-/* $Id: texobj.c,v 1.43 2001/03/08 15:23:46 brianp Exp $ */
+/**
+ * \file texobj.c
+ * Texture object management.
+ */
/*
* Mesa 3-D graphics library
- * Version: 3.5
+ * Version: 6.1
*
- * Copyright (C) 1999-2000 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"),
*/
-#ifdef PC_HEADER
-#include "all.h"
-#else
#include "glheader.h"
#include "colortab.h"
#include "context.h"
#include "enums.h"
#include "hash.h"
+#include "imports.h"
#include "macros.h"
-#include "mem.h"
#include "teximage.h"
#include "texstate.h"
#include "texobj.h"
#include "mtypes.h"
-#endif
+/**********************************************************************/
+/** \name Internal functions */
+/*@{*/
-/*
- * Allocate a new texture object and add it to the linked list of texture
- * objects. If name>0 then also insert the new texture object into the hash
- * table.
- * Input: shared - the shared GL state structure to contain the texture object
- * name - integer name for the texture object
- * dimensions - either 1, 2, 3 or 6 (cube map)
- * zero is ok for the sake of GenTextures()
- * Return: pointer to 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 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_alloc_texture_object( struct gl_shared_state *shared,
- GLuint name, GLuint dimensions )
+_mesa_new_texture_object( GLcontext *ctx, GLuint name, GLenum target )
{
struct gl_texture_object *obj;
+ obj = MALLOC_STRUCT(gl_texture_object);
+ _mesa_initialize_texture_object(obj, name, target);
+ return obj;
+}
- ASSERT(dimensions <= 3 || dimensions == 6);
-
- obj = CALLOC_STRUCT(gl_texture_object);
- if (obj) {
- /* init the non-zero fields */
- _glthread_INIT_MUTEX(obj->Mutex);
- obj->RefCount = 1;
- obj->Name = name;
- obj->Dimensions = dimensions;
- obj->Priority = 1.0F;
+/**
+ * Initialize a texture object to default values.
+ * \param obj the texture object
+ * \param name the texture name
+ * \param target the texture target
+ */
+void
+_mesa_initialize_texture_object( struct gl_texture_object *obj,
+ GLuint name, GLenum target )
+{
+ ASSERT(target == 0 ||
+ target == GL_TEXTURE_1D ||
+ target == GL_TEXTURE_2D ||
+ target == GL_TEXTURE_3D ||
+ target == GL_TEXTURE_CUBE_MAP_ARB ||
+ target == GL_TEXTURE_RECTANGLE_NV);
+
+ /* 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->Priority = 1.0F;
+ if (target == GL_TEXTURE_RECTANGLE_NV) {
+ obj->WrapS = GL_CLAMP_TO_EDGE;
+ obj->WrapT = GL_CLAMP_TO_EDGE;
+ obj->WrapR = GL_CLAMP_TO_EDGE;
+ obj->MinFilter = GL_LINEAR;
+ }
+ else {
obj->WrapS = GL_REPEAT;
obj->WrapT = GL_REPEAT;
obj->WrapR = GL_REPEAT;
obj->MinFilter = GL_NEAREST_MIPMAP_LINEAR;
- obj->MagFilter = GL_LINEAR;
- obj->MinLod = -1000.0;
- obj->MaxLod = 1000.0;
- obj->BaseLevel = 0;
- obj->MaxLevel = 1000;
- obj->CompareFlag = GL_FALSE;
- obj->CompareOperator = GL_TEXTURE_LEQUAL_R_SGIX;
- obj->ShadowAmbient = 0;
- _mesa_init_colortable(&obj->Palette);
-
- /* insert into linked list */
- if (shared) {
- _glthread_LOCK_MUTEX(shared->Mutex);
- obj->Next = shared->TexObjectList;
- shared->TexObjectList = obj;
- _glthread_UNLOCK_MUTEX(shared->Mutex);
- }
-
- if (name > 0) {
- /* insert into hash table */
- _mesa_HashInsert(shared->TexObjects, name, obj);
- }
}
- return obj;
+ obj->MagFilter = GL_LINEAR;
+ obj->MinLod = -1000.0;
+ obj->MaxLod = 1000.0;
+ obj->LodBias = 0.0;
+ obj->BaseLevel = 0;
+ obj->MaxLevel = 1000;
+ obj->MaxAnisotropy = 1.0;
+ obj->CompareFlag = GL_FALSE; /* SGIX_shadow */
+ obj->CompareOperator = GL_TEXTURE_LEQUAL_R_SGIX; /* SGIX_shadow */
+ obj->CompareMode = GL_NONE; /* ARB_shadow */
+ obj->CompareFunc = GL_LEQUAL; /* ARB_shadow */
+ obj->DepthMode = GL_LUMINANCE; /* ARB_depth_texture */
+ obj->ShadowAmbient = 0.0F; /* ARB/SGIX_shadow_ambient */
+ _mesa_init_colortable(&obj->Palette);
}
-/*
- * Deallocate a texture object struct and remove it from the given
- * shared GL state.
- * Input: shared - the shared GL state to which the object belongs
- * t - the texture object to delete
+/**
+ * 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_free_texture_object( struct gl_shared_state *shared,
- struct gl_texture_object *t )
+void
+_mesa_delete_texture_object( GLcontext *ctx, struct gl_texture_object *texObj )
{
- struct gl_texture_object *tprev, *tcurr;
+ GLuint i;
- assert(t);
-
- /* unlink t from the linked list */
- if (shared) {
- _glthread_LOCK_MUTEX(shared->Mutex);
- tprev = NULL;
- tcurr = shared->TexObjectList;
- while (tcurr) {
- if (tcurr==t) {
- if (tprev) {
- tprev->Next = t->Next;
- }
- else {
- shared->TexObjectList = t->Next;
- }
- break;
- }
- tprev = tcurr;
- tcurr = tcurr->Next;
+ (void) ctx;
+
+ assert(texObj);
+
+ _mesa_free_colortable_data(&texObj->Palette);
+
+ /* free the texture images */
+ for (i = 0; i < MAX_TEXTURE_LEVELS; i++) {
+ if (texObj->Image[i]) {
+ _mesa_delete_texture_image( texObj->Image[i] );
}
- _glthread_UNLOCK_MUTEX(shared->Mutex);
}
- if (t->Name) {
- /* remove from hash table */
- _mesa_HashRemove(shared->TexObjects, t->Name);
+ /* destroy the mutex -- it may have allocated memory (eg on bsd) */
+ _glthread_DESTROY_MUTEX(texObj->Mutex);
+
+ /* free this object */
+ _mesa_free(texObj);
+}
+
+
+/**
+ * Add the given texture object to the texture object pool.
+ */
+void
+_mesa_save_texture_object( GLcontext *ctx, struct gl_texture_object *texObj )
+{
+ /* insert into linked list */
+ _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
+ texObj->Next = ctx->Shared->TexObjectList;
+ ctx->Shared->TexObjectList = texObj;
+ _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
+
+ if (texObj->Name > 0) {
+ /* insert into hash table */
+ _mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
}
+}
- _mesa_free_colortable_data(&t->Palette);
- /* free the texture images */
- {
- GLuint i;
- for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
- if (t->Image[i]) {
- _mesa_free_texture_image( t->Image[i] );
+/**
+ * Remove the given texture object from the texture object pool.
+ * Do not deallocate the texture object though.
+ */
+void
+_mesa_remove_texture_object( GLcontext *ctx, struct gl_texture_object *texObj )
+{
+ struct gl_texture_object *tprev, *tcurr;
+
+ _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
+
+ /* unlink from the linked list */
+ tprev = NULL;
+ tcurr = ctx->Shared->TexObjectList;
+ while (tcurr) {
+ if (tcurr == texObj) {
+ if (tprev) {
+ tprev->Next = texObj->Next;
}
+ else {
+ ctx->Shared->TexObjectList = texObj->Next;
+ }
+ break;
}
+ tprev = tcurr;
+ tcurr = tcurr->Next;
}
- /* free this object */
- FREE( t );
+ _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
+
+ if (texObj->Name > 0) {
+ /* remove from hash table */
+ _mesa_HashRemove(ctx->Shared->TexObjects, texObj->Name);
+ }
}
+/**
+ * Copy texture object state from one texture object to another.
+ *
+ * \param dest destination texture object.
+ * \param src source texture object.
+ */
+void
+_mesa_copy_texture_object( struct gl_texture_object *dest,
+ const struct gl_texture_object *src )
+{
+ dest->Name = src->Name;
+ dest->Priority = src->Priority;
+ dest->BorderColor[0] = src->BorderColor[0];
+ dest->BorderColor[1] = src->BorderColor[1];
+ dest->BorderColor[2] = src->BorderColor[2];
+ dest->BorderColor[3] = src->BorderColor[3];
+ dest->WrapS = src->WrapS;
+ dest->WrapT = src->WrapT;
+ dest->WrapR = src->WrapR;
+ dest->MinFilter = src->MinFilter;
+ dest->MagFilter = src->MagFilter;
+ dest->MinLod = src->MinLod;
+ dest->MaxLod = src->MaxLod;
+ dest->LodBias = src->LodBias;
+ dest->BaseLevel = src->BaseLevel;
+ dest->MaxLevel = src->MaxLevel;
+ dest->MaxAnisotropy = src->MaxAnisotropy;
+ dest->CompareFlag = src->CompareFlag;
+ dest->CompareOperator = src->CompareOperator;
+ dest->ShadowAmbient = src->ShadowAmbient;
+ dest->CompareMode = src->CompareMode;
+ dest->CompareFunc = src->CompareFunc;
+ dest->DepthMode = src->DepthMode;
+ dest->_MaxLevel = src->_MaxLevel;
+ dest->_MaxLambda = src->_MaxLambda;
+ 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
incomplete(const struct gl_texture_object *t, const char *why)
{
- printf("Texture Obj %d incomplete because: %s\n", t->Name, why);
+ _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,
struct gl_texture_object *t )
{
const GLint baseLevel = t->BaseLevel;
- GLint maxLog2 = 0;
+ 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;
}
/* Compute _MaxLevel */
- if (t->Dimensions == 1) {
+ if (t->Target == GL_TEXTURE_1D) {
maxLog2 = t->Image[baseLevel]->WidthLog2;
+ maxLevels = ctx->Const.MaxTextureLevels;
}
- else if (t->Dimensions == 2 || t->Dimensions == 6) {
+ else if (t->Target == GL_TEXTURE_2D) {
maxLog2 = MAX2(t->Image[baseLevel]->WidthLog2,
t->Image[baseLevel]->HeightLog2);
+ maxLevels = ctx->Const.MaxTextureLevels;
}
- else if (t->Dimensions == 3) {
+ else if (t->Target == GL_TEXTURE_3D) {
GLint max = MAX2(t->Image[baseLevel]->WidthLog2,
t->Image[baseLevel]->HeightLog2);
maxLog2 = MAX2(max, (GLint)(t->Image[baseLevel]->DepthLog2));
+ maxLevels = ctx->Const.Max3DTextureLevels;
}
+ else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
+ maxLog2 = MAX2(t->Image[baseLevel]->WidthLog2,
+ t->Image[baseLevel]->HeightLog2);
+ maxLevels = ctx->Const.MaxCubeTextureLevels;
+ }
+ else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
+ maxLog2 = 0; /* not applicable */
+ maxLevels = 1; /* no mipmapping */
+ }
+ else {
+ _mesa_problem(ctx, "Bad t->Target in _mesa_test_texobj_completeness");
+ return;
+ }
+
+ ASSERT(maxLevels > 0);
t->_MaxLevel = baseLevel + maxLog2;
t->_MaxLevel = MIN2(t->_MaxLevel, t->MaxLevel);
- t->_MaxLevel = MIN2(t->_MaxLevel, ctx->Const.MaxTextureLevels - 1);
+ t->_MaxLevel = MIN2(t->_MaxLevel, maxLevels - 1);
/* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
t->_MaxLambda = (GLfloat) (t->_MaxLevel - t->BaseLevel);
- if (t->Dimensions == 6) {
+ 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[baseLevel]->Width2;
const GLuint h = t->Image[baseLevel]->Height2;
}
}
+ /* 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
/* Test dimension-independent attributes */
for (i = minLevel; i <= maxLevel; i++) {
if (t->Image[i]) {
- if (t->Image[i]->Format != t->Image[baseLevel]->Format) {
+ if (t->Image[i]->TexFormat != t->Image[baseLevel]->TexFormat) {
t->Complete = GL_FALSE;
incomplete(t, "Format[i] != Format[baseLevel]");
return;
}
/* Test things which depend on number of texture image dimensions */
- if (t->Dimensions == 1) {
+ if (t->Target == GL_TEXTURE_1D) {
/* Test 1-D mipmaps */
GLuint width = t->Image[baseLevel]->Width2;
- for (i = baseLevel + 1; i < ctx->Const.MaxTextureLevels; i++) {
+ for (i = baseLevel + 1; i < maxLevels; i++) {
if (width > 1) {
width /= 2;
}
}
}
}
- else if (t->Dimensions == 2) {
+ else if (t->Target == GL_TEXTURE_2D) {
/* Test 2-D mipmaps */
GLuint width = t->Image[baseLevel]->Width2;
GLuint height = t->Image[baseLevel]->Height2;
- for (i = baseLevel + 1; i < ctx->Const.MaxTextureLevels; i++) {
+ for (i = baseLevel + 1; i < maxLevels; i++) {
if (width > 1) {
width /= 2;
}
}
}
}
- else if (t->Dimensions == 3) {
+ else if (t->Target == GL_TEXTURE_3D) {
/* Test 3-D mipmaps */
GLuint width = t->Image[baseLevel]->Width2;
GLuint height = t->Image[baseLevel]->Height2;
GLuint depth = t->Image[baseLevel]->Depth2;
- for (i = baseLevel + 1; i < ctx->Const.MaxTextureLevels; i++) {
+ for (i = baseLevel + 1; i < maxLevels; i++) {
if (width > 1) {
width /= 2;
}
t->Complete = GL_FALSE;
return;
}
+ if (t->Image[i]->Format == GL_DEPTH_COMPONENT) {
+ t->Complete = GL_FALSE;
+ incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
+ return;
+ }
if (t->Image[i]->Width2 != width) {
t->Complete = GL_FALSE;
incomplete(t, "3D Image[i] bad width");
}
}
}
- else if (t->Dimensions == 6) {
+ else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
/* make sure 6 cube faces are consistant */
GLuint width = t->Image[baseLevel]->Width2;
GLuint height = t->Image[baseLevel]->Height2;
- for (i = baseLevel + 1; i < ctx->Const.MaxTextureLevels; i++) {
+ for (i = baseLevel + 1; i < maxLevels; i++) {
if (width > 1) {
width /= 2;
}
incomplete(t, "CubeMap Image[i] == NULL");
return;
}
+ /* Don't support GL_DEPTH_COMPONENT for cube maps */
+ if (t->Image[i]->Format == GL_DEPTH_COMPONENT) {
+ t->Complete = GL_FALSE;
+ incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
+ return;
+ }
/* check that all six images have same size */
if (t->NegX[i]->Width2!=width || t->NegX[i]->Height2!=height ||
t->PosY[i]->Width2!=width || t->PosY[i]->Height2!=height ||
}
}
}
+ else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
+ /* XXX special checking? */
+ }
else {
- /* Dimensions = ??? */
+ /* Target = ??? */
_mesa_problem(ctx, "Bug in gl_test_texture_object_completeness\n");
}
}
}
+/*@}*/
-_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++) {
+ for (i = 0; i < n; i++) {
+ struct gl_texture_object *texObj;
GLuint name = first + i;
- GLuint dims = 0;
- (void) _mesa_alloc_texture_object( ctx->Shared, name, dims);
+ GLenum target = 0;
+ texObj = (*ctx->Driver.NewTextureObject)( ctx, name, target);
+ if (!texObj) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
+ 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);
* If so, unbind it and decrement the reference count.
*/
GLuint u;
- for (u = 0; u < MAX_TEXTURE_UNITS; u++) {
+ for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++) {
struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
if (delObj == unit->Current1D) {
unit->Current1D = ctx->Shared->Default1D;
ctx->Shared->Default1D->RefCount++;
+ delObj->RefCount--;
+ if (delObj == unit->_Current)
+ unit->_Current = unit->Current1D;
}
else if (delObj == unit->Current2D) {
unit->Current2D = ctx->Shared->Default2D;
ctx->Shared->Default2D->RefCount++;
+ delObj->RefCount--;
+ if (delObj == unit->_Current)
+ unit->_Current = unit->Current2D;
}
else if (delObj == unit->Current3D) {
unit->Current3D = ctx->Shared->Default3D;
ctx->Shared->Default3D->RefCount++;
+ delObj->RefCount--;
+ if (delObj == unit->_Current)
+ unit->_Current = unit->Current3D;
}
else if (delObj == unit->CurrentCubeMap) {
unit->CurrentCubeMap = ctx->Shared->DefaultCubeMap;
ctx->Shared->DefaultCubeMap->RefCount++;
+ delObj->RefCount--;
+ if (delObj == unit->_Current)
+ unit->_Current = unit->CurrentCubeMap;
+ }
+ else if (delObj == unit->CurrentRect) {
+ unit->CurrentRect = ctx->Shared->DefaultRect;
+ ctx->Shared->DefaultRect->RefCount++;
+ delObj->RefCount--;
+ if (delObj == unit->_Current)
+ unit->_Current = unit->CurrentRect;
}
}
ctx->NewState |= _NEW_TEXTURE;
/* Decrement reference count and delete if zero */
delObj->RefCount--;
- ASSERT( delObj->RefCount >= 0 );
+ ASSERT(delObj->RefCount >= 0);
+
if (delObj->RefCount == 0) {
- if (ctx->Driver.DeleteTexture)
- (*ctx->Driver.DeleteTexture)( ctx, delObj );
- _mesa_free_texture_object(ctx->Shared, delObj);
+ ASSERT(delObj->Name != 0);
+ _mesa_remove_texture_object(ctx, delObj);
+ ASSERT(ctx->Driver.DeleteTexture);
+ (*ctx->Driver.DeleteTexture)(ctx, delObj);
}
}
}
}
}
-
-
-/*
- * 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);
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
struct gl_texture_object *oldTexObj;
struct gl_texture_object *newTexObj = 0;
- GLuint targetDim;
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
- fprintf(stderr, "glBindTexture %s %d\n",
- _mesa_lookup_enum_by_nr(target), (GLint) texName);
+ _mesa_debug(ctx, "glBindTexture %s %d\n",
+ _mesa_lookup_enum_by_nr(target), (GLint) texName);
switch (target) {
case GL_TEXTURE_1D:
- targetDim = 1;
oldTexObj = texUnit->Current1D;
break;
case GL_TEXTURE_2D:
- targetDim = 2;
oldTexObj = texUnit->Current2D;
break;
case GL_TEXTURE_3D:
- targetDim = 3;
oldTexObj = texUnit->Current3D;
break;
case GL_TEXTURE_CUBE_MAP_ARB:
- if (ctx->Extensions.ARB_texture_cube_map) {
- targetDim = 6;
- oldTexObj = texUnit->CurrentCubeMap;
- break;
+ if (!ctx->Extensions.ARB_texture_cube_map) {
+ _mesa_error( ctx, GL_INVALID_ENUM, "glBindTexture(target)" );
+ return;
+ }
+ oldTexObj = texUnit->CurrentCubeMap;
+ break;
+ case GL_TEXTURE_RECTANGLE_NV:
+ if (!ctx->Extensions.NV_texture_rectangle) {
+ _mesa_error( ctx, GL_INVALID_ENUM, "glBindTexture(target)" );
+ return;
}
- /* fallthrough */
+ oldTexObj = texUnit->CurrentRect;
+ break;
default:
_mesa_error( ctx, GL_INVALID_ENUM, "glBindTexture(target)" );
return;
case GL_TEXTURE_CUBE_MAP_ARB:
newTexObj = ctx->Shared->DefaultCubeMap;
break;
+ case GL_TEXTURE_RECTANGLE_NV:
+ newTexObj = ctx->Shared->DefaultRect;
+ break;
default:
; /* Bad targets are caught above */
}
newTexObj = (struct gl_texture_object *) _mesa_HashLookup(hash, texName);
if (newTexObj) {
/* error checking */
- if (newTexObj->Dimensions > 0 && newTexObj->Dimensions != targetDim) {
+ if (newTexObj->Target != 0 && newTexObj->Target != target) {
/* the named texture object's dimensions don't match the target */
- _mesa_error( ctx, GL_INVALID_OPERATION, "glBindTexture" );
+ _mesa_error( ctx, GL_INVALID_OPERATION,
+ "glBindTexture(wrong dimensionality)" );
return;
}
+ if (newTexObj->Target == 0 && target == GL_TEXTURE_RECTANGLE_NV) {
+ /* have to init wrap and filter state here - kind of klunky */
+ newTexObj->WrapS = GL_CLAMP_TO_EDGE;
+ newTexObj->WrapT = GL_CLAMP_TO_EDGE;
+ newTexObj->WrapR = GL_CLAMP_TO_EDGE;
+ newTexObj->MinFilter = GL_LINEAR;
+ }
}
else {
/* if this is a new texture id, allocate a texture object now */
- newTexObj = _mesa_alloc_texture_object( ctx->Shared, texName,
- targetDim);
+ newTexObj = (*ctx->Driver.NewTextureObject)(ctx, texName, target);
if (!newTexObj) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
return;
}
+ _mesa_save_texture_object(ctx, newTexObj);
}
- newTexObj->Dimensions = targetDim;
+ newTexObj->Target = target;
}
newTexObj->RefCount++;
-
/* do the actual binding, but first flush outstanding vertices:
*/
FLUSH_VERTICES(ctx, _NEW_TEXTURE);
case GL_TEXTURE_CUBE_MAP_ARB:
texUnit->CurrentCubeMap = newTexObj;
break;
+ case GL_TEXTURE_RECTANGLE_NV:
+ texUnit->CurrentRect = newTexObj;
+ break;
default:
_mesa_problem(ctx, "bad target in BindTexture");
+ return;
}
/* Pass BindTexture call to device driver */
if (ctx->Driver.BindTexture)
(*ctx->Driver.BindTexture)( ctx, target, newTexObj );
- if (oldTexObj->Name > 0) {
- /* never delete default (id=0) texture objects */
- oldTexObj->RefCount--;
- if (oldTexObj->RefCount <= 0) {
- if (ctx->Driver.DeleteTexture) {
- (*ctx->Driver.DeleteTexture)( ctx, oldTexObj );
- }
- _mesa_free_texture_object(ctx->Shared, oldTexObj);
- }
+ oldTexObj->RefCount--;
+ assert(oldTexObj->RefCount >= 0);
+ if (oldTexObj->RefCount == 0) {
+ assert(oldTexObj->Name != 0);
+ _mesa_remove_texture_object(ctx, oldTexObj);
+ ASSERT(ctx->Driver.DeleteTexture);
+ (*ctx->Driver.DeleteTexture)( ctx, oldTexObj );
}
}
-
-
-/*
- * 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)
{
GET_CURRENT_CONTEXT(ctx);
GLboolean allResident = GL_TRUE;
- GLint i;
+ GLint i, j;
ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
if (n < 0) {
for (i = 0; i < n; i++) {
struct gl_texture_object *t;
if (texName[i] == 0) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(textures)");
+ _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
return GL_FALSE;
}
t = (struct gl_texture_object *)
_mesa_HashLookup(ctx->Shared->TexObjects, texName[i]);
- if (t) {
- if (ctx->Driver.IsTextureResident) {
- residences[i] = ctx->Driver.IsTextureResident(ctx, t);
- if (!residences[i])
- allResident = GL_FALSE;
- }
- else {
+ if (!t) {
+ _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 {
- _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(textures)");
- return GL_FALSE;
+ /* 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;
}
-
-
-/*
- * 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);
return texture > 0 && _mesa_HashLookup(ctx->Shared->TexObjects, texture);
}
+/*@}*/