complete = GL_FALSE;
incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
return;
}
if (t->Image[0][i]->Width2 != width) {
- t->Complete = GL_FALSE;
+ t->_Complete = GL_FALSE;
incomplete(t, "3D Image[0][i] bad width");
return;
}
if (t->Image[0][i]->Height2 != height) {
- t->Complete = GL_FALSE;
+ t->_Complete = GL_FALSE;
incomplete(t, "3D Image[0][i] bad height");
return;
}
if (t->Image[0][i]->Depth2 != depth) {
- t->Complete = GL_FALSE;
+ t->_Complete = GL_FALSE;
incomplete(t, "3D Image[0][i] bad depth");
return;
}
for (face = 0; face < 6; face++) {
/* check that we have images defined */
if (!t->Image[face][i]) {
- t->Complete = GL_FALSE;
+ t->_Complete = GL_FALSE;
incomplete(t, "CubeMap Image[n][i] == NULL");
return;
}
/* Don't support GL_DEPTH_COMPONENT for cube maps */
- if (t->Image[face][i]->Format == GL_DEPTH_COMPONENT) {
- t->Complete = GL_FALSE;
+ if (t->Image[face][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
+ t->_Complete = GL_FALSE;
incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
return;
}
/* check that all six images have same size */
if (t->Image[face][i]->Width2!=width ||
t->Image[face][i]->Height2!=height) {
- t->Complete = GL_FALSE;
+ t->_Complete = GL_FALSE;
incomplete(t, "CubeMap Image[n][i] bad size");
return;
}
/** \name API functions */
/*@{*/
-/**
- * Texture name generation lock.
- *
- * Used by _mesa_GenTextures() to guarantee that the generation and allocation
- * of texture IDs is atomic.
- */
-_glthread_DECLARE_STATIC_MUTEX(GenTexturesLock);
/**
* Generate texture names.
*
* \sa glGenTextures().
*
- * While holding the GenTexturesLock lock, calls _mesa_HashFindFreeKeyBlock()
- * to find a block of free texture IDs which are stored in \p textures.
- * Corresponding empty texture objects are also generated.
+ * 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 )
/*
* This must be atomic (generation and allocation of texture IDs)
*/
- _glthread_LOCK_MUTEX(GenTexturesLock);
+ _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n);
GLenum target = 0;
texObj = (*ctx->Driver.NewTextureObject)( ctx, name, target);
if (!texObj) {
+ _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
return;
}
- _mesa_save_texture_object(ctx, texObj);
+
+ /* insert into hash table */
+ _mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
+
textures[i] = name;
}
- _glthread_UNLOCK_MUTEX(GenTexturesLock);
+ _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
+}
+
+
+/**
+ * Check if the given texture object is bound to the current draw or
+ * read framebuffer. If so, Unbind it.
+ */
+static void
+unbind_texobj_from_fbo(GLcontext *ctx, struct gl_texture_object *texObj)
+{
+ const GLuint n = (ctx->DrawBuffer == ctx->ReadBuffer) ? 1 : 2;
+ GLuint i;
+
+ for (i = 0; i < n; i++) {
+ struct gl_framebuffer *fb = (i == 0) ? ctx->DrawBuffer : ctx->ReadBuffer;
+ if (fb->Name) {
+ GLuint j;
+ for (j = 0; j < BUFFER_COUNT; j++) {
+ if (fb->Attachment[j].Type == GL_TEXTURE &&
+ fb->Attachment[j].Texture == texObj) {
+ _mesa_remove_attachment(ctx, fb->Attachment + j);
+ }
+ }
+ }
+ }
+}
+
+
+/**
+ * Check if the given texture object is bound to any texture image units and
+ * unbind it if so (revert to default textures).
+ */
+static void
+unbind_texobj_from_texunits(GLcontext *ctx, struct gl_texture_object *texObj)
+{
+ GLuint u;
+
+ for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++) {
+ struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
+ if (texObj == unit->Current1D) {
+ _mesa_reference_texobj(&unit->Current1D, ctx->Shared->Default1D);
+ }
+ else if (texObj == unit->Current2D) {
+ _mesa_reference_texobj(&unit->Current2D, ctx->Shared->Default2D);
+ }
+ else if (texObj == unit->Current3D) {
+ _mesa_reference_texobj(&unit->Current3D, ctx->Shared->Default3D);
+ }
+ else if (texObj == unit->CurrentCubeMap) {
+ _mesa_reference_texobj(&unit->CurrentCubeMap, ctx->Shared->DefaultCubeMap);
+ }
+ else if (texObj == unit->CurrentRect) {
+ _mesa_reference_texobj(&unit->CurrentRect, ctx->Shared->DefaultRect);
+ }
+ else if (texObj == unit->Current1DArray) {
+ _mesa_reference_texobj(&unit->Current1DArray, ctx->Shared->Default1DArray);
+ }
+ else if (texObj == unit->Current2DArray) {
+ _mesa_reference_texobj(&unit->Current2DArray, ctx->Shared->Default2DArray);
+ }
+ }
}
for (i = 0; i < n; i++) {
if (textures[i] > 0) {
- struct gl_texture_object *delObj = (struct gl_texture_object *)
- _mesa_HashLookup(ctx->Shared->TexObjects, textures[i]);
+ struct gl_texture_object *delObj
+ = _mesa_lookup_texture(ctx, textures[i]);
+
if (delObj) {
- /* First check if this texture is currently bound.
- * If so, unbind it and decrement the reference count.
+ _mesa_lock_texture(ctx, delObj);
+
+ /* Check if texture is bound to any framebuffer objects.
+ * If so, unbind.
+ * See section 4.4.2.3 of GL_EXT_framebuffer_object.
*/
- GLuint u;
- for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++) {
- struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
- if (delObj == unit->Current1D) {
- unit->Current1D = ctx->Shared->Default1D;
- ctx->Shared->Default1D->RefCount++;
- delObj->RefCount--;
- if (delObj == unit->_Current)
- unit->_Current = unit->Current1D;
- }
- else if (delObj == unit->Current2D) {
- unit->Current2D = ctx->Shared->Default2D;
- ctx->Shared->Default2D->RefCount++;
- delObj->RefCount--;
- if (delObj == unit->_Current)
- unit->_Current = unit->Current2D;
- }
- else if (delObj == unit->Current3D) {
- unit->Current3D = ctx->Shared->Default3D;
- ctx->Shared->Default3D->RefCount++;
- delObj->RefCount--;
- if (delObj == unit->_Current)
- unit->_Current = unit->Current3D;
- }
- else if (delObj == unit->CurrentCubeMap) {
- unit->CurrentCubeMap = ctx->Shared->DefaultCubeMap;
- ctx->Shared->DefaultCubeMap->RefCount++;
- delObj->RefCount--;
- if (delObj == unit->_Current)
- unit->_Current = unit->CurrentCubeMap;
- }
- else if (delObj == unit->CurrentRect) {
- unit->CurrentRect = ctx->Shared->DefaultRect;
- ctx->Shared->DefaultRect->RefCount++;
- delObj->RefCount--;
- if (delObj == unit->_Current)
- unit->_Current = unit->CurrentRect;
- }
- }
+ unbind_texobj_from_fbo(ctx, delObj);
+
+ /* Check if this texture is currently bound to any texture units.
+ * If so, unbind it.
+ */
+ unbind_texobj_from_texunits(ctx, delObj);
+
+ _mesa_unlock_texture(ctx, delObj);
+
ctx->NewState |= _NEW_TEXTURE;
- /* If user hasn't already tried to delete the texture... */
- if (!delObj->DeletePending) {
- delObj->DeletePending = GL_TRUE;
- delObj->RefCount--;
- ASSERT(delObj->RefCount >= 0);
- }
+ /* The texture _name_ is now free for re-use.
+ * Remove it from the hash table now.
+ */
+ _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
+ _mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name);
+ _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
- /* See if we can really delete the texture now */
- if (delObj->RefCount == 0) {
- ASSERT(delObj->Name != 0); /* Never delete default tex objects */
- _mesa_remove_texture_object(ctx, delObj);
- ASSERT(ctx->Driver.DeleteTexture);
- (*ctx->Driver.DeleteTexture)(ctx, delObj);
- }
+ /* Unreference the texobj. If refcount hits zero, the texture
+ * will be deleted.
+ */
+ _mesa_reference_texobj(&delObj, NULL);
}
}
}
_mesa_BindTexture( GLenum target, GLuint texName )
{
GET_CURRENT_CONTEXT(ctx);
- GLuint unit = ctx->Texture.CurrentUnit;
+ const GLuint unit = ctx->Texture.CurrentUnit;
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
- struct gl_texture_object *oldTexObj;
- struct gl_texture_object *newTexObj = 0;
+ struct gl_texture_object *newTexObj = NULL;
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
_mesa_debug(ctx, "glBindTexture %s %d\n",
_mesa_lookup_enum_by_nr(target), (GLint) texName);
- /*
- * Get pointer to currently bound texture object (oldTexObj)
- */
- switch (target) {
- case GL_TEXTURE_1D:
- oldTexObj = texUnit->Current1D;
- break;
- case GL_TEXTURE_2D:
- oldTexObj = texUnit->Current2D;
- break;
- case GL_TEXTURE_3D:
- oldTexObj = texUnit->Current3D;
- break;
- case GL_TEXTURE_CUBE_MAP_ARB:
- if (!ctx->Extensions.ARB_texture_cube_map) {
- _mesa_error( ctx, GL_INVALID_ENUM, "glBindTexture(target)" );
- return;
- }
- oldTexObj = texUnit->CurrentCubeMap;
- break;
- case GL_TEXTURE_RECTANGLE_NV:
- if (!ctx->Extensions.NV_texture_rectangle) {
- _mesa_error( ctx, GL_INVALID_ENUM, "glBindTexture(target)" );
- return;
- }
- oldTexObj = texUnit->CurrentRect;
- break;
- default:
- _mesa_error( ctx, GL_INVALID_ENUM, "glBindTexture(target)" );
- return;
- }
-
- if (oldTexObj->Name == texName)
- /* XXX this might be wrong. If the texobj is in use by another
- * context and a texobj parameter was changed, this might be our
- * only chance to update this context's hardware state.
- */
- return; /* rebinding the same texture- no change */
-
/*
* Get pointer to new texture object (newTexObj)
*/
case GL_TEXTURE_RECTANGLE_NV:
newTexObj = ctx->Shared->DefaultRect;
break;
+ case GL_TEXTURE_1D_ARRAY_EXT:
+ newTexObj = ctx->Shared->Default1DArray;
+ break;
+ case GL_TEXTURE_2D_ARRAY_EXT:
+ newTexObj = ctx->Shared->Default2DArray;
+ break;
default:
- ; /* Bad targets are caught above */
+ _mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)");
+ return;
}
}
else {
/* non-default texture object */
- const struct _mesa_HashTable *hash = ctx->Shared->TexObjects;
- newTexObj = (struct gl_texture_object *) _mesa_HashLookup(hash, texName);
+ newTexObj = _mesa_lookup_texture(ctx, texName);
if (newTexObj) {
/* error checking */
if (newTexObj->Target != 0 && newTexObj->Target != target) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
return;
}
- _mesa_save_texture_object(ctx, newTexObj);
+
+ /* and insert it into hash table */
+ _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
+ _mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj);
+ _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
}
newTexObj->Target = target;
}
- newTexObj->RefCount++;
+ assert(valid_texture_object(newTexObj));
- /* do the actual binding, but first flush outstanding vertices:
- */
+ /* flush before changing binding */
FLUSH_VERTICES(ctx, _NEW_TEXTURE);
+ /* Do the actual binding. The refcount on the previously bound
+ * texture object will be decremented. It'll be deleted if the
+ * count hits zero.
+ */
switch (target) {
case GL_TEXTURE_1D:
- texUnit->Current1D = newTexObj;
+ _mesa_reference_texobj(&texUnit->Current1D, newTexObj);
break;
case GL_TEXTURE_2D:
- texUnit->Current2D = newTexObj;
+ _mesa_reference_texobj(&texUnit->Current2D, newTexObj);
break;
case GL_TEXTURE_3D:
- texUnit->Current3D = newTexObj;
+ _mesa_reference_texobj(&texUnit->Current3D, newTexObj);
break;
case GL_TEXTURE_CUBE_MAP_ARB:
- texUnit->CurrentCubeMap = newTexObj;
+ _mesa_reference_texobj(&texUnit->CurrentCubeMap, newTexObj);
break;
case GL_TEXTURE_RECTANGLE_NV:
- texUnit->CurrentRect = newTexObj;
+ _mesa_reference_texobj(&texUnit->CurrentRect, newTexObj);
+ break;
+ case GL_TEXTURE_1D_ARRAY_EXT:
+ texUnit->Current1DArray = newTexObj;
+ break;
+ case GL_TEXTURE_2D_ARRAY_EXT:
+ texUnit->Current2DArray = newTexObj;
break;
default:
+ /* Bad target should be caught above */
_mesa_problem(ctx, "bad target in BindTexture");
return;
}
/* Pass BindTexture call to device driver */
if (ctx->Driver.BindTexture)
(*ctx->Driver.BindTexture)( ctx, target, newTexObj );
-
- /* Decrement the reference count on the old texture and check if it's
- * time to delete it.
- */
- oldTexObj->RefCount--;
- ASSERT(oldTexObj->RefCount >= 0);
- if (oldTexObj->RefCount == 0) {
- ASSERT(oldTexObj->Name != 0);
- ASSERT(oldTexObj->DeletePending);
- _mesa_remove_texture_object(ctx, oldTexObj);
- ASSERT(ctx->Driver.DeleteTexture);
- (*ctx->Driver.DeleteTexture)( ctx, oldTexObj );
- }
}
for (i = 0; i < n; i++) {
if (texName[i] > 0) {
- struct gl_texture_object *t = (struct gl_texture_object *)
- _mesa_HashLookup(ctx->Shared->TexObjects, texName[i]);
+ struct gl_texture_object *t = _mesa_lookup_texture(ctx, texName[i]);
if (t) {
t->Priority = CLAMP( priorities[i], 0.0F, 1.0F );
if (ctx->Driver.PrioritizeTexture)
_mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
return GL_FALSE;
}
- t = (struct gl_texture_object *)
- _mesa_HashLookup(ctx->Shared->TexObjects, texName[i]);
+ t = _mesa_lookup_texture(ctx, texName[i]);
if (!t) {
_mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
return GL_FALSE;
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
- if (!t)
+ if (!texture)
return GL_FALSE;
- t = (struct gl_texture_object *)
- _mesa_HashLookup(ctx->Shared->TexObjects, texture);
+ t = _mesa_lookup_texture(ctx, texture);
/* IsTexture is true only after object has been bound once. */
return t && t->Target;
}
+
+/**
+ * Simplest implementation of texture locking: Grab the a new mutex in
+ * the shared context. Examine the shared context state timestamp and
+ * if there has been a change, set the appropriate bits in
+ * ctx->NewState.
+ *
+ * This is used to deal with synchronizing things when a texture object
+ * is used/modified by different contexts (or threads) which are sharing
+ * the texture.
+ *
+ * See also _mesa_lock/unlock_texture() in teximage.h
+ */
+void
+_mesa_lock_context_textures( GLcontext *ctx )
+{
+ _glthread_LOCK_MUTEX(ctx->Shared->TexMutex);
+
+ if (ctx->Shared->TextureStateStamp != ctx->TextureStateTimestamp) {
+ ctx->NewState |= _NEW_TEXTURE;
+ ctx->TextureStateTimestamp = ctx->Shared->TextureStateStamp;
+ }
+}
+
+
+void
+_mesa_unlock_context_textures( GLcontext *ctx )
+{
+ assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp);
+ _glthread_UNLOCK_MUTEX(ctx->Shared->TexMutex);
+}
+
/*@}*/
+
+