-/* $Id: texobj.c,v 1.7 1999/11/05 06:43:11 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 3.1
+ * Version: 3.3
*
- * Copyright (C) 1999 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2000 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"),
* 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.
*/
-/* $XFree86: xc/lib/GL/mesa/src/texobj.c,v 1.3 1999/04/04 00:20:32 dawes Exp $ */
-
-
#ifdef PC_HEADER
#include "all.h"
#else
-#ifndef XFree86Server
-#include <assert.h>
-#include <stdio.h>
-#include <stdlib.h>
-#else
-#include "GL/xf86glx.h"
-#endif
+#include "glheader.h"
+#include "colortab.h"
#include "context.h"
#include "enums.h"
#include "hash.h"
-#include "macros.h"
+#include "mem.h"
#include "teximage.h"
#include "texstate.h"
#include "texobj.h"
* table.
* Input: shared - the shared GL state structure to contain the texture object
* name - integer name for the texture object
- * dimensions - either 1, 2 or 3
+ * dimensions - either 1, 2, 3 or 6 (cube map)
* Return: pointer to new texture object
*/
struct gl_texture_object *
{
struct gl_texture_object *obj;
- assert(dimensions <= 3);
+ ASSERT(dimensions <= 3 || dimensions == 6);
+
+ obj = CALLOC_STRUCT(gl_texture_object);
- obj = (struct gl_texture_object *)
- calloc(1,sizeof(struct gl_texture_object));
if (obj) {
/* init the non-zero fields */
obj->RefCount = 1;
obj->BaseLevel = 0;
obj->MaxLevel = 1000;
obj->MinMagThresh = 0.0F;
- obj->Palette[0] = 255;
- obj->Palette[1] = 255;
- obj->Palette[2] = 255;
- obj->Palette[3] = 255;
- obj->PaletteSize = 1;
- obj->PaletteIntFormat = GL_RGBA;
- obj->PaletteFormat = GL_RGBA;
+ _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 */
- HashInsert(shared->TexObjects, name, obj);
+ _mesa_HashInsert(shared->TexObjects, name, obj);
}
}
return obj;
/* unlink t from the linked list */
if (shared) {
+ _glthread_LOCK_MUTEX(shared->Mutex);
tprev = NULL;
tcurr = shared->TexObjectList;
while (tcurr) {
tprev = tcurr;
tcurr = tcurr->Next;
}
+ _glthread_UNLOCK_MUTEX(shared->Mutex);
}
if (t->Name) {
/* remove from hash table */
- HashRemove(shared->TexObjects, t->Name);
+ _mesa_HashRemove(shared->TexObjects, t->Name);
}
- /* free texture image */
+ _mesa_free_colortable_data(&t->Palette);
+
+ /* free texture images */
{
GLuint i;
for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
if (t->Image[i]) {
- gl_free_texture_image( t->Image[i] );
+ _mesa_free_texture_image( t->Image[i] );
}
}
}
* Examine a texture object to determine if it is complete or not.
* The t->Complete flag will be set to GL_TRUE or GL_FALSE accordingly.
*/
-void gl_test_texture_object_completeness( const GLcontext *ctx, struct gl_texture_object *t )
+void
+_mesa_test_texobj_completeness( const GLcontext *ctx,
+ struct gl_texture_object *t )
{
+ const GLint baseLevel = t->BaseLevel;
+
t->Complete = GL_TRUE; /* be optimistic */
/* Always need level zero image */
- if (!t->Image[0] || !t->Image[0]->Data) {
+ if (!t->Image[baseLevel]) {
t->Complete = GL_FALSE;
return;
}
/* Compute number of mipmap levels */
- if (t->Dimensions==1) {
- t->P = t->Image[0]->WidthLog2;
+ if (t->Dimensions == 1) {
+ t->P = t->Image[baseLevel]->WidthLog2;
}
- else if (t->Dimensions==2) {
- t->P = MAX2(t->Image[0]->WidthLog2, t->Image[0]->HeightLog2);
+ else if (t->Dimensions == 2 || t->Dimensions == 6) {
+ t->P = MAX2(t->Image[baseLevel]->WidthLog2,
+ t->Image[baseLevel]->HeightLog2);
}
- else if (t->Dimensions==3) {
- GLint max = MAX2(t->Image[0]->WidthLog2, t->Image[0]->HeightLog2);
- max = MAX2(max, (GLint)(t->Image[0]->DepthLog2));
+ else if (t->Dimensions == 3) {
+ GLint max = MAX2(t->Image[baseLevel]->WidthLog2,
+ t->Image[baseLevel]->HeightLog2);
+ max = MAX2(max, (GLint)(t->Image[baseLevel]->DepthLog2));
t->P = max;
}
t->M = (GLfloat) (MIN2(t->MaxLevel, t->P) - t->BaseLevel);
- if (t->MinFilter!=GL_NEAREST && t->MinFilter!=GL_LINEAR) {
+ if (t->Dimensions == 6) {
+ /* make sure all six level 0 images are same size */
+ const GLint w = t->Image[baseLevel]->Width2;
+ const GLint h = t->Image[baseLevel]->Height2;
+ if (!t->NegX[baseLevel] ||
+ t->NegX[baseLevel]->Width2 != w ||
+ t->NegX[baseLevel]->Height2 != h ||
+ !t->PosY[baseLevel] ||
+ t->PosY[baseLevel]->Width2 != w ||
+ t->PosY[baseLevel]->Height2 != h ||
+ !t->NegY[baseLevel] ||
+ t->NegY[baseLevel]->Width2 != w ||
+ t->NegY[baseLevel]->Height2 != h ||
+ !t->PosZ[baseLevel] ||
+ t->PosZ[baseLevel]->Width2 != w ||
+ t->PosZ[baseLevel]->Height2 != h ||
+ !t->NegZ[baseLevel] ||
+ t->NegZ[baseLevel]->Width2 != w ||
+ t->NegZ[baseLevel]->Height2 != h) {
+ t->Complete = GL_FALSE;
+ return;
+ }
+ }
+
+ if (t->MinFilter != GL_NEAREST && t->MinFilter != GL_LINEAR) {
/*
* Mipmapping: determine if we have a complete set of mipmaps
*/
GLint i;
- GLint minLevel = t->BaseLevel;
+ GLint minLevel = baseLevel;
GLint maxLevel = MIN2(t->P, ctx->Const.MaxTextureLevels-1);
maxLevel = MIN2(maxLevel, t->MaxLevel);
/* Test dimension-independent attributes */
for (i = minLevel; i <= maxLevel; i++) {
if (t->Image[i]) {
- if (!t->Image[i]->Data) {
+ if (t->Image[i]->Format != t->Image[baseLevel]->Format) {
t->Complete = GL_FALSE;
return;
}
- if (t->Image[i]->Format != t->Image[0]->Format) {
- t->Complete = GL_FALSE;
- return;
- }
- if (t->Image[i]->Border != t->Image[0]->Border) {
+ if (t->Image[i]->Border != t->Image[baseLevel]->Border) {
t->Complete = GL_FALSE;
return;
}
}
/* Test things which depend on number of texture image dimensions */
- if (t->Dimensions==1) {
+ if (t->Dimensions == 1) {
/* Test 1-D mipmaps */
- GLuint width = t->Image[0]->Width2;
- for (i=1; i<ctx->Const.MaxTextureLevels; i++) {
- if (width>1) {
+ GLuint width = t->Image[baseLevel]->Width2;
+ for (i = baseLevel + 1; i < ctx->Const.MaxTextureLevels; i++) {
+ if (width > 1) {
width /= 2;
}
if (i >= minLevel && i <= maxLevel) {
t->Complete = GL_FALSE;
return;
}
- if (!t->Image[i]->Data) {
- t->Complete = GL_FALSE;
- return;
- }
if (t->Image[i]->Width2 != width ) {
t->Complete = GL_FALSE;
return;
}
}
- if (width==1) {
+ if (width == 1) {
return; /* found smallest needed mipmap, all done! */
}
}
}
- else if (t->Dimensions==2) {
+ else if (t->Dimensions == 2) {
/* Test 2-D mipmaps */
- GLuint width = t->Image[0]->Width2;
- GLuint height = t->Image[0]->Height2;
- for (i=1; i<ctx->Const.MaxTextureLevels; i++) {
- if (width>1) {
+ GLuint width = t->Image[baseLevel]->Width2;
+ GLuint height = t->Image[baseLevel]->Height2;
+ for (i = baseLevel + 1; i < ctx->Const.MaxTextureLevels; i++) {
+ if (width > 1) {
width /= 2;
}
- if (height>1) {
+ if (height > 1) {
height /= 2;
}
if (i >= minLevel && i <= maxLevel) {
}
}
}
- else if (t->Dimensions==3) {
+ else if (t->Dimensions == 3) {
/* Test 3-D mipmaps */
- GLuint width = t->Image[0]->Width2;
- GLuint height = t->Image[0]->Height2;
- GLuint depth = t->Image[0]->Depth2;
- for (i=1; i<ctx->Const.MaxTextureLevels; i++) {
- if (width>1) {
+ 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++) {
+ if (width > 1) {
width /= 2;
}
- if (height>1) {
+ if (height > 1) {
height /= 2;
}
- if (depth>1) {
+ if (depth > 1) {
depth /= 2;
}
if (i >= minLevel && i <= maxLevel) {
return;
}
}
- if (width==1 && height==1 && depth==1) {
+ if (width == 1 && height == 1 && depth == 1) {
+ return; /* found smallest needed mipmap, all done! */
+ }
+ }
+ }
+ else if (t->Dimensions == 6) {
+ /* 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++) {
+ if (width > 1) {
+ width /= 2;
+ }
+ if (height > 1) {
+ height /= 2;
+ }
+ if (i >= minLevel && i <= maxLevel) {
+ /* check that we have images defined */
+ if (!t->Image[i] || !t->NegX[i] ||
+ !t->PosY[i] || !t->NegY[i] ||
+ !t->PosZ[i] || !t->NegZ[i]) {
+ t->Complete = GL_FALSE;
+ 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 ||
+ t->NegY[i]->Width2!=width || t->NegY[i]->Height2!=height ||
+ t->PosZ[i]->Width2!=width || t->PosZ[i]->Height2!=height ||
+ t->NegZ[i]->Width2!=width || t->NegZ[i]->Height2!=height) {
+ t->Complete = GL_FALSE;
+ return;
+ }
+ }
+ if (width == 1 && height == 1) {
return; /* found smallest needed mipmap, all done! */
}
}
}
+_glthread_DECLARE_STATIC_MUTEX(GenTexturesLock);
+
/*
* Execute glGenTextures
*/
-void gl_GenTextures( GLcontext *ctx, GLsizei n, GLuint *texName )
+void
+_mesa_GenTextures( GLsizei n, GLuint *texName )
{
+ GET_CURRENT_CONTEXT(ctx);
GLuint first;
GLint i;
return;
}
- first = HashFindFreeKeyBlock(ctx->Shared->TexObjects, n);
+
+ /*
+ * This must be atomic (generation and allocation of texture IDs)
+ */
+ _glthread_LOCK_MUTEX(GenTexturesLock);
+
+ first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n);
/* Return the texture names */
for (i=0;i<n;i++) {
GLuint dims = 0;
(void) gl_alloc_texture_object(ctx->Shared, name, dims);
}
+
+ _glthread_UNLOCK_MUTEX(GenTexturesLock);
}
/*
* Execute glDeleteTextures
*/
-void gl_DeleteTextures( GLcontext *ctx, GLsizei n, const GLuint *texName)
+void
+_mesa_DeleteTextures( GLsizei n, const GLuint *texName)
{
+ GET_CURRENT_CONTEXT(ctx);
GLint i;
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glDeleteTextures");
struct gl_texture_object *t;
if (texName[i]>0) {
t = (struct gl_texture_object *)
- HashLookup(ctx->Shared->TexObjects, texName[i]);
+ _mesa_HashLookup(ctx->Shared->TexObjects, texName[i]);
if (t) {
+ /* First check if this texture is currently bound.
+ * 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_UNITS; u++) {
struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
GLuint d;
for (d = 1 ; d <= 3 ; d++) {
- if (unit->CurrentD[d]==t) {
+ if (unit->CurrentD[d] == t) {
unit->CurrentD[d] = ctx->Shared->DefaultD[d];
ctx->Shared->DefaultD[d]->RefCount++;
t->RefCount--;
- assert( t->RefCount >= 0 );
+ ASSERT( t->RefCount >= 0 );
}
}
}
- /* tell device driver to delete texture */
- if (ctx->Driver.DeleteTexture) {
- (*ctx->Driver.DeleteTexture)( ctx, t );
- }
-
- if (t->RefCount==0) {
+ /* Decrement reference count and delete if zero */
+ t->RefCount--;
+ ASSERT( t->RefCount >= 0 );
+ if (t->RefCount == 0) {
+ if (ctx->Driver.DeleteTexture)
+ (*ctx->Driver.DeleteTexture)( ctx, t );
gl_free_texture_object(ctx->Shared, t);
}
}
/*
* Execute glBindTexture
*/
-void gl_BindTexture( GLcontext *ctx, GLenum target, GLuint texName )
+void
+_mesa_BindTexture( GLenum target, GLuint texName )
{
+ GET_CURRENT_CONTEXT(ctx);
GLuint unit = ctx->Texture.CurrentUnit;
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
struct gl_texture_object *oldTexObj;
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glBindTexture");
- dim = (GLuint) (target - GL_TEXTURE_1D);
-
- if (dim < 0 || dim > 2) {
- gl_error( ctx, GL_INVALID_ENUM, "glBindTexture" );
- return;
+ switch (target) {
+ case GL_TEXTURE_1D:
+ dim = 1;
+ oldTexObj = texUnit->CurrentD[1];
+ break;
+ case GL_TEXTURE_2D:
+ dim = 2;
+ oldTexObj = texUnit->CurrentD[2];
+ break;
+ case GL_TEXTURE_3D:
+ dim = 3;
+ oldTexObj = texUnit->CurrentD[3];
+ break;
+ case GL_TEXTURE_CUBE_MAP_ARB:
+ if (ctx->Extensions.HaveTextureCubeMap) {
+ dim = 6;
+ oldTexObj = texUnit->CurrentCubeMap;
+ break;
+ }
+ /* fallthrough */
+ default:
+ gl_error( ctx, GL_INVALID_ENUM, "glBindTexture(target)" );
+ return;
}
- dim++;
- oldTexObj = texUnit->CurrentD[dim];
-
if (oldTexObj->Name == texName)
return;
- if (texName == 0)
- newTexObj = ctx->Shared->DefaultD[dim];
+ if (texName == 0) {
+ if (target == GL_TEXTURE_CUBE_MAP_ARB)
+ newTexObj = ctx->Shared->DefaultCubeMap;
+ else
+ newTexObj = ctx->Shared->DefaultD[dim];
+ }
else {
- struct HashTable *hash = ctx->Shared->TexObjects;
- newTexObj = (struct gl_texture_object *) HashLookup(hash, texName);
+ struct _mesa_HashTable *hash = ctx->Shared->TexObjects;
+ newTexObj = (struct gl_texture_object *) _mesa_HashLookup(hash, texName);
if (!newTexObj)
newTexObj = gl_alloc_texture_object(ctx->Shared, texName, dim);
if (newTexObj->Dimensions != dim) {
if (newTexObj->Dimensions) {
+ /* the named texture object's dimensions don't match the target */
gl_error( ctx, GL_INVALID_OPERATION, "glBindTexture" );
return;
}
newTexObj->RefCount++;
- texUnit->CurrentD[dim] = newTexObj;
+ switch (target) {
+ case GL_TEXTURE_1D:
+ texUnit->CurrentD[1] = newTexObj;
+ break;
+ case GL_TEXTURE_2D:
+ texUnit->CurrentD[2] = newTexObj;
+ break;
+ case GL_TEXTURE_3D:
+ texUnit->CurrentD[3] = newTexObj;
+ break;
+ case GL_TEXTURE_CUBE_MAP_ARB:
+ texUnit->CurrentCubeMap = newTexObj;
+ break;
+ default:
+ gl_problem(ctx, "bad target in BindTexture");
+ }
/* If we've changed the CurrentD[123] texture object then update the
* ctx->Texture.Current pointer to point to the new texture object.
/*
* Execute glPrioritizeTextures
*/
-void gl_PrioritizeTextures( GLcontext *ctx,
- GLsizei n, const GLuint *texName,
- const GLclampf *priorities )
+void
+_mesa_PrioritizeTextures( GLsizei n, const GLuint *texName,
+ const GLclampf *priorities )
{
+ GET_CURRENT_CONTEXT(ctx);
GLint i;
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPrioritizeTextures");
struct gl_texture_object *t;
if (texName[i]>0) {
t = (struct gl_texture_object *)
- HashLookup(ctx->Shared->TexObjects, texName[i]);
+ _mesa_HashLookup(ctx->Shared->TexObjects, texName[i]);
if (t) {
t->Priority = CLAMP( priorities[i], 0.0F, 1.0F );
/*
* Execute glAreTexturesResident
*/
-GLboolean gl_AreTexturesResident( GLcontext *ctx, GLsizei n,
- const GLuint *texName,
- GLboolean *residences )
+GLboolean
+_mesa_AreTexturesResident( GLsizei n, const GLuint *texName,
+ GLboolean *residences )
{
+ GET_CURRENT_CONTEXT(ctx);
GLboolean resident = GL_TRUE;
GLint i;
return GL_FALSE;
}
t = (struct gl_texture_object *)
- HashLookup(ctx->Shared->TexObjects, texName[i]);
+ _mesa_HashLookup(ctx->Shared->TexObjects, texName[i]);
if (t) {
if (ctx->Driver.IsTextureResident)
residences[i] = ctx->Driver.IsTextureResident( ctx, t );
/*
* Execute glIsTexture
*/
-GLboolean gl_IsTexture( GLcontext *ctx, GLuint texture )
+GLboolean
+_mesa_IsTexture( GLuint texture )
{
+ GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH_WITH_RETVAL(ctx, "glIsTextures",
GL_FALSE);
- if (texture>0 && HashLookup(ctx->Shared->TexObjects, texture)) {
+ if (texture>0 && _mesa_HashLookup(ctx->Shared->TexObjects, texture)) {
return GL_TRUE;
}
else {