/*
* 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
- * THE AUTHORS 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 <stdio.h>
#include "bufferobj.h"
-#include "colortab.h"
#include "context.h"
#include "enums.h"
#include "fbobject.h"
#include "hash.h"
#include "imports.h"
#include "macros.h"
+#include "shaderimage.h"
#include "teximage.h"
#include "texobj.h"
#include "texstate.h"
/** \name Internal functions */
/*@{*/
+/**
+ * This function checks for all valid combinations of Min and Mag filters for
+ * Float types, when extensions like OES_texture_float and
+ * OES_texture_float_linear are supported. OES_texture_float mentions support
+ * for NEAREST, NEAREST_MIPMAP_NEAREST magnification and minification filters.
+ * Mag filters like LINEAR and min filters like NEAREST_MIPMAP_LINEAR,
+ * LINEAR_MIPMAP_NEAREST and LINEAR_MIPMAP_LINEAR are only valid in case
+ * OES_texture_float_linear is supported.
+ *
+ * Returns true in case the filter is valid for given Float type else false.
+ */
+static bool
+valid_filter_for_float(const struct gl_context *ctx,
+ const struct gl_texture_object *obj)
+{
+ switch (obj->Sampler.MagFilter) {
+ case GL_LINEAR:
+ if (obj->_IsHalfFloat && !ctx->Extensions.OES_texture_half_float_linear) {
+ return false;
+ } else if (obj->_IsFloat && !ctx->Extensions.OES_texture_float_linear) {
+ return false;
+ }
+ case GL_NEAREST:
+ case GL_NEAREST_MIPMAP_NEAREST:
+ break;
+ default:
+ unreachable("Invalid mag filter");
+ }
+
+ switch (obj->Sampler.MinFilter) {
+ case GL_LINEAR:
+ case GL_NEAREST_MIPMAP_LINEAR:
+ case GL_LINEAR_MIPMAP_NEAREST:
+ case GL_LINEAR_MIPMAP_LINEAR:
+ if (obj->_IsHalfFloat && !ctx->Extensions.OES_texture_half_float_linear) {
+ return false;
+ } else if (obj->_IsFloat && !ctx->Extensions.OES_texture_float_linear) {
+ return false;
+ }
+ case GL_NEAREST:
+ case GL_NEAREST_MIPMAP_NEAREST:
+ break;
+ default:
+ unreachable("Invalid min filter");
+ }
+
+ return true;
+}
/**
* Return the gl_texture_object for a given ID.
_mesa_HashLookup(ctx->Shared->TexObjects, id);
}
+/**
+ * Wrapper around _mesa_lookup_texture that throws GL_INVALID_OPERATION if id
+ * is not in the hash table. After calling _mesa_error, it returns NULL.
+ */
+struct gl_texture_object *
+_mesa_lookup_texture_err(struct gl_context *ctx, GLuint id, const char* func)
+{
+ struct gl_texture_object *texObj;
+
+ texObj = _mesa_lookup_texture(ctx, id); /* Returns NULL if not found. */
+
+ if (!texObj)
+ _mesa_error(ctx, GL_INVALID_OPERATION, "%s(texture)", func);
+
+ return texObj;
+}
+
+void
+_mesa_begin_texture_lookups(struct gl_context *ctx)
+{
+ _mesa_HashLockMutex(ctx->Shared->TexObjects);
+}
+
+
+void
+_mesa_end_texture_lookups(struct gl_context *ctx)
+{
+ _mesa_HashUnlockMutex(ctx->Shared->TexObjects);
+}
+
+
+struct gl_texture_object *
+_mesa_lookup_texture_locked(struct gl_context *ctx, GLuint id)
+{
+ return (struct gl_texture_object *)
+ _mesa_HashLookupLocked(ctx->Shared->TexObjects, id);
+}
+
+/**
+ * Return a pointer to the current texture object for the given target
+ * on the current texture unit.
+ * Note: all <target> error checking should have been done by this point.
+ */
+struct gl_texture_object *
+_mesa_get_current_tex_object(struct gl_context *ctx, GLenum target)
+{
+ struct gl_texture_unit *texUnit = _mesa_get_current_tex_unit(ctx);
+ const GLboolean arrayTex = ctx->Extensions.EXT_texture_array;
+
+ switch (target) {
+ case GL_TEXTURE_1D:
+ return texUnit->CurrentTex[TEXTURE_1D_INDEX];
+ case GL_PROXY_TEXTURE_1D:
+ return ctx->Texture.ProxyTex[TEXTURE_1D_INDEX];
+ case GL_TEXTURE_2D:
+ return texUnit->CurrentTex[TEXTURE_2D_INDEX];
+ case GL_PROXY_TEXTURE_2D:
+ return ctx->Texture.ProxyTex[TEXTURE_2D_INDEX];
+ case GL_TEXTURE_3D:
+ return texUnit->CurrentTex[TEXTURE_3D_INDEX];
+ case GL_PROXY_TEXTURE_3D:
+ return ctx->Texture.ProxyTex[TEXTURE_3D_INDEX];
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
+ case GL_TEXTURE_CUBE_MAP:
+ return ctx->Extensions.ARB_texture_cube_map
+ ? texUnit->CurrentTex[TEXTURE_CUBE_INDEX] : NULL;
+ case GL_PROXY_TEXTURE_CUBE_MAP:
+ return ctx->Extensions.ARB_texture_cube_map
+ ? ctx->Texture.ProxyTex[TEXTURE_CUBE_INDEX] : NULL;
+ case GL_TEXTURE_CUBE_MAP_ARRAY:
+ return ctx->Extensions.ARB_texture_cube_map_array
+ ? texUnit->CurrentTex[TEXTURE_CUBE_ARRAY_INDEX] : NULL;
+ case GL_PROXY_TEXTURE_CUBE_MAP_ARRAY:
+ return ctx->Extensions.ARB_texture_cube_map_array
+ ? ctx->Texture.ProxyTex[TEXTURE_CUBE_ARRAY_INDEX] : NULL;
+ case GL_TEXTURE_RECTANGLE_NV:
+ return ctx->Extensions.NV_texture_rectangle
+ ? texUnit->CurrentTex[TEXTURE_RECT_INDEX] : NULL;
+ case GL_PROXY_TEXTURE_RECTANGLE_NV:
+ return ctx->Extensions.NV_texture_rectangle
+ ? ctx->Texture.ProxyTex[TEXTURE_RECT_INDEX] : NULL;
+ case GL_TEXTURE_1D_ARRAY_EXT:
+ return arrayTex ? texUnit->CurrentTex[TEXTURE_1D_ARRAY_INDEX] : NULL;
+ case GL_PROXY_TEXTURE_1D_ARRAY_EXT:
+ return arrayTex ? ctx->Texture.ProxyTex[TEXTURE_1D_ARRAY_INDEX] : NULL;
+ case GL_TEXTURE_2D_ARRAY_EXT:
+ return arrayTex ? texUnit->CurrentTex[TEXTURE_2D_ARRAY_INDEX] : NULL;
+ case GL_PROXY_TEXTURE_2D_ARRAY_EXT:
+ return arrayTex ? ctx->Texture.ProxyTex[TEXTURE_2D_ARRAY_INDEX] : NULL;
+ case GL_TEXTURE_BUFFER:
+ return (_mesa_has_ARB_texture_buffer_object(ctx) ||
+ _mesa_has_OES_texture_buffer(ctx)) ?
+ texUnit->CurrentTex[TEXTURE_BUFFER_INDEX] : NULL;
+ case GL_TEXTURE_EXTERNAL_OES:
+ return _mesa_is_gles(ctx) && ctx->Extensions.OES_EGL_image_external
+ ? texUnit->CurrentTex[TEXTURE_EXTERNAL_INDEX] : NULL;
+ case GL_TEXTURE_2D_MULTISAMPLE:
+ return ctx->Extensions.ARB_texture_multisample
+ ? texUnit->CurrentTex[TEXTURE_2D_MULTISAMPLE_INDEX] : NULL;
+ case GL_PROXY_TEXTURE_2D_MULTISAMPLE:
+ return ctx->Extensions.ARB_texture_multisample
+ ? ctx->Texture.ProxyTex[TEXTURE_2D_MULTISAMPLE_INDEX] : NULL;
+ case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
+ return ctx->Extensions.ARB_texture_multisample
+ ? texUnit->CurrentTex[TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX] : NULL;
+ case GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY:
+ return ctx->Extensions.ARB_texture_multisample
+ ? ctx->Texture.ProxyTex[TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX] : NULL;
+ default:
+ _mesa_problem(NULL, "bad target in _mesa_get_current_tex_object()");
+ return NULL;
+ }
+}
/**
*
* Called via ctx->Driver.NewTextureObject, unless overridden by a device
* driver.
- *
+ *
* \param shared the shared GL state structure to contain the texture object
* \param name integer name for the texture object
* \param target either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,
- * GL_TEXTURE_CUBE_MAP_ARB or GL_TEXTURE_RECTANGLE_NV. zero is ok for the sake
+ * GL_TEXTURE_CUBE_MAP or GL_TEXTURE_RECTANGLE_NV. zero is ok for the sake
* of GenTextures()
*
* \return pointer to new texture object.
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 ||
+ assert(target == 0 ||
target == GL_TEXTURE_1D ||
target == GL_TEXTURE_2D ||
target == GL_TEXTURE_3D ||
- target == GL_TEXTURE_CUBE_MAP_ARB ||
+ target == GL_TEXTURE_CUBE_MAP ||
target == GL_TEXTURE_RECTANGLE_NV ||
target == GL_TEXTURE_1D_ARRAY_EXT ||
target == GL_TEXTURE_2D_ARRAY_EXT ||
memset(obj, 0, sizeof(*obj));
/* init the non-zero fields */
- _glthread_INIT_MUTEX(obj->Mutex);
+ mtx_init(&obj->Mutex, mtx_plain);
obj->RefCount = 1;
obj->Name = name;
obj->Target = target;
+ if (target != 0) {
+ obj->TargetIndex = _mesa_tex_target_to_index(ctx, target);
+ }
+ else {
+ obj->TargetIndex = NUM_TEXTURE_TARGETS; /* invalid/error value */
+ }
obj->Priority = 1.0F;
obj->BaseLevel = 0;
obj->MaxLevel = 1000;
obj->Sampler.MaxAnisotropy = 1.0;
obj->Sampler.CompareMode = GL_NONE; /* ARB_shadow */
obj->Sampler.CompareFunc = GL_LEQUAL; /* ARB_shadow */
- obj->DepthMode = GL_LUMINANCE;
+ obj->DepthMode = ctx->API == API_OPENGL_CORE ? GL_RED : GL_LUMINANCE;
+ obj->StencilSampling = false;
obj->Sampler.CubeMapSeamless = GL_FALSE;
obj->Swizzle[0] = GL_RED;
obj->Swizzle[1] = GL_GREEN;
obj->Swizzle[3] = GL_ALPHA;
obj->_Swizzle = SWIZZLE_NOOP;
obj->Sampler.sRGBDecode = GL_DECODE_EXT;
- obj->BufferObjectFormat = GL_LUMINANCE8;
- obj->_BufferObjectFormat = MESA_FORMAT_L8;
+ obj->BufferObjectFormat = GL_R8;
+ obj->_BufferObjectFormat = MESA_FORMAT_R_UNORM8;
+ obj->ImageFormatCompatibilityType = GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE;
}
GLenum filter = GL_LINEAR;
assert(obj->Target == 0);
+ obj->Target = target;
+ obj->TargetIndex = _mesa_tex_target_to_index(ctx, target);
+ assert(obj->TargetIndex < NUM_TEXTURE_TARGETS);
+
switch (target) {
case GL_TEXTURE_2D_MULTISAMPLE:
case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
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, 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,
+ 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, target, obj,
+ ctx->Driver.TexParameter(ctx, obj,
GL_TEXTURE_MAG_FILTER, fparam_filter);
}
break;
_mesa_reference_buffer_object(ctx, &texObj->BufferObject, NULL);
/* destroy the mutex -- it may have allocated memory (eg on bsd) */
- _glthread_DESTROY_MUTEX(texObj->Mutex);
+ mtx_destroy(&texObj->Mutex);
+
+ free(texObj->Label);
/* free this object */
free(texObj);
}
-
/**
* Copy texture object state from one texture object to another.
* Use for glPush/PopAttrib.
const struct gl_texture_object *src )
{
dest->Target = src->Target;
+ dest->TargetIndex = src->TargetIndex;
dest->Name = src->Name;
dest->Priority = src->Priority;
dest->Sampler.BorderColor.f[0] = src->Sampler.BorderColor.f[0];
dest->Sampler.CompareFunc = src->Sampler.CompareFunc;
dest->Sampler.CubeMapSeamless = src->Sampler.CubeMapSeamless;
dest->DepthMode = src->DepthMode;
+ dest->StencilSampling = src->StencilSampling;
dest->Sampler.sRGBDecode = src->Sampler.sRGBDecode;
dest->_MaxLevel = src->_MaxLevel;
dest->_MaxLambda = src->_MaxLambda;
dest->_MipmapComplete = src->_MipmapComplete;
COPY_4V(dest->Swizzle, src->Swizzle);
dest->_Swizzle = src->_Swizzle;
+ dest->_IsHalfFloat = src->_IsHalfFloat;
+ dest->_IsFloat = src->_IsFloat;
dest->RequiredTextureImageUnits = src->RequiredTextureImageUnits;
}
case GL_TEXTURE_1D:
case GL_TEXTURE_2D:
case GL_TEXTURE_3D:
- case GL_TEXTURE_CUBE_MAP_ARB:
+ case GL_TEXTURE_CUBE_MAP:
case GL_TEXTURE_RECTANGLE_NV:
case GL_TEXTURE_1D_ARRAY_EXT:
case GL_TEXTURE_2D_ARRAY_EXT:
GLboolean deleteFlag = GL_FALSE;
struct gl_texture_object *oldTex = *ptr;
- ASSERT(valid_texture_object(oldTex));
+ assert(valid_texture_object(oldTex));
(void) valid_texture_object; /* silence warning in release builds */
- _glthread_LOCK_MUTEX(oldTex->Mutex);
- ASSERT(oldTex->RefCount > 0);
+ mtx_lock(&oldTex->Mutex);
+ assert(oldTex->RefCount > 0);
oldTex->RefCount--;
deleteFlag = (oldTex->RefCount == 0);
- _glthread_UNLOCK_MUTEX(oldTex->Mutex);
+ 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);
if (tex) {
/* reference new texture */
- ASSERT(valid_texture_object(tex));
- _glthread_LOCK_MUTEX(tex->Mutex);
+ assert(valid_texture_object(tex));
+ mtx_lock(&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. */
tex->RefCount++;
*ptr = tex;
}
- _glthread_UNLOCK_MUTEX(tex->Mutex);
+ mtx_unlock(&tex->Mutex);
}
}
t->_IsIntegerFormat = datatype == GL_INT || datatype == GL_UNSIGNED_INT;
}
+ /* Check if the texture type is Float or HalfFloatOES and ensure Min and Mag
+ * filters are supported in this case.
+ */
+ if (_mesa_is_gles(ctx) && !valid_filter_for_float(ctx, t)) {
+ incomplete(t, BASE, "Filter is not supported with Float types.");
+ return;
+ }
+
/* Compute _MaxLevel (the maximum mipmap level we'll sample from given the
* mipmap image sizes and GL_TEXTURE_MAX_LEVEL state).
*/
case GL_TEXTURE_3D:
maxLevels = ctx->Const.Max3DTextureLevels;
break;
- case GL_TEXTURE_CUBE_MAP_ARB:
+ case GL_TEXTURE_CUBE_MAP:
case GL_TEXTURE_CUBE_MAP_ARRAY:
maxLevels = ctx->Const.MaxCubeTextureLevels;
break;
return;
}
- ASSERT(maxLevels > 0);
+ assert(maxLevels > 0);
- t->_MaxLevel =
- baseLevel + baseImage->MaxNumLevels - 1; /* 'p' in the GL spec */
- t->_MaxLevel = MIN2(t->_MaxLevel, t->MaxLevel);
- t->_MaxLevel = MIN2(t->_MaxLevel, maxLevels - 1); /* 'q' in the GL spec */
+ t->_MaxLevel = MIN3(t->MaxLevel,
+ /* 'p' in the GL spec */
+ (int) (baseLevel + baseImage->MaxNumLevels - 1),
+ /* 'q' in the GL spec */
+ maxLevels - 1);
- /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
+ if (t->Immutable) {
+ /* Adjust max level for views: the data store may have more levels than
+ * the view exposes.
+ */
+ t->_MaxLevel = MIN2(t->_MaxLevel, t->NumLevels - 1);
+ }
+
+ /* Compute _MaxLambda = q - p in the spec used during mipmapping */
t->_MaxLambda = (GLfloat) (t->_MaxLevel - baseLevel);
if (t->Immutable) {
return;
}
- if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
- /* Make sure that all six cube map level 0 images are the same size.
+ if (t->Target == GL_TEXTURE_CUBE_MAP) {
+ /* Make sure that all six cube map level 0 images are the same size and
+ * format.
* Note: we know that the image's width==height (we enforce that
* at glTexImage time) so we only need to test the width here.
*/
incomplete(t, BASE, "Cube face missing or mismatched size");
return;
}
+ if (t->Image[face][baseLevel]->InternalFormat !=
+ baseImage->InternalFormat) {
+ incomplete(t, BASE, "Cube face format mismatch");
+ return;
+ }
+ if (t->Image[face][baseLevel]->Border != baseImage->Border) {
+ incomplete(t, BASE, "Cube face border size mismatch");
+ return;
+ }
}
}
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) {
+ if (depth > 1 && t->Target != GL_TEXTURE_2D_ARRAY
+ && t->Target != GL_TEXTURE_CUBE_MAP_ARRAY) {
depth /= 2;
}
incomplete(t, MIPMAP, "TexImage[%d] is missing", i);
return;
}
- if (img->TexFormat != baseImage->TexFormat) {
+ if (img->InternalFormat != baseImage->InternalFormat) {
incomplete(t, MIPMAP, "Format[i] != Format[baseLevel]");
return;
}
return;
}
if (img->Width2 != width) {
- incomplete(t, MIPMAP, "TexImage[%d] bad width %u", i, img->Width2);
+ incomplete(t, MIPMAP, "TexImage[%d] bad width %u", i,
+ img->Width2);
return;
}
if (img->Height2 != height) {
- incomplete(t, MIPMAP, "TexImage[%d] bad height %u", i, img->Height2);
+ incomplete(t, MIPMAP, "TexImage[%d] bad height %u", i,
+ img->Height2);
return;
}
if (img->Depth2 != depth) {
- incomplete(t, MIPMAP, "TexImage[%d] bad depth %u", i, img->Depth2);
+ incomplete(t, MIPMAP, "TexImage[%d] bad depth %u", i,
+ img->Depth2);
return;
}
-
- /* 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 && depth == 1) {
return; /* found smallest needed mipmap, all done! */
}
}
-/**
- * Check if the given cube map texture is "cube complete" as defined in
- * the OpenGL specification.
- */
GLboolean
-_mesa_cube_complete(const struct gl_texture_object *texObj)
+_mesa_cube_level_complete(const struct gl_texture_object *texObj,
+ const GLint level)
{
- const GLint baseLevel = texObj->BaseLevel;
const struct gl_texture_image *img0, *img;
GLuint face;
if (texObj->Target != GL_TEXTURE_CUBE_MAP)
return GL_FALSE;
- if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS))
+ if ((level < 0) || (level >= MAX_TEXTURE_LEVELS))
return GL_FALSE;
/* check first face */
- img0 = texObj->Image[0][baseLevel];
+ img0 = texObj->Image[0][level];
if (!img0 ||
img0->Width < 1 ||
img0->Width != img0->Height)
/* check remaining faces vs. first face */
for (face = 1; face < 6; face++) {
- img = texObj->Image[face][baseLevel];
+ img = texObj->Image[face][level];
if (!img ||
img->Width != img0->Width ||
img->Height != img0->Height ||
return GL_TRUE;
}
+/**
+ * Check if the given cube map texture is "cube complete" as defined in
+ * the OpenGL specification.
+ */
+GLboolean
+_mesa_cube_complete(const struct gl_texture_object *texObj)
+{
+ return _mesa_cube_level_complete(texObj, texObj->BaseLevel);
+}
/**
* 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->_BaseComplete = GL_FALSE;
texObj->_MipmapComplete = GL_FALSE;
- if (invalidate_state)
- ctx->NewState |= _NEW_TEXTURE;
+ ctx->NewState |= _NEW_TEXTURE;
}
{
if (!ctx->Shared->FallbackTex[tex]) {
/* create fallback texture now */
- const GLsizei width = 1, height = 1, depth = 1;
- GLubyte texel[4];
+ const GLsizei width = 1, height = 1;
+ GLsizei depth = 1;
+ GLubyte texel[24];
struct gl_texture_object *texObj;
struct gl_texture_image *texImage;
- gl_format texFormat;
+ mesa_format texFormat;
GLuint dims, face, numFaces = 1;
GLenum target;
- texel[0] =
- texel[1] =
- texel[2] = 0x0;
- texel[3] = 0xff;
+ for (face = 0; face < 6; face++) {
+ texel[4*face + 0] =
+ texel[4*face + 1] =
+ texel[4*face + 2] = 0x0;
+ texel[4*face + 3] = 0xff;
+ }
switch (tex) {
case TEXTURE_2D_ARRAY_INDEX:
case TEXTURE_CUBE_ARRAY_INDEX:
dims = 3;
target = GL_TEXTURE_CUBE_MAP_ARRAY;
+ depth = 6;
break;
case TEXTURE_EXTERNAL_INDEX:
dims = 2;
/* 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;
+ const GLenum faceTarget = _mesa_cube_face_target(target, face);
/* initialize level[0] texture image */
texImage = _mesa_get_tex_image(ctx, texObj, faceTarget, 0);
(const struct gl_texture_object *) data;
GLuint *total = (GLuint *) userData;
+ (void) key;
+
*total = *total + texture_size(texObj);
}
return total;
}
+
+/**
+ * Return the base format for the given texture object by looking
+ * at the base texture image.
+ * \return base format (such as GL_RGBA) or GL_NONE if it can't be determined
+ */
+GLenum
+_mesa_texture_base_format(const struct gl_texture_object *texObj)
+{
+ const struct gl_texture_image *texImage = _mesa_base_tex_image(texObj);
+
+ return texImage ? texImage->_BaseFormat : GL_NONE;
+}
+
+
static struct gl_texture_object *
invalidate_tex_image_error_check(struct gl_context *ctx, GLuint texture,
GLint level, const char *name)
return t;
}
-/*@}*/
-
-
-/***********************************************************************/
-/** \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().
- *
- * 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 )
+ * 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.
+ * \param target either 0 or a valid / error-checked texture target enum
+ */
+static void
+create_textures(struct gl_context *ctx, GLenum target,
+ GLsizei n, GLuint *textures, const char *caller)
{
- GET_CURRENT_CONTEXT(ctx);
GLuint first;
GLint i;
if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
- _mesa_debug(ctx, "glGenTextures %d\n", n);
+ _mesa_debug(ctx, "%s %d\n", caller, n);
if (n < 0) {
- _mesa_error( ctx, GL_INVALID_VALUE, "glGenTextures" );
+ _mesa_error(ctx, GL_INVALID_VALUE, "%s(n < 0)", caller);
return;
}
/*
* This must be atomic (generation and allocation of texture IDs)
*/
- _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
+ _mesa_HashLockMutex(ctx->Shared->TexObjects);
first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n);
for (i = 0; i < n; i++) {
struct gl_texture_object *texObj;
GLuint name = first + i;
- 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");
+ _mesa_HashUnlockMutex(ctx->Shared->TexObjects);
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "gl%sTextures", caller);
return;
}
/* insert into hash table */
- _mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
+ _mesa_HashInsertLocked(ctx->Shared->TexObjects, texObj->Name, texObj);
textures[i] = name;
}
- _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
+ _mesa_HashUnlockMutex(ctx->Shared->TexObjects);
+}
+
+/*@}*/
+
+
+/***********************************************************************/
+/** \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, "glGenTextures");
}
+/**
+ * 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, "glCreateTextures");
+}
/**
* Check if the given texture object is bound to the current draw or
unbind_texobj_from_fbo(struct gl_context *ctx,
struct gl_texture_object *texObj)
{
- const GLuint n = (ctx->DrawBuffer == ctx->ReadBuffer) ? 1 : 2;
- GLuint i;
+ bool progress = false;
- for (i = 0; i < n; i++) {
- struct gl_framebuffer *fb = (i == 0) ? ctx->DrawBuffer : ctx->ReadBuffer;
- if (_mesa_is_user_fbo(fb)) {
- GLuint j;
- 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);
- }
- }
- }
+ /* 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;
}
unbind_texobj_from_texunits(struct gl_context *ctx,
struct gl_texture_object *texObj)
{
- GLuint u, tex;
+ const gl_texture_index index = texObj->TargetIndex;
+ GLuint u;
+
+ if (texObj->Target == 0) {
+ /* texture was never bound */
+ return;
+ }
+
+ assert(index < NUM_TEXTURE_TARGETS);
- for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
+ for (u = 0; u < ctx->Texture.NumCurrentTexUsed; u++) {
struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
- for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
- if (texObj == unit->CurrentTex[tex]) {
- _mesa_reference_texobj(&unit->CurrentTex[tex],
- ctx->Shared->DefaultTex[tex]);
- ASSERT(unit->CurrentTex[tex]);
- break;
- }
+
+ if (texObj == unit->CurrentTex[index]) {
+ /* Bind the default texture for this unit/target */
+ _mesa_reference_texobj(&unit->CurrentTex[index],
+ ctx->Shared->DefaultTex[index]);
+ unit->_BoundTextures &= ~(1 << index);
}
}
}
+/**
+ * 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);
+ *unit = _mesa_default_image_unit(ctx);
+ }
+ }
+}
+
+
+/**
+ * Unbinds all textures bound to the given texture image unit.
+ */
+static void
+unbind_textures_from_unit(struct gl_context *ctx, GLuint unit)
+{
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
+
+ while (texUnit->_BoundTextures) {
+ const GLuint index = ffs(texUnit->_BoundTextures) - 1;
+ struct gl_texture_object *texObj = ctx->Shared->DefaultTex[index];
+
+ _mesa_reference_texobj(&texUnit->CurrentTex[index], texObj);
+
+ /* Pass BindTexture call to device driver */
+ if (ctx->Driver.BindTexture)
+ ctx->Driver.BindTexture(ctx, unit, 0, texObj);
+
+ texUnit->_BoundTextures &= ~(1 << index);
+ ctx->NewState |= _NEW_TEXTURE;
+ }
+}
+
+
/**
* Delete named textures.
*
if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
_mesa_debug(ctx, "glDeleteTextures %d\n", n);
+ if (n < 0) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteTextures(n < 0)");
+ return;
+ }
+
FLUSH_VERTICES(ctx, 0); /* too complex */
+ if (n < 0) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteTextures(n)");
+ return;
+ }
+
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;
/* 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);
/* Unreference the texobj. If refcount hits zero, the texture
* will be deleted.
}
}
+/**
+ * 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
* Note that proxy targets are not valid here.
* \return TEXTURE_x_INDEX or -1 if target is invalid
*/
-static GLint
-target_enum_to_index(struct gl_context *ctx, GLenum target)
+int
+_mesa_tex_target_to_index(const struct gl_context *ctx, GLenum target)
{
switch (target) {
case GL_TEXTURE_1D:
case GL_TEXTURE_2D:
return TEXTURE_2D_INDEX;
case GL_TEXTURE_3D:
- return TEXTURE_3D_INDEX;
- case GL_TEXTURE_CUBE_MAP_ARB:
+ 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_NV:
+ case GL_TEXTURE_RECTANGLE:
return _mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle
? TEXTURE_RECT_INDEX : -1;
- case GL_TEXTURE_1D_ARRAY_EXT:
- return _mesa_is_desktop_gl(ctx)
- && (ctx->Extensions.EXT_texture_array
- || ctx->Extensions.MESA_texture_array)
+ 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_EXT:
- return (_mesa_is_desktop_gl(ctx)
- && (ctx->Extensions.EXT_texture_array
- || ctx->Extensions.MESA_texture_array))
+ 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_ARB:
- return ctx->API == API_OPENGL_CORE &&
- ctx->Extensions.ARB_texture_buffer_object ?
+ case GL_TEXTURE_BUFFER:
+ return (_mesa_has_ARB_texture_buffer_object(ctx) ||
+ _mesa_has_OES_texture_buffer(ctx)) ?
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 TEXTURE_CUBE_ARRAY_INDEX;
+ 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;
+ return ((_mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_multisample) ||
+ _mesa_is_gles31(ctx)) ? TEXTURE_2D_MULTISAMPLE_INDEX: -1;
case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
- return _mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_multisample
+ return ((_mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_multisample) ||
+ _mesa_is_gles31(ctx))
? TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX: -1;
default:
return -1;
/**
- * Bind a named texture to a texturing target.
- *
+ * Do actual texture binding. All error checking should have been done prior
+ * to calling this function. Note that the texture target (1D, 2D, etc) is
+ * always specified by the texObj->TargetIndex.
+ *
+ * \param unit index of texture unit to update
+ * \param texObj the new texture object (cannot be NULL)
+ */
+static void
+bind_texture(struct gl_context *ctx,
+ unsigned unit,
+ struct gl_texture_object *texObj)
+{
+ struct gl_texture_unit *texUnit;
+ int targetIndex;
+
+ assert(unit < ARRAY_SIZE(ctx->Texture.Unit));
+ texUnit = &ctx->Texture.Unit[unit];
+
+ assert(texObj);
+ assert(valid_texture_object(texObj));
+
+ targetIndex = texObj->TargetIndex;
+ assert(targetIndex >= 0);
+ assert(targetIndex < NUM_TEXTURE_TARGETS);
+
+ /* 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[targetIndex]));
+ mtx_unlock(&ctx->Shared->Mutex);
+ if (early_out) {
+ return;
+ }
+ }
+
+ /* flush before changing binding */
+ FLUSH_VERTICES(ctx, _NEW_TEXTURE);
+
+ /* If the refcount on the previously bound texture is decremented to
+ * zero, it'll be deleted here.
+ */
+ _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], texObj);
+
+ ctx->Texture.NumCurrentTexUsed = MAX2(ctx->Texture.NumCurrentTexUsed,
+ unit + 1);
+
+ if (texObj->Name != 0)
+ texUnit->_BoundTextures |= (1 << targetIndex);
+ else
+ texUnit->_BoundTextures &= ~(1 << targetIndex);
+
+ /* Pass BindTexture call to device driver */
+ if (ctx->Driver.BindTexture) {
+ ctx->Driver.BindTexture(ctx, unit, texObj->Target, texObj);
+ }
+}
+
+
+/**
+ * Implement glBindTexture(). Do error checking, look-up or create a new
+ * texture object, then bind it in the current texture unit.
+ *
* \param target texture target.
* \param texName texture name.
- *
- * \sa glBindTexture().
- *
- * Determines the old texture object bound and returns immediately if rebinding
- * the same texture. Get the current texture which is either a default texture
- * if name is null, a named texture from the hash, or a new texture if the
- * given texture name is new. Increments its reference count, binds it, and
- * calls dd_function_table::BindTexture. Decrements the old texture reference
- * count and deletes it if it reaches zero.
*/
void GLAPIENTRY
_mesa_BindTexture( GLenum target, GLuint texName )
{
GET_CURRENT_CONTEXT(ctx);
- struct gl_texture_unit *texUnit = _mesa_get_current_tex_unit(ctx);
struct gl_texture_object *newTexObj = NULL;
GLint targetIndex;
if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
_mesa_debug(ctx, "glBindTexture %s %d\n",
- _mesa_lookup_enum_by_nr(target), (GLint) texName);
+ _mesa_enum_to_string(target), (GLint) texName);
- targetIndex = target_enum_to_index(ctx, target);
+ targetIndex = _mesa_tex_target_to_index(ctx, target);
if (targetIndex < 0) {
_mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)");
return;
if (newTexObj) {
/* error checking */
if (newTexObj->Target != 0 && newTexObj->Target != target) {
- /* the named texture object's target doesn't match the given target */
+ /* The named texture object's target doesn't match the
+ * given target
+ */
_mesa_error( ctx, GL_INVALID_OPERATION,
"glBindTexture(target mismatch)" );
return;
}
else {
if (ctx->API == API_OPENGL_CORE) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "glBindTexture(non-gen name)");
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glBindTexture(non-gen name)");
return;
}
}
/* 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;
}
- assert(valid_texture_object(newTexObj));
+ assert(newTexObj->Target == target);
+ assert(newTexObj->TargetIndex == targetIndex);
- /* Check if this texture is only used by this context and is already bound.
- * If so, just return.
+ bind_texture(ctx, ctx->Texture.CurrentUnit, newTexObj);
+}
+
+
+/**
+ * OpenGL 4.5 / GL_ARB_direct_state_access glBindTextureUnit().
+ *
+ * \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 (unit >= _mesa_max_tex_unit(ctx)) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glBindTextureUnit(unit=%u)", unit);
+ return;
+ }
+
+ if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
+ _mesa_debug(ctx, "glBindTextureUnit %s %d\n",
+ _mesa_enum_to_string(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."
*/
- {
- GLboolean early_out;
- _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
- early_out = ((ctx->Shared->RefCount == 1)
- && (newTexObj == texUnit->CurrentTex[targetIndex]));
- _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
- if (early_out) {
- return;
- }
+ if (texture == 0) {
+ unbind_textures_from_unit(ctx, unit);
+ return;
}
- /* flush before changing binding */
- FLUSH_VERTICES(ctx, _NEW_TEXTURE);
+ /* 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) {
+ /* Texture object was gen'd but never bound so the target is not set */
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glBindTextureUnit(target)");
+ return;
+ }
+ assert(valid_texture_object(texObj));
- /* Do the actual binding. The refcount on the previously bound
- * texture object will be decremented. It'll be deleted if the
- * count hits zero.
+ bind_texture(ctx, unit, texObj);
+}
+
+
+/**
+ * OpenGL 4.4 / GL_ARB_multi_bind glBindTextures().
+ */
+void GLAPIENTRY
+_mesa_BindTextures(GLuint first, GLsizei count, const GLuint *textures)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLint i;
+
+ /* The ARB_multi_bind spec says:
+ *
+ * "An INVALID_OPERATION error is generated if <first> + <count>
+ * is greater than the number of texture image units supported
+ * by the implementation."
*/
- _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], newTexObj);
- ASSERT(texUnit->CurrentTex[targetIndex]);
+ if (first + count > ctx->Const.MaxCombinedTextureImageUnits) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glBindTextures(first=%u + count=%d > the value of "
+ "GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS=%u)",
+ first, count, ctx->Const.MaxCombinedTextureImageUnits);
+ return;
+ }
- /* Pass BindTexture call to device driver */
- if (ctx->Driver.BindTexture)
- ctx->Driver.BindTexture(ctx, target, newTexObj);
+ if (textures) {
+ /* Note that the error semantics for multi-bind commands differ from
+ * those of other GL commands.
+ *
+ * The issues section in the ARB_multi_bind spec says:
+ *
+ * "(11) Typically, OpenGL specifies that if an error is generated by
+ * a command, that command has no effect. This is somewhat
+ * unfortunate for multi-bind commands, because it would require
+ * a first pass to scan the entire list of bound objects for
+ * errors and then a second pass to actually perform the
+ * bindings. Should we have different error semantics?
+ *
+ * RESOLVED: Yes. In this specification, when the parameters for
+ * one of the <count> binding points are invalid, that binding
+ * point is not updated and an error will be generated. However,
+ * other binding points in the same command will be updated if
+ * their parameters are valid and no other error occurs."
+ */
+
+ _mesa_begin_texture_lookups(ctx);
+
+ for (i = 0; i < count; i++) {
+ if (textures[i] != 0) {
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[first + i];
+ struct gl_texture_object *current = texUnit->_Current;
+ struct gl_texture_object *texObj;
+
+ if (current && current->Name == textures[i])
+ texObj = current;
+ else
+ texObj = _mesa_lookup_texture_locked(ctx, textures[i]);
+
+ if (texObj && texObj->Target != 0) {
+ bind_texture(ctx, first + i, texObj);
+ } else {
+ /* The ARB_multi_bind spec says:
+ *
+ * "An INVALID_OPERATION error is generated if any value
+ * in <textures> is not zero or the name of an existing
+ * texture object (per binding)."
+ */
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glBindTextures(textures[%d]=%u is not zero "
+ "or the name of an existing texture object)",
+ i, textures[i]);
+ }
+ } else {
+ unbind_textures_from_unit(ctx, first + i);
+ }
+ }
+
+ _mesa_end_texture_lookups(ctx);
+ } else {
+ /* Unbind all textures in the range <first> through <first>+<count>-1 */
+ for (i = 0; i < count; i++)
+ unbind_textures_from_unit(ctx, first + i);
+ }
}
/**
* Set texture priorities.
- *
+ *
* \param n number of textures.
* \param texName texture names.
* \param priorities corresponding texture priorities.
- *
+ *
* \sa glPrioritizeTextures().
- *
+ *
* Looks up each texture in the hash, clamps the corresponding priority between
* 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
*/
/**
* See if textures are loaded in texture memory.
- *
+ *
* \param n number of textures to query.
* \param texName array with the texture names.
* \param residences array which will hold the residence status.
*
- * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
- *
+ * \return GL_TRUE if all textures are resident and
+ * residences is left unchanged,
+ *
* Note: we assume all textures are always resident
*/
GLboolean GLAPIENTRY
return GL_FALSE;
}
}
-
+
return allResident;
}
*
* \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
* otherwise.
- *
+ *
* \sa glIsTexture().
*
* Calls _mesa_HashLookup().
void
_mesa_lock_context_textures( struct gl_context *ctx )
{
- _glthread_LOCK_MUTEX(ctx->Shared->TexMutex);
+ mtx_lock(&ctx->Shared->TexMutex);
if (ctx->Shared->TextureStateStamp != ctx->TextureStateTimestamp) {
ctx->NewState |= _NEW_TEXTURE;
_mesa_unlock_context_textures( struct gl_context *ctx )
{
assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp);
- _glthread_UNLOCK_MUTEX(ctx->Shared->TexMutex);
+ mtx_unlock(&ctx->Shared->TexMutex);
}
+
void GLAPIENTRY
_mesa_InvalidateTexSubImage(GLuint texture, GLint level, GLint xoffset,
GLint yoffset, GLint zoffset, GLsizei width,
return;
}
+
void GLAPIENTRY
_mesa_InvalidateTexImage(GLuint texture, GLint level)
{