+/**
+ * \file texobj.c
+ * Texture object management.
+ */
+
/*
* Mesa 3-D graphics library
- * Version: 5.1
+ * Version: 6.1
*
- * Copyright (C) 1999-2003 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2004 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"),
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
+
#include "glheader.h"
#include "colortab.h"
#include "context.h"
#include "mtypes.h"
+/**********************************************************************/
+/** \name Internal functions */
+/*@{*/
+
/**
- * Allocate and initialize a new texture object
+ * Allocate and initialize a new texture object. But don't put it into the
+ * texture object hash table.
+ *
* Called via ctx->Driver.NewTextureObject, unless overridden by a device
* driver.
- * \param ctx the rendering context
- * \param name the 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 of GenTextures()
- * \return pointer to new texture object
+ *
+ * \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
+ * of GenTextures()
+ *
+ * \return pointer to new texture object.
*/
struct gl_texture_object *
_mesa_new_texture_object( GLcontext *ctx, GLuint name, GLenum target )
{
struct gl_texture_object *obj;
- obj = CALLOC_STRUCT(gl_texture_object);
+ obj = MALLOC_STRUCT(gl_texture_object);
_mesa_initialize_texture_object(obj, name, target);
return obj;
}
/* init the non-zero fields */
_glthread_INIT_MUTEX(obj->Mutex);
+ _mesa_bzero(obj, sizeof(*obj));
obj->RefCount = 1;
obj->Name = name;
obj->Target = target;
obj->MagFilter = GL_LINEAR;
obj->MinLod = -1000.0;
obj->MaxLod = 1000.0;
+ obj->LodBias = 0.0;
obj->BaseLevel = 0;
obj->MaxLevel = 1000;
obj->MaxAnisotropy = 1.0;
}
-/*
- * Deallocate a texture object. It should have already been removed from
- * the texture object pool.
- * \param texObj the texture object to deallocate
+/**
+ * Deallocate a texture object struct. It should have already been
+ * removed from the texture object pool.
+ *
+ * \param shared the shared GL state to which the object belongs.
+ * \param texOjb the texture object to delete.
*/
void
_mesa_delete_texture_object( GLcontext *ctx, struct gl_texture_object *texObj )
}
}
-
-/*
+/**
* Copy texture object state from one texture object to another.
+ *
+ * \param dest destination texture object.
+ * \param src source texture object.
*/
void
_mesa_copy_texture_object( struct gl_texture_object *dest,
dest->MagFilter = src->MagFilter;
dest->MinLod = src->MinLod;
dest->MaxLod = src->MaxLod;
+ dest->LodBias = src->LodBias;
dest->BaseLevel = src->BaseLevel;
dest->MaxLevel = src->MaxLevel;
dest->MaxAnisotropy = src->MaxAnisotropy;
dest->GenerateMipmap = src->GenerateMipmap;
dest->Palette = src->Palette;
dest->Complete = src->Complete;
+ dest->_IsPowerOfTwo = src->_IsPowerOfTwo;
}
-/*
- * Report why a texture object is incomplete. (for debug only)
+/**
+ * Report why a texture object is incomplete.
+ *
+ * \param t texture object.
+ * \param why string describing why it's incomplete.
+ *
+ * \note For debug purposes only.
*/
#if 0
static void
_mesa_printf("Texture Obj %d incomplete because: %s\n", t->Name, why);
}
#else
-#define incomplete(a, b)
+#define incomplete(t, why)
#endif
-/*
+/**
* Examine a texture object to determine if it is complete.
- * The t->Complete flag will be set to GL_TRUE or GL_FALSE accordingly.
+ *
+ * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
+ * accordingly.
+ *
+ * \param ctx GL context.
+ * \param t texture object.
+ *
+ * According to the texture target, verifies that each of the mipmaps is
+ * present and has the expected size.
*/
void
_mesa_test_texobj_completeness( const GLcontext *ctx,
GLint maxLog2 = 0, maxLevels = 0;
t->Complete = GL_TRUE; /* be optimistic */
+ t->_IsPowerOfTwo = GL_TRUE; /* may be set FALSE below */
/* Always need the base level image */
if (!t->Image[baseLevel]) {
- incomplete(t, "Image[baseLevel] == NULL");
+ char s[100];
+ sprintf(s, "obj %p (%d) Image[baseLevel=%d] == NULL",
+ (void *) t, t->Name, baseLevel);
+ incomplete(t, s);
+ t->Complete = GL_FALSE;
+ return;
+ }
+
+ /* Check width/height/depth for zero */
+ if (t->Image[baseLevel]->Width == 0 ||
+ t->Image[baseLevel]->Height == 0 ||
+ t->Image[baseLevel]->Depth == 0) {
+ incomplete(t, "texture width = 0");
t->Complete = GL_FALSE;
return;
}
}
}
+ /* check for non power of two */
+ if (!t->Image[baseLevel]->_IsPowerOfTwo) {
+ t->_IsPowerOfTwo = GL_FALSE;
+ }
+
+ /* extra checking for mipmaps */
if (t->MinFilter != GL_NEAREST && t->MinFilter != GL_LINEAR) {
/*
* Mipmapping: determine if we have a complete set of mipmaps
}
else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
/* XXX special checking? */
-
}
else {
/* Target = ??? */
}
}
+/*@}*/
-_glthread_DECLARE_STATIC_MUTEX(GenTexturesLock);
+/***********************************************************************/
+/** \name API functions */
+/*@{*/
-/*
- * Execute glGenTextures
+/**
+ * Texture name generation lock.
+ *
+ * Used by _mesa_GenTextures() to guarantee that the generation and allocation
+ * of texture IDs is atomic.
*/
-void
+_glthread_DECLARE_STATIC_MUTEX(GenTexturesLock);
+
+/**
+ * Generate texture names.
+ *
+ * \param n number of texture names to be generated.
+ * \param texName an array in which will hold the generated 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 texName.
+ * Corresponding empty texture objects are also generated.
+ */
+void GLAPIENTRY
_mesa_GenTextures( GLsizei n, GLuint *texName )
{
GET_CURRENT_CONTEXT(ctx);
first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n);
- /* Return the texture names */
- for (i=0;i<n;i++) {
- texName[i] = first + i;
- }
-
/* Allocate new, empty texture objects */
for (i = 0; i < n; i++) {
struct gl_texture_object *texObj;
return;
}
_mesa_save_texture_object(ctx, texObj);
+ texName[i] = name;
}
_glthread_UNLOCK_MUTEX(GenTexturesLock);
}
-
-
-/*
- * Execute glDeleteTextures
+/**
+ * Delete named textures.
+ *
+ * \param n number of textures to be deleted.
+ * \param texName array of textures names to be deleted.
+ *
+ * \sa glDeleteTextures().
+ *
+ * For each texture checks if its bound to any of the texture units, unbinding
+ * it and decrementing the reference count if so. If the texture reference
+ * count is zero, delete its object.
*/
-void
+void GLAPIENTRY
_mesa_DeleteTextures( GLsizei n, const GLuint *texName)
{
GET_CURRENT_CONTEXT(ctx);
}
}
-
-
-/*
- * Execute glBindTexture
+/**
+ * Bind a named texture to a texturing target.
+ *
+ * \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
+void GLAPIENTRY
_mesa_BindTexture( GLenum target, GLuint texName )
{
GET_CURRENT_CONTEXT(ctx);
}
}
-
-
-/*
- * Execute glPrioritizeTextures
+/**
+ * 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.
*/
-void
+void GLAPIENTRY
_mesa_PrioritizeTextures( GLsizei n, const GLuint *texName,
const GLclampf *priorities )
{
ctx->NewState |= _NEW_TEXTURE;
}
-
-
-/*
- * Execute glAreTexturesResident
+/**
+ * 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,
+ *
+ * \sa glAreTexturesResident().
+ *
+ * Looks up each texture in the hash and calls
+ * dd_function_table::IsTextureResident.
*/
-GLboolean
+GLboolean GLAPIENTRY
_mesa_AreTexturesResident(GLsizei n, const GLuint *texName,
GLboolean *residences)
{
return allResident;
}
-
-
-/*
- * Execute glIsTexture
+/**
+ * See if a name corresponds to a texture.
+ *
+ * \param texture texture name.
+ *
+ * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
+ * otherwise.
+ *
+ * \sa glIsTexture().
+ *
+ * Calls _mesa_HashLookup().
*/
-GLboolean
+GLboolean GLAPIENTRY
_mesa_IsTexture( GLuint texture )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
return texture > 0 && _mesa_HashLookup(ctx->Shared->TexObjects, texture);
}
+
+/*@}*/