/*
* Mesa 3-D graphics library
- * Version: 7.1
*
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
*/
-#include "mfeatures.h"
#include "bufferobj.h"
#include "colortab.h"
#include "context.h"
struct gl_texture_object *obj;
(void) ctx;
obj = MALLOC_STRUCT(gl_texture_object);
- _mesa_initialize_texture_object(obj, name, target);
+ _mesa_initialize_texture_object(ctx, obj, name, target);
return obj;
}
* \param target the texture target
*/
void
-_mesa_initialize_texture_object( struct gl_texture_object *obj,
+_mesa_initialize_texture_object( struct gl_context *ctx,
+ struct gl_texture_object *obj,
GLuint name, GLenum target )
{
ASSERT(target == 0 ||
target == GL_TEXTURE_RECTANGLE_NV ||
target == GL_TEXTURE_1D_ARRAY_EXT ||
target == GL_TEXTURE_2D_ARRAY_EXT ||
- target == GL_TEXTURE_BUFFER);
+ target == GL_TEXTURE_EXTERNAL_OES ||
+ target == GL_TEXTURE_CUBE_MAP_ARRAY ||
+ target == GL_TEXTURE_BUFFER ||
+ target == GL_TEXTURE_2D_MULTISAMPLE ||
+ target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY);
memset(obj, 0, sizeof(*obj));
/* init the non-zero fields */
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;
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->DepthMode = ctx->API == API_OPENGL_CORE ? GL_RED : GL_LUMINANCE;
+ 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->Sampler.sRGBDecode = GL_DECODE_EXT;
+ obj->BufferObjectFormat = GL_R8;
+ obj->_BufferObjectFormat = MESA_FORMAT_R_UNORM8;
+ obj->ImageFormatCompatibilityType = GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE;
}
finish_texture_init(struct gl_context *ctx, GLenum target,
struct gl_texture_object *obj)
{
+ GLenum filter = GL_LINEAR;
assert(obj->Target == 0);
- if (target == GL_TEXTURE_RECTANGLE_NV) {
- /* 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;
- 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};
- ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_S, fparam_wrap);
- ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_T, fparam_wrap);
- ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_R, fparam_wrap);
- ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_MIN_FILTER, fparam_filter);
- }
+ switch (target) {
+ case GL_TEXTURE_2D_MULTISAMPLE:
+ case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
+ filter = GL_NEAREST;
+ /* fallthrough */
+
+ case GL_TEXTURE_RECTANGLE_NV:
+ case 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;
+ obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
+ obj->Sampler.MinFilter = filter;
+ obj->Sampler.MagFilter = filter;
+ if (ctx->Driver.TexParameter) {
+ static const GLfloat fparam_wrap[1] = {(GLfloat) GL_CLAMP_TO_EDGE};
+ const GLfloat fparam_filter[1] = {(GLfloat) filter};
+ ctx->Driver.TexParameter(ctx, obj, GL_TEXTURE_WRAP_S, fparam_wrap);
+ ctx->Driver.TexParameter(ctx, obj, GL_TEXTURE_WRAP_T, fparam_wrap);
+ ctx->Driver.TexParameter(ctx, obj, GL_TEXTURE_WRAP_R, fparam_wrap);
+ ctx->Driver.TexParameter(ctx, obj,
+ GL_TEXTURE_MIN_FILTER, fparam_filter);
+ ctx->Driver.TexParameter(ctx, obj,
+ GL_TEXTURE_MAG_FILTER, fparam_filter);
+ }
+ break;
+
+ default:
+ /* nothing needs done */
+ break;
}
}
*/
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]);
}
}
}
/* destroy the mutex -- it may have allocated memory (eg on bsd) */
_glthread_DESTROY_MUTEX(texObj->Mutex);
+ free(texObj->Label);
+
/* free this object */
free(texObj);
}
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.DepthMode = src->Sampler.DepthMode;
+ dest->Sampler.CubeMapSeamless = src->Sampler.CubeMapSeamless;
+ dest->DepthMode = src->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;
+ dest->_BaseComplete = src->_BaseComplete;
+ dest->_MipmapComplete = src->_MipmapComplete;
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:
+ case GL_TEXTURE_CUBE_MAP_ARRAY:
+ case GL_TEXTURE_2D_MULTISAMPLE:
+ case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
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 */
}
+enum base_mipmap { BASE, MIPMAP };
+
/**
- * Mark a texture object as incomplete.
+ * Mark a texture object as incomplete. There are actually three kinds of
+ * (in)completeness:
+ * 1. "base incomplete": the base level of the texture is invalid so no
+ * texturing is possible.
+ * 2. "mipmap incomplete": a non-base level of the texture is invalid so
+ * mipmap filtering isn't possible, but non-mipmap filtering is.
+ * 3. "texture incompleteness": some combination of texture state and
+ * sampler state renders the texture incomplete.
+ *
* \param t texture object
+ * \param bm either BASE or MIPMAP to indicate what's incomplete
* \param fmt... string describing why it's incomplete (for debugging).
*/
static void
-incomplete(struct gl_texture_object *t, const char *fmt, ...)
+incomplete(struct gl_texture_object *t, enum base_mipmap bm,
+ const char *fmt, ...)
{
-#if 0
- va_list args;
- char s[100];
+ if (MESA_DEBUG_FLAGS & DEBUG_INCOMPLETE_TEXTURE) {
+ va_list args;
+ char s[100];
- va_start(args, fmt);
- vsnprintf(s, sizeof(s), fmt, args);
- va_end(args);
+ va_start(args, fmt);
+ vsnprintf(s, sizeof(s), fmt, args);
+ va_end(args);
- printf("Texture Obj %d incomplete because: %s\n", t->Name, s);
-#endif
- t->_Complete = GL_FALSE;
+ _mesa_debug(NULL, "Texture Obj %d incomplete because: %s\n", t->Name, s);
+ }
+
+ if (bm == BASE)
+ t->_BaseComplete = GL_FALSE;
+ t->_MipmapComplete = GL_FALSE;
}
struct gl_texture_object *t )
{
const GLint baseLevel = t->BaseLevel;
- GLint maxLog2 = 0, maxLevels = 0;
+ const struct gl_texture_image *baseImage;
+ GLint maxLevels = 0;
- t->_Complete = GL_TRUE; /* be optimistic */
+ /* We'll set these to FALSE if tests fail below */
+ t->_BaseComplete = GL_TRUE;
+ t->_MipmapComplete = GL_TRUE;
+
+ if (t->Target == GL_TEXTURE_BUFFER) {
+ /* Buffer textures are always considered complete. The obvious case where
+ * they would be incomplete (no BO attached) is actually specced to be
+ * undefined rendering results.
+ */
+ return;
+ }
/* Detect cases where the application set the base level to an invalid
* value.
*/
if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS)) {
- incomplete(t, "base level = %d is invalid", baseLevel);
+ incomplete(t, BASE, "base level = %d is invalid", baseLevel);
return;
}
+ if (t->MaxLevel < baseLevel) {
+ incomplete(t, MIPMAP, "MAX_LEVEL (%d) < BASE_LEVEL (%d)",
+ t->MaxLevel, baseLevel);
+ return;
+ }
+
+ baseImage = t->Image[0][baseLevel];
+
/* Always need the base level image */
- if (!t->Image[0][baseLevel]) {
- incomplete(t, "Image[baseLevel=%d] == NULL", baseLevel);
+ if (!baseImage) {
+ incomplete(t, BASE, "Image[baseLevel=%d] == NULL", baseLevel);
return;
}
/* Check width/height/depth for zero */
- if (t->Image[0][baseLevel]->Width == 0 ||
- t->Image[0][baseLevel]->Height == 0 ||
- t->Image[0][baseLevel]->Depth == 0) {
- incomplete(t, "texture width = 0");
+ if (baseImage->Width == 0 ||
+ baseImage->Height == 0 ||
+ baseImage->Depth == 0) {
+ incomplete(t, BASE, "texture width or height or depth = 0");
return;
}
- /* Compute _MaxLevel */
- if ((t->Target == GL_TEXTURE_1D) ||
- (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) {
- maxLog2 = t->Image[0][baseLevel]->WidthLog2;
- maxLevels = ctx->Const.MaxTextureLevels;
+ /* Check if the texture values are integer */
+ {
+ GLenum datatype = _mesa_get_format_datatype(baseImage->TexFormat);
+ t->_IsIntegerFormat = datatype == GL_INT || datatype == GL_UNSIGNED_INT;
}
- 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);
+
+ /* Compute _MaxLevel (the maximum mipmap level we'll sample from given the
+ * mipmap image sizes and GL_TEXTURE_MAX_LEVEL state).
+ */
+ switch (t->Target) {
+ case GL_TEXTURE_1D:
+ case GL_TEXTURE_1D_ARRAY_EXT:
maxLevels = ctx->Const.MaxTextureLevels;
- }
- else if (t->Target == GL_TEXTURE_3D) {
- GLint max = MAX2(t->Image[0][baseLevel]->WidthLog2,
- t->Image[0][baseLevel]->HeightLog2);
- maxLog2 = MAX2(max, (GLint)(t->Image[0][baseLevel]->DepthLog2));
+ break;
+ case GL_TEXTURE_2D:
+ case GL_TEXTURE_2D_ARRAY_EXT:
+ maxLevels = ctx->Const.MaxTextureLevels;
+ break;
+ case GL_TEXTURE_3D:
maxLevels = ctx->Const.Max3DTextureLevels;
- }
- else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
- maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
- t->Image[0][baseLevel]->HeightLog2);
+ break;
+ case GL_TEXTURE_CUBE_MAP_ARB:
+ case GL_TEXTURE_CUBE_MAP_ARRAY:
maxLevels = ctx->Const.MaxCubeTextureLevels;
- }
- else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
- maxLog2 = 0; /* not applicable */
+ break;
+ case GL_TEXTURE_RECTANGLE_NV:
+ case GL_TEXTURE_BUFFER:
+ case GL_TEXTURE_EXTERNAL_OES:
+ case GL_TEXTURE_2D_MULTISAMPLE:
+ case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
maxLevels = 1; /* no mipmapping */
- }
- else {
+ break;
+ default:
_mesa_problem(ctx, "Bad t->Target in _mesa_test_texobj_completeness");
return;
}
ASSERT(maxLevels > 0);
- if (t->MaxLevel < t->BaseLevel) {
- incomplete(t, "MAX_LEVEL (%d) < BASE_LEVEL (%d)",
- t->MaxLevel, t->BaseLevel);
- return;
- }
+ t->_MaxLevel = MIN3(t->MaxLevel,
+ /* 'p' in the GL spec */
+ (int) (baseLevel + baseImage->MaxNumLevels - 1),
+ /* 'q' in the GL spec */
+ maxLevels - 1);
- t->_MaxLevel = baseLevel + maxLog2;
- t->_MaxLevel = MIN2(t->_MaxLevel, t->MaxLevel);
- t->_MaxLevel = MIN2(t->_MaxLevel, maxLevels - 1);
+ /* Compute _MaxLambda = q - p in the spec used during mipmapping */
+ t->_MaxLambda = (GLfloat) (t->_MaxLevel - baseLevel);
- /* 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;
- const GLuint h = t->Image[0][baseLevel]->Height2;
+ /* Make sure that all six cube map level 0 images are the same size.
+ * Note: we know that the image's width==height (we enforce that
+ * at glTexImage time) so we only need to test the width here.
+ */
GLuint face;
+ assert(baseImage->Width2 == baseImage->Height);
for (face = 1; face < 6; face++) {
+ assert(t->Image[face][baseLevel] == NULL ||
+ t->Image[face][baseLevel]->Width2 ==
+ t->Image[face][baseLevel]->Height2);
if (t->Image[face][baseLevel] == NULL ||
- t->Image[face][baseLevel]->Width2 != w ||
- t->Image[face][baseLevel]->Height2 != h) {
- incomplete(t, "Cube face missing or mismatched size");
+ t->Image[face][baseLevel]->Width2 != baseImage->Width2) {
+ incomplete(t, BASE, "Cube face missing or mismatched size");
return;
}
}
}
- /* extra checking for mipmaps */
- if (t->Sampler.MinFilter != GL_NEAREST && t->Sampler.MinFilter != GL_LINEAR) {
- /*
- * Mipmapping: determine if we have a complete set of mipmaps
- */
+ /*
+ * Do mipmap consistency checking.
+ * Note: we don't care about the current texture sampler state here.
+ * To determine texture completeness we'll either look at _BaseComplete
+ * or _MipmapComplete depending on the current minification filter mode.
+ */
+ {
GLint i;
- GLint minLevel = baseLevel;
- GLint maxLevel = t->_MaxLevel;
+ const GLint minLevel = baseLevel;
+ const GLint maxLevel = t->_MaxLevel;
+ const GLuint numFaces = _mesa_num_tex_faces(t->Target);
+ GLuint width, height, depth, face;
if (minLevel > maxLevel) {
- incomplete(t, "minLevel > maxLevel");
+ incomplete(t, MIPMAP, "minLevel > maxLevel");
return;
}
- /* Test dimension-independent attributes */
- for (i = minLevel; i <= maxLevel; i++) {
- if (t->Image[0][i]) {
- if (t->Image[0][i]->TexFormat != t->Image[0][baseLevel]->TexFormat) {
- incomplete(t, "Format[i] != Format[baseLevel]");
- return;
- }
- if (t->Image[0][i]->Border != t->Image[0][baseLevel]->Border) {
- incomplete(t, "Border[i] != Border[baseLevel]");
- return;
- }
- }
- }
+ /* Get the base image's dimensions */
+ width = baseImage->Width2;
+ height = baseImage->Height2;
+ depth = baseImage->Depth2;
- /* Test things which depend on number of texture image dimensions */
- 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 (width > 1) {
- width /= 2;
- }
- if (i >= minLevel && i <= maxLevel) {
- if (!t->Image[0][i]) {
- incomplete(t, "1D Image[0][i] == NULL");
- return;
- }
- if (t->Image[0][i]->Width2 != width ) {
- incomplete(t, "1D Image[0][i] bad width");
- return;
- }
- }
- if (width == 1) {
- return; /* found smallest needed mipmap, all done! */
- }
+ /* Note: this loop will be a no-op for RECT, BUFFER, EXTERNAL,
+ * MULTISAMPLE and MULTISAMPLE_ARRAY textures
+ */
+ for (i = baseLevel + 1; i < maxLevels; i++) {
+ /* Compute the expected size of image at level[i] */
+ if (width > 1) {
+ width /= 2;
}
- }
- 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;
- for (i = baseLevel + 1; i < maxLevels; i++) {
- if (width > 1) {
- width /= 2;
- }
- if (height > 1) {
- height /= 2;
- }
+ if (height > 1 && t->Target != GL_TEXTURE_1D_ARRAY) {
+ height /= 2;
+ }
+ if (depth > 1 && t->Target != GL_TEXTURE_2D_ARRAY && t->Target != GL_TEXTURE_CUBE_MAP_ARRAY) {
+ depth /= 2;
+ }
+
+ /* loop over cube faces (or single face otherwise) */
+ for (face = 0; face < numFaces; face++) {
if (i >= minLevel && i <= maxLevel) {
- if (!t->Image[0][i]) {
- incomplete(t, "2D Image[0][i] == NULL");
- return;
- }
- if (t->Image[0][i]->Width2 != width) {
- incomplete(t, "2D Image[0][i] bad width");
- return;
- }
- if (t->Image[0][i]->Height2 != height) {
- incomplete(t, "2D Image[0][i] bad height");
+ const struct gl_texture_image *img = t->Image[face][i];
+
+ if (!img) {
+ incomplete(t, MIPMAP, "TexImage[%d] is missing", i);
return;
}
- if (width==1 && height==1) {
- return; /* found smallest needed mipmap, all done! */
- }
- }
- }
- }
- else if (t->Target == GL_TEXTURE_3D) {
- /* Test 3-D mipmaps */
- GLuint width = t->Image[0][baseLevel]->Width2;
- GLuint height = t->Image[0][baseLevel]->Height2;
- GLuint depth = t->Image[0][baseLevel]->Depth2;
- for (i = baseLevel + 1; i < maxLevels; i++) {
- if (width > 1) {
- width /= 2;
- }
- if (height > 1) {
- height /= 2;
- }
- if (depth > 1) {
- depth /= 2;
- }
- if (i >= minLevel && i <= maxLevel) {
- if (!t->Image[0][i]) {
- incomplete(t, "3D Image[0][i] == NULL");
+ if (img->TexFormat != baseImage->TexFormat) {
+ incomplete(t, MIPMAP, "Format[i] != Format[baseLevel]");
return;
}
- if (t->Image[0][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
- incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
+ if (img->Border != baseImage->Border) {
+ incomplete(t, MIPMAP, "Border[i] != Border[baseLevel]");
return;
}
- if (t->Image[0][i]->Width2 != width) {
- incomplete(t, "3D Image[0][i] bad width");
+ if (img->Width2 != width) {
+ incomplete(t, MIPMAP, "TexImage[%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, MIPMAP, "TexImage[%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, MIPMAP, "TexImage[%d] bad depth %u", i, img->Depth2);
return;
}
- }
- if (width == 1 && height == 1 && depth == 1) {
- return; /* found smallest needed mipmap, all done! */
- }
- }
- }
- else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
- /* make sure 6 cube faces are consistant */
- GLuint width = t->Image[0][baseLevel]->Width2;
- GLuint height = t->Image[0][baseLevel]->Height2;
- for (i = baseLevel + 1; i < maxLevels; i++) {
- if (width > 1) {
- width /= 2;
- }
- if (height > 1) {
- height /= 2;
- }
- if (i >= minLevel && i <= maxLevel) {
- GLuint face;
- for (face = 0; face < 6; face++) {
- /* check that we have images defined */
- if (!t->Image[face][i]) {
- incomplete(t, "CubeMap Image[n][i] == NULL");
- return;
- }
- /* Don't support GL_DEPTH_COMPONENT for cube maps */
- if (t->Image[face][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
- 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) {
- incomplete(t, "CubeMap Image[n][i] bad size");
+
+ /* Extra checks for cube textures */
+ if (face > 0) {
+ /* check that cube faces are the same size */
+ if (img->Width2 != t->Image[0][i]->Width2 ||
+ img->Height2 != t->Image[0][i]->Height2) {
+ incomplete(t, MIPMAP, "CubeMap Image[n][i] bad size");
return;
}
- }
- }
- if (width == 1 && height == 1) {
- return; /* found smallest needed mipmap, all done! */
+ }
}
}
- }
- else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
- /* XXX special checking? */
- }
- else {
- /* Target = ??? */
- _mesa_problem(ctx, "Bug in gl_test_texture_object_completeness\n");
+
+ if (width == 1 && height == 1 && depth == 1) {
+ return; /* found smallest needed mipmap, all done! */
+ }
}
}
}
/**
* Mark a texture object dirty. It forces the object to be incomplete
- * and optionally forces the context to re-validate its state.
+ * and forces the context to re-validate its state.
*
* \param ctx GL context.
* \param texObj texture object.
- * \param invalidate_state also invalidate context state.
*/
void
-_mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj,
- GLboolean invalidate_state)
+_mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj)
{
- texObj->_Complete = GL_FALSE;
- if (invalidate_state)
- ctx->NewState |= _NEW_TEXTURE;
+ texObj->_BaseComplete = GL_FALSE;
+ texObj->_MipmapComplete = GL_FALSE;
+ ctx->NewState |= _NEW_TEXTURE;
}
/**
- * Return pointer to a default/fallback texture.
- * The texture is a 2D 8x8 RGBA texture with all texels = (0,0,0,1).
- * That's the value a sampler should get when sampling from an
+ * Return pointer to a default/fallback texture of the given type/target.
+ * The texture is an RGBA texture with all texels = (0,0,0,1).
+ * That's the value a GLSL sampler should get when sampling from an
* incomplete texture.
*/
struct gl_texture_object *
-_mesa_get_fallback_texture(struct gl_context *ctx)
+_mesa_get_fallback_texture(struct gl_context *ctx, gl_texture_index tex)
{
- if (!ctx->Shared->FallbackTex) {
+ if (!ctx->Shared->FallbackTex[tex]) {
/* create fallback texture now */
- static GLubyte texels[8 * 8][4];
+ const GLsizei width = 1, height = 1, depth = 1;
+ GLubyte texel[4];
struct gl_texture_object *texObj;
struct gl_texture_image *texImage;
- gl_format texFormat;
- GLuint i;
-
- for (i = 0; i < 8 * 8; i++) {
- texels[i][0] =
- texels[i][1] =
- texels[i][2] = 0x0;
- texels[i][3] = 0xff;
+ mesa_format texFormat;
+ GLuint dims, face, numFaces = 1;
+ GLenum target;
+
+ texel[0] =
+ texel[1] =
+ texel[2] = 0x0;
+ texel[3] = 0xff;
+
+ switch (tex) {
+ case TEXTURE_2D_ARRAY_INDEX:
+ dims = 3;
+ target = GL_TEXTURE_2D_ARRAY;
+ break;
+ case TEXTURE_1D_ARRAY_INDEX:
+ dims = 2;
+ target = GL_TEXTURE_1D_ARRAY;
+ break;
+ case TEXTURE_CUBE_INDEX:
+ dims = 2;
+ target = GL_TEXTURE_CUBE_MAP;
+ numFaces = 6;
+ break;
+ case TEXTURE_3D_INDEX:
+ dims = 3;
+ target = GL_TEXTURE_3D;
+ break;
+ case TEXTURE_RECT_INDEX:
+ dims = 2;
+ target = GL_TEXTURE_RECTANGLE;
+ break;
+ case TEXTURE_2D_INDEX:
+ dims = 2;
+ target = GL_TEXTURE_2D;
+ break;
+ case TEXTURE_1D_INDEX:
+ dims = 1;
+ target = GL_TEXTURE_1D;
+ break;
+ case TEXTURE_BUFFER_INDEX:
+ dims = 0;
+ target = GL_TEXTURE_BUFFER;
+ break;
+ case TEXTURE_CUBE_ARRAY_INDEX:
+ dims = 3;
+ target = GL_TEXTURE_CUBE_MAP_ARRAY;
+ break;
+ case TEXTURE_EXTERNAL_INDEX:
+ dims = 2;
+ target = GL_TEXTURE_EXTERNAL_OES;
+ break;
+ case TEXTURE_2D_MULTISAMPLE_INDEX:
+ dims = 2;
+ target = GL_TEXTURE_2D_MULTISAMPLE;
+ break;
+ case TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX:
+ dims = 3;
+ target = GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
+ break;
+ default:
+ /* no-op */
+ return NULL;
}
/* create texture object */
- texObj = ctx->Driver.NewTextureObject(ctx, 0, GL_TEXTURE_2D);
+ texObj = ctx->Driver.NewTextureObject(ctx, 0, target);
+ if (!texObj)
+ return NULL;
+
assert(texObj->RefCount == 1);
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);
-
- texFormat = ctx->Driver.ChooseTextureFormat(ctx, GL_RGBA, GL_RGBA,
+ texFormat = ctx->Driver.ChooseTextureFormat(ctx, target,
+ GL_RGBA, GL_RGBA,
GL_UNSIGNED_BYTE);
- /* init the image fields */
- _mesa_init_teximage_fields(ctx, GL_TEXTURE_2D, texImage,
- 8, 8, 1, 0, GL_RGBA, texFormat);
+ /* need a loop here just for cube maps */
+ for (face = 0; face < numFaces; face++) {
+ GLenum faceTarget;
+
+ if (target == GL_TEXTURE_CUBE_MAP)
+ faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + face;
+ else
+ faceTarget = target;
+
+ /* initialize level[0] texture image */
+ texImage = _mesa_get_tex_image(ctx, texObj, faceTarget, 0);
- ASSERT(texImage->TexFormat != MESA_FORMAT_NONE);
+ _mesa_init_teximage_fields(ctx, texImage,
+ width,
+ (dims > 1) ? height : 1,
+ (dims > 2) ? depth : 1,
+ 0, /* border */
+ GL_RGBA, texFormat);
- /* set image data */
- ctx->Driver.TexImage2D(ctx, GL_TEXTURE_2D, 0, GL_RGBA,
- 8, 8, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, texels,
- &ctx->DefaultPacking, texObj, texImage);
+ ctx->Driver.TexImage(ctx, dims, texImage,
+ GL_RGBA, GL_UNSIGNED_BYTE, texel,
+ &ctx->DefaultPacking);
+ }
_mesa_test_texobj_completeness(ctx, texObj);
- assert(texObj->_Complete);
+ assert(texObj->_BaseComplete);
+ assert(texObj->_MipmapComplete);
- ctx->Shared->FallbackTex = texObj;
+ ctx->Shared->FallbackTex[tex] = texObj;
}
- return ctx->Shared->FallbackTex;
+ return ctx->Shared->FallbackTex[tex];
+}
+
+
+/**
+ * Compute the size of the given texture object, in bytes.
+ */
+static GLuint
+texture_size(const struct gl_texture_object *texObj)
+{
+ const GLuint numFaces = _mesa_num_tex_faces(texObj->Target);
+ GLuint face, level, size = 0;
+
+ for (face = 0; face < numFaces; face++) {
+ for (level = 0; level < MAX_TEXTURE_LEVELS; level++) {
+ const struct gl_texture_image *img = texObj->Image[face][level];
+ if (img) {
+ GLuint sz = _mesa_format_image_size(img->TexFormat, img->Width,
+ img->Height, img->Depth);
+ size += sz;
+ }
+ }
+ }
+
+ return size;
}
+/**
+ * Callback called from _mesa_HashWalk()
+ */
+static void
+count_tex_size(GLuint key, void *data, void *userData)
+{
+ const struct gl_texture_object *texObj =
+ (const struct gl_texture_object *) data;
+ GLuint *total = (GLuint *) userData;
+
+ (void) key;
+
+ *total = *total + texture_size(texObj);
+}
+
+
+/**
+ * Compute total size (in bytes) of all textures for the given context.
+ * For debugging purposes.
+ */
+GLuint
+_mesa_total_texture_memory(struct gl_context *ctx)
+{
+ GLuint tgt, total = 0;
+
+ _mesa_HashWalk(ctx->Shared->TexObjects, count_tex_size, &total);
+
+ /* plus, the default texture objects */
+ for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
+ total += texture_size(ctx->Shared->DefaultTex[tgt]);
+ }
+
+ return total;
+}
+
+static struct gl_texture_object *
+invalidate_tex_image_error_check(struct gl_context *ctx, GLuint texture,
+ GLint level, const char *name)
+{
+ /* The GL_ARB_invalidate_subdata spec says:
+ *
+ * "If <texture> is zero or is not the name of a texture, the error
+ * INVALID_VALUE is generated."
+ *
+ * This performs the error check in a different order than listed in the
+ * spec. We have to get the texture object before we can validate the
+ * other parameters against values in the texture object.
+ */
+ struct gl_texture_object *const t = _mesa_lookup_texture(ctx, texture);
+ if (texture == 0 || t == NULL) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "%s(texture)", name);
+ return NULL;
+ }
+
+ /* The GL_ARB_invalidate_subdata spec says:
+ *
+ * "If <level> is less than zero or greater than the base 2 logarithm
+ * of the maximum texture width, height, or depth, the error
+ * INVALID_VALUE is generated."
+ */
+ if (level < 0 || level > t->MaxLevel) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "%s(level)", name);
+ return NULL;
+ }
+
+ /* The GL_ARB_invalidate_subdata spec says:
+ *
+ * "If the target of <texture> is TEXTURE_RECTANGLE, TEXTURE_BUFFER,
+ * TEXTURE_2D_MULTISAMPLE, or TEXTURE_2D_MULTISAMPLE_ARRAY, and <level>
+ * is not zero, the error INVALID_VALUE is generated."
+ */
+ if (level != 0) {
+ switch (t->Target) {
+ case GL_TEXTURE_RECTANGLE:
+ case GL_TEXTURE_BUFFER:
+ case GL_TEXTURE_2D_MULTISAMPLE:
+ case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
+ _mesa_error(ctx, GL_INVALID_VALUE, "%s(level)", name);
+ return NULL;
+
+ default:
+ break;
+ }
+ }
+
+ return t;
+}
+
/*@}*/
GET_CURRENT_CONTEXT(ctx);
GLuint first;
GLint i;
- ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
+ _mesa_debug(ctx, "glGenTextures %d\n", n);
if (n < 0) {
_mesa_error( ctx, GL_INVALID_VALUE, "glGenTextures" );
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");
unbind_texobj_from_fbo(struct gl_context *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);
- }
- }
- }
+ bool progress = false;
+
+ /* Section 4.4.2 (Attaching Images to Framebuffer Objects), subsection
+ * "Attaching Texture Images to a Framebuffer," of the OpenGL 3.1 spec
+ * says:
+ *
+ * "If a texture object is deleted while its image is attached to one
+ * or more attachment points in the currently bound framebuffer, then
+ * it is as if FramebufferTexture* had been called, with a texture of
+ * zero, for each attachment point to which this image was attached in
+ * the currently bound framebuffer. In other words, this texture image
+ * is first detached from all attachment points in the currently bound
+ * framebuffer. Note that the texture image is specifically not
+ * detached from any other framebuffer objects. Detaching the texture
+ * image from any other framebuffer objects is the responsibility of
+ * the application."
+ */
+ if (_mesa_is_user_fbo(ctx->DrawBuffer)) {
+ progress = _mesa_detach_renderbuffer(ctx, ctx->DrawBuffer, texObj);
+ }
+ if (_mesa_is_user_fbo(ctx->ReadBuffer)
+ && ctx->ReadBuffer != ctx->DrawBuffer) {
+ progress = _mesa_detach_renderbuffer(ctx, ctx->ReadBuffer, texObj)
+ || progress;
}
+
+ if (progress)
+ /* Vertices are already flushed by _mesa_DeleteTextures */
+ ctx->NewState |= _NEW_BUFFERS;
}
{
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]) {
}
+/**
+ * Check if the given texture object is bound to any shader image unit
+ * and unbind it if that's the case.
+ */
+static void
+unbind_texobj_from_image_units(struct gl_context *ctx,
+ struct gl_texture_object *texObj)
+{
+ GLuint i;
+
+ for (i = 0; i < ctx->Const.MaxImageUnits; i++) {
+ struct gl_image_unit *unit = &ctx->ImageUnits[i];
+
+ if (texObj == unit->TexObj)
+ _mesa_reference_texobj(&unit->TexObj, NULL);
+ }
+}
+
+
/**
* Delete named textures.
*
{
GET_CURRENT_CONTEXT(ctx);
GLint i;
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* too complex */
+
+ if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
+ _mesa_debug(ctx, "glDeleteTextures %d\n", n);
+
+ FLUSH_VERTICES(ctx, 0); /* too complex */
if (!textures)
return;
*/
unbind_texobj_from_texunits(ctx, delObj);
+ /* 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, delObj);
+
_mesa_unlock_texture(ctx, delObj);
ctx->NewState |= _NEW_TEXTURE;
* Note that proxy targets are not valid here.
* \return TEXTURE_x_INDEX or -1 if target is invalid
*/
-static GLint
-target_enum_to_index(GLenum target)
+int
+_mesa_tex_target_to_index(const struct gl_context *ctx, GLenum target)
{
switch (target) {
case GL_TEXTURE_1D:
- return TEXTURE_1D_INDEX;
+ return _mesa_is_desktop_gl(ctx) ? TEXTURE_1D_INDEX : -1;
case GL_TEXTURE_2D:
return TEXTURE_2D_INDEX;
case GL_TEXTURE_3D:
- return TEXTURE_3D_INDEX;
- case GL_TEXTURE_CUBE_MAP_ARB:
- return TEXTURE_CUBE_INDEX;
- case GL_TEXTURE_RECTANGLE_NV:
- return TEXTURE_RECT_INDEX;
- case GL_TEXTURE_1D_ARRAY_EXT:
- 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;
+ return ctx->API != API_OPENGLES ? TEXTURE_3D_INDEX : -1;
+ case GL_TEXTURE_CUBE_MAP:
+ return ctx->Extensions.ARB_texture_cube_map
+ ? TEXTURE_CUBE_INDEX : -1;
+ case GL_TEXTURE_RECTANGLE:
+ return _mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle
+ ? TEXTURE_RECT_INDEX : -1;
+ case GL_TEXTURE_1D_ARRAY:
+ return _mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_texture_array
+ ? TEXTURE_1D_ARRAY_INDEX : -1;
+ case GL_TEXTURE_2D_ARRAY:
+ return (_mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_texture_array)
+ || _mesa_is_gles3(ctx)
+ ? TEXTURE_2D_ARRAY_INDEX : -1;
+ case GL_TEXTURE_BUFFER:
+ return ctx->API == API_OPENGL_CORE &&
+ ctx->Extensions.ARB_texture_buffer_object ?
+ TEXTURE_BUFFER_INDEX : -1;
+ case GL_TEXTURE_EXTERNAL_OES:
+ return _mesa_is_gles(ctx) && ctx->Extensions.OES_EGL_image_external
+ ? TEXTURE_EXTERNAL_INDEX : -1;
+ case GL_TEXTURE_CUBE_MAP_ARRAY:
+ return _mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_cube_map_array
+ ? TEXTURE_CUBE_ARRAY_INDEX : -1;
+ case GL_TEXTURE_2D_MULTISAMPLE:
+ return _mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_multisample
+ ? TEXTURE_2D_MULTISAMPLE_INDEX: -1;
+ case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
+ return _mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_multisample
+ ? TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX: -1;
default:
return -1;
}
struct gl_texture_unit *texUnit = _mesa_get_current_tex_unit(ctx);
struct gl_texture_object *newTexObj = NULL;
GLint targetIndex;
- 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);
- targetIndex = target_enum_to_index(target);
+ targetIndex = _mesa_tex_target_to_index(ctx, target);
if (targetIndex < 0) {
_mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)");
return;
}
}
else {
+ if (ctx->API == API_OPENGL_CORE) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glBindTexture(non-gen name)");
+ return;
+ }
+
/* 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);
}
{
GET_CURRENT_CONTEXT(ctx);
GLint i;
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+
+ if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
+ _mesa_debug(ctx, "glPrioritizeTextures %d\n", n);
+
+ FLUSH_VERTICES(ctx, 0);
if (n < 0) {
_mesa_error( ctx, GL_INVALID_VALUE, "glPrioritizeTextures" );
*
* \return GL_TRUE if all textures are resident and \p residences is left unchanged,
*
- * \sa glAreTexturesResident().
- *
- * Looks up each texture in the hash and calls
- * dd_function_table::IsTextureResident.
+ * Note: we assume all textures are always resident
*/
GLboolean GLAPIENTRY
_mesa_AreTexturesResident(GLsizei n, const GLuint *texName,
{
GET_CURRENT_CONTEXT(ctx);
GLboolean allResident = GL_TRUE;
- GLint i, j;
+ GLint i;
ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
+ if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
+ _mesa_debug(ctx, "glAreTexturesResident %d\n", n);
+
if (n < 0) {
_mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)");
return GL_FALSE;
if (!texName || !residences)
return GL_FALSE;
+ /* We only do error checking on the texture names */
for (i = 0; i < n; i++) {
struct gl_texture_object *t;
if (texName[i] == 0) {
_mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
return GL_FALSE;
}
- if (!ctx->Driver.IsTextureResident ||
- ctx->Driver.IsTextureResident(ctx, t)) {
- /* The texture is resident */
- if (!allResident)
- residences[i] = GL_TRUE;
- }
- else {
- /* The texture is not resident */
- if (allResident) {
- allResident = GL_FALSE;
- for (j = 0; j < i; j++)
- residences[j] = GL_TRUE;
- }
- residences[i] = GL_FALSE;
- }
}
return allResident;
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
+ if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
+ _mesa_debug(ctx, "glIsTexture %d\n", texture);
+
if (!texture)
return GL_FALSE;
_glthread_UNLOCK_MUTEX(ctx->Shared->TexMutex);
}
+void GLAPIENTRY
+_mesa_InvalidateTexSubImage(GLuint texture, GLint level, GLint xoffset,
+ GLint yoffset, GLint zoffset, GLsizei width,
+ GLsizei height, GLsizei depth)
+{
+ struct gl_texture_object *t;
+ struct gl_texture_image *image;
+ GET_CURRENT_CONTEXT(ctx);
+
+ if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
+ _mesa_debug(ctx, "glInvalidateTexSubImage %d\n", texture);
+
+ t = invalidate_tex_image_error_check(ctx, texture, level,
+ "glInvalidateTexSubImage");
+
+ /* The GL_ARB_invalidate_subdata spec says:
+ *
+ * "...the specified subregion must be between -<b> and <dim>+<b> where
+ * <dim> is the size of the dimension of the texture image, and <b> is
+ * the size of the border of that texture image, otherwise
+ * INVALID_VALUE is generated (border is not applied to dimensions that
+ * don't exist in a given texture target)."
+ */
+ image = t->Image[0][level];
+ if (image) {
+ int xBorder;
+ int yBorder;
+ int zBorder;
+ int imageWidth;
+ int imageHeight;
+ int imageDepth;
+
+ /* The GL_ARB_invalidate_subdata spec says:
+ *
+ * "For texture targets that don't have certain dimensions, this
+ * command treats those dimensions as having a size of 1. For
+ * example, to invalidate a portion of a two-dimensional texture,
+ * the application would use <zoffset> equal to zero and <depth>
+ * equal to one."
+ */
+ switch (t->Target) {
+ case GL_TEXTURE_BUFFER:
+ xBorder = 0;
+ yBorder = 0;
+ zBorder = 0;
+ imageWidth = 1;
+ imageHeight = 1;
+ imageDepth = 1;
+ break;
+ case GL_TEXTURE_1D:
+ xBorder = image->Border;
+ yBorder = 0;
+ zBorder = 0;
+ imageWidth = image->Width;
+ imageHeight = 1;
+ imageDepth = 1;
+ break;
+ case GL_TEXTURE_1D_ARRAY:
+ xBorder = image->Border;
+ yBorder = 0;
+ zBorder = 0;
+ imageWidth = image->Width;
+ imageHeight = image->Height;
+ imageDepth = 1;
+ break;
+ case GL_TEXTURE_2D:
+ case GL_TEXTURE_CUBE_MAP:
+ case GL_TEXTURE_RECTANGLE:
+ case GL_TEXTURE_2D_MULTISAMPLE:
+ xBorder = image->Border;
+ yBorder = image->Border;
+ zBorder = 0;
+ imageWidth = image->Width;
+ imageHeight = image->Height;
+ imageDepth = 1;
+ break;
+ case GL_TEXTURE_2D_ARRAY:
+ case GL_TEXTURE_CUBE_MAP_ARRAY:
+ case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
+ xBorder = image->Border;
+ yBorder = image->Border;
+ zBorder = 0;
+ imageWidth = image->Width;
+ imageHeight = image->Height;
+ imageDepth = image->Depth;
+ break;
+ case GL_TEXTURE_3D:
+ xBorder = image->Border;
+ yBorder = image->Border;
+ zBorder = image->Border;
+ imageWidth = image->Width;
+ imageHeight = image->Height;
+ imageDepth = image->Depth;
+ break;
+ default:
+ assert(!"Should not get here.");
+ xBorder = 0;
+ yBorder = 0;
+ zBorder = 0;
+ imageWidth = 0;
+ imageHeight = 0;
+ imageDepth = 0;
+ break;
+ }
+
+ if (xoffset < -xBorder) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glInvalidateSubTexImage(xoffset)");
+ return;
+ }
+
+ if (xoffset + width > imageWidth + xBorder) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glInvalidateSubTexImage(xoffset+width)");
+ return;
+ }
+
+ if (yoffset < -yBorder) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glInvalidateSubTexImage(yoffset)");
+ return;
+ }
+
+ if (yoffset + height > imageHeight + yBorder) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glInvalidateSubTexImage(yoffset+height)");
+ return;
+ }
+
+ if (zoffset < -zBorder) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glInvalidateSubTexImage(zoffset)");
+ return;
+ }
+
+ if (zoffset + depth > imageDepth + zBorder) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glInvalidateSubTexImage(zoffset+depth)");
+ return;
+ }
+ }
+
+ /* We don't actually do anything for this yet. Just return after
+ * validating the parameters and generating the required errors.
+ */
+ return;
+}
+
+void GLAPIENTRY
+_mesa_InvalidateTexImage(GLuint texture, GLint level)
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
+ _mesa_debug(ctx, "glInvalidateTexImage(%d, %d)\n", texture, level);
+
+ invalidate_tex_image_error_check(ctx, texture, level,
+ "glInvalidateTexImage");
+
+ /* We don't actually do anything for this yet. Just return after
+ * validating the parameters and generating the required errors.
+ */
+ return;
+}
+
/*@}*/