-/* $Id: texobj.c,v 1.14 2000/02/12 01:59:19 brianp Exp $ */
/*
* Mesa 3-D graphics library
#include "all.h"
#else
#include "glheader.h"
+#include "colortab.h"
#include "context.h"
#include "enums.h"
#include "hash.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->BaseLevel = 0;
obj->MaxLevel = 1000;
obj->MinMagThresh = 0.0F;
- obj->Palette.Table[0] = 255;
- obj->Palette.Table[1] = 255;
- obj->Palette.Table[2] = 255;
- obj->Palette.Table[3] = 255;
- obj->Palette.Size = 1;
- obj->Palette.IntFormat = GL_RGBA;
- obj->Palette.Format = GL_RGBA;
+ _mesa_init_colortable(&obj->Palette);
/* insert into linked list */
if (shared) {
_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) {
- t->Complete = GL_FALSE;
- return;
- }
- if (t->Image[i]->Format != t->Image[0]->Format) {
+ if (t->Image[i]->Format != t->Image[baseLevel]->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
return;
}
+
+ /*
+ * 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 */
GLuint dims = 0;
(void) gl_alloc_texture_object(ctx->Shared, name, dims);
}
+
+ _glthread_UNLOCK_MUTEX(GenTexturesLock);
}
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;
}
- 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 _mesa_HashTable *hash = ctx->Shared->TexObjects;
newTexObj = (struct gl_texture_object *) _mesa_HashLookup(hash, texName);
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.