X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fmain%2Ftexobj.c;h=d8407f04340f42c88b15f71b242efc26a6ef2dd9;hb=020671f2a3d47ff35e9937b4db3fa09df6f6d488;hp=1b90cca9b9426519a233b919832546fddd39748e;hpb=146f536b3332b7a2022bb4ba5e2d1d2ec4bedd98;p=mesa.git diff --git a/src/mesa/main/texobj.c b/src/mesa/main/texobj.c index 1b90cca9b94..d8407f04340 100644 --- a/src/mesa/main/texobj.c +++ b/src/mesa/main/texobj.c @@ -5,7 +5,6 @@ /* * Mesa 3-D graphics library - * Version: 7.1 * * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. * @@ -22,15 +21,15 @@ * 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 - * BRIAN PAUL 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 "mfeatures.h" +#include #include "bufferobj.h" -#include "colortab.h" #include "context.h" #include "enums.h" #include "fbobject.h" @@ -38,6 +37,7 @@ #include "hash.h" #include "imports.h" #include "macros.h" +#include "shaderimage.h" #include "teximage.h" #include "texobj.h" #include "texstate.h" @@ -50,6 +50,54 @@ /** \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. @@ -61,6 +109,124 @@ _mesa_lookup_texture(struct gl_context *ctx, GLuint 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 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 ctx->API == API_OPENGL_CORE && + ctx->Extensions.ARB_texture_buffer_object ? + 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; + } +} /** @@ -69,11 +235,11 @@ _mesa_lookup_texture(struct gl_context *ctx, GLuint id) * * 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. @@ -84,7 +250,7 @@ _mesa_new_texture_object( struct gl_context *ctx, GLuint name, GLenum target ) 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; } @@ -96,31 +262,46 @@ _mesa_new_texture_object( struct gl_context *ctx, GLuint name, GLenum target ) * \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 || - target == GL_TEXTURE_BUFFER); + target == GL_TEXTURE_EXTERNAL_OES || + target == GL_TEXTURE_CUBE_MAP_ARRAY || + target == GL_TEXTURE_BUFFER || + target == GL_TEXTURE_2D_MULTISAMPLE || + target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY); 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; + /* must be one; no support for (YUV) planes in separate buffers */ + obj->RequiredTextureImageUnits = 1; + /* sampler state */ - if (target == GL_TEXTURE_RECTANGLE_NV) { + if (target == GL_TEXTURE_RECTANGLE_NV || + target == GL_TEXTURE_EXTERNAL_OES) { obj->Sampler.WrapS = GL_CLAMP_TO_EDGE; obj->Sampler.WrapT = GL_CLAMP_TO_EDGE; obj->Sampler.WrapR = GL_CLAMP_TO_EDGE; @@ -139,8 +320,8 @@ _mesa_initialize_texture_object( struct gl_texture_object *obj, obj->Sampler.MaxAnisotropy = 1.0; obj->Sampler.CompareMode = GL_NONE; /* ARB_shadow */ obj->Sampler.CompareFunc = GL_LEQUAL; /* ARB_shadow */ - obj->Sampler.CompareFailValue = 0.0F; /* ARB_shadow_ambient */ - obj->Sampler.DepthMode = GL_LUMINANCE; /* ARB_depth_texture */ + 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; @@ -148,6 +329,9 @@ _mesa_initialize_texture_object( struct gl_texture_object *obj, obj->Swizzle[3] = GL_ALPHA; obj->_Swizzle = SWIZZLE_NOOP; obj->Sampler.sRGBDecode = GL_DECODE_EXT; + obj->BufferObjectFormat = GL_R8; + obj->_BufferObjectFormat = MESA_FORMAT_R_UNORM8; + obj->ImageFormatCompatibilityType = GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE; } @@ -159,22 +343,43 @@ static void finish_texture_init(struct gl_context *ctx, GLenum target, struct gl_texture_object *obj) { + GLenum filter = GL_LINEAR; assert(obj->Target == 0); - if (target == GL_TEXTURE_RECTANGLE_NV) { - /* have to init wrap and filter state here - kind of klunky */ - obj->Sampler.WrapS = GL_CLAMP_TO_EDGE; - obj->Sampler.WrapT = GL_CLAMP_TO_EDGE; - obj->Sampler.WrapR = GL_CLAMP_TO_EDGE; - obj->Sampler.MinFilter = GL_LINEAR; - if (ctx->Driver.TexParameter) { - static const GLfloat fparam_wrap[1] = {(GLfloat) GL_CLAMP_TO_EDGE}; - static const GLfloat fparam_filter[1] = {(GLfloat) GL_LINEAR}; - 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, GL_TEXTURE_MIN_FILTER, fparam_filter); - } + 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: + filter = GL_NEAREST; + /* fallthrough */ + + case GL_TEXTURE_RECTANGLE_NV: + case GL_TEXTURE_EXTERNAL_OES: + /* have to init wrap and filter state here - kind of klunky */ + obj->Sampler.WrapS = GL_CLAMP_TO_EDGE; + obj->Sampler.WrapT = GL_CLAMP_TO_EDGE; + obj->Sampler.WrapR = GL_CLAMP_TO_EDGE; + obj->Sampler.MinFilter = filter; + obj->Sampler.MagFilter = filter; + 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, 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, obj, + GL_TEXTURE_MAG_FILTER, fparam_filter); + } + break; + + default: + /* nothing needs done */ + break; } } @@ -210,14 +415,15 @@ _mesa_delete_texture_object(struct gl_context *ctx, _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. @@ -230,6 +436,7 @@ _mesa_copy_texture_object( struct gl_texture_object *dest, 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]; @@ -249,16 +456,21 @@ _mesa_copy_texture_object( struct gl_texture_object *dest, dest->Sampler.MaxAnisotropy = src->Sampler.MaxAnisotropy; dest->Sampler.CompareMode = src->Sampler.CompareMode; dest->Sampler.CompareFunc = src->Sampler.CompareFunc; - dest->Sampler.CompareFailValue = src->Sampler.CompareFailValue; dest->Sampler.CubeMapSeamless = src->Sampler.CubeMapSeamless; - dest->Sampler.DepthMode = src->Sampler.DepthMode; + dest->DepthMode = src->DepthMode; + dest->StencilSampling = src->StencilSampling; dest->Sampler.sRGBDecode = src->Sampler.sRGBDecode; dest->_MaxLevel = src->_MaxLevel; dest->_MaxLambda = src->_MaxLambda; dest->GenerateMipmap = src->GenerateMipmap; - dest->_Complete = src->_Complete; + dest->_BaseComplete = src->_BaseComplete; + 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; } @@ -301,11 +513,15 @@ valid_texture_object(const struct gl_texture_object *tex) 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: case GL_TEXTURE_BUFFER: + case GL_TEXTURE_EXTERNAL_OES: + case GL_TEXTURE_CUBE_MAP_ARRAY: + case GL_TEXTURE_2D_MULTISAMPLE: + case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: return GL_TRUE; case 0x99: _mesa_problem(NULL, "invalid reference to a deleted texture object"); @@ -336,17 +552,20 @@ _mesa_reference_texobj_(struct gl_texture_object **ptr, 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); @@ -360,8 +579,8 @@ _mesa_reference_texobj_(struct gl_texture_object **ptr, 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. */ @@ -372,31 +591,46 @@ _mesa_reference_texobj_(struct gl_texture_object **ptr, tex->RefCount++; *ptr = tex; } - _glthread_UNLOCK_MUTEX(tex->Mutex); + mtx_unlock(&tex->Mutex); } } +enum base_mipmap { BASE, MIPMAP }; + /** - * Mark a texture object as incomplete. + * Mark a texture object as incomplete. There are actually three kinds of + * (in)completeness: + * 1. "base incomplete": the base level of the texture is invalid so no + * texturing is possible. + * 2. "mipmap incomplete": a non-base level of the texture is invalid so + * mipmap filtering isn't possible, but non-mipmap filtering is. + * 3. "texture incompleteness": some combination of texture state and + * sampler state renders the texture incomplete. + * * \param t texture object + * \param bm either BASE or MIPMAP to indicate what's incomplete * \param fmt... string describing why it's incomplete (for debugging). */ static void -incomplete(struct gl_texture_object *t, const char *fmt, ...) +incomplete(struct gl_texture_object *t, enum base_mipmap bm, + const char *fmt, ...) { -#if 0 - va_list args; - char s[100]; + if (MESA_DEBUG_FLAGS & DEBUG_INCOMPLETE_TEXTURE) { + va_list args; + char s[100]; - va_start(args, fmt); - vsnprintf(s, sizeof(s), fmt, args); - va_end(args); + va_start(args, fmt); + vsnprintf(s, sizeof(s), fmt, args); + va_end(args); + + _mesa_debug(NULL, "Texture Obj %d incomplete because: %s\n", t->Name, s); + } - printf("Texture Obj %d incomplete because: %s\n", t->Name, s); -#endif - t->_Complete = GL_FALSE; + if (bm == BASE) + t->_BaseComplete = GL_FALSE; + t->_MipmapComplete = GL_FALSE; } @@ -417,286 +651,249 @@ _mesa_test_texobj_completeness( const struct gl_context *ctx, struct gl_texture_object *t ) { const GLint baseLevel = t->BaseLevel; - GLint maxLog2 = 0, maxLevels = 0; + const struct gl_texture_image *baseImage; + GLint maxLevels = 0; - t->_Complete = GL_TRUE; /* be optimistic */ + /* We'll set these to FALSE if tests fail below */ + t->_BaseComplete = GL_TRUE; + t->_MipmapComplete = GL_TRUE; + + if (t->Target == GL_TEXTURE_BUFFER) { + /* Buffer textures are always considered complete. The obvious case where + * they would be incomplete (no BO attached) is actually specced to be + * undefined rendering results. + */ + return; + } /* Detect cases where the application set the base level to an invalid * value. */ if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS)) { - incomplete(t, "base level = %d is invalid", baseLevel); + incomplete(t, BASE, "base level = %d is invalid", baseLevel); return; } + if (t->MaxLevel < baseLevel) { + incomplete(t, MIPMAP, "MAX_LEVEL (%d) < BASE_LEVEL (%d)", + t->MaxLevel, baseLevel); + return; + } + + baseImage = t->Image[0][baseLevel]; + /* Always need the base level image */ - if (!t->Image[0][baseLevel]) { - incomplete(t, "Image[baseLevel=%d] == NULL", baseLevel); + if (!baseImage) { + incomplete(t, BASE, "Image[baseLevel=%d] == NULL", baseLevel); return; } /* Check width/height/depth for zero */ - if (t->Image[0][baseLevel]->Width == 0 || - t->Image[0][baseLevel]->Height == 0 || - t->Image[0][baseLevel]->Depth == 0) { - incomplete(t, "texture width = 0"); + if (baseImage->Width == 0 || + baseImage->Height == 0 || + baseImage->Depth == 0) { + incomplete(t, BASE, "texture width or height or depth = 0"); return; } - /* Compute _MaxLevel */ - if ((t->Target == GL_TEXTURE_1D) || - (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) { - maxLog2 = t->Image[0][baseLevel]->WidthLog2; - maxLevels = ctx->Const.MaxTextureLevels; + /* Check if the texture values are integer */ + { + GLenum datatype = _mesa_get_format_datatype(baseImage->TexFormat); + t->_IsIntegerFormat = datatype == GL_INT || datatype == GL_UNSIGNED_INT; } - else if ((t->Target == GL_TEXTURE_2D) || - (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) { - maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2, - t->Image[0][baseLevel]->HeightLog2); - maxLevels = ctx->Const.MaxTextureLevels; + + /* 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; } - else if (t->Target == GL_TEXTURE_3D) { - GLint max = MAX2(t->Image[0][baseLevel]->WidthLog2, - t->Image[0][baseLevel]->HeightLog2); - maxLog2 = MAX2(max, (GLint)(t->Image[0][baseLevel]->DepthLog2)); + + /* Compute _MaxLevel (the maximum mipmap level we'll sample from given the + * mipmap image sizes and GL_TEXTURE_MAX_LEVEL state). + */ + switch (t->Target) { + case GL_TEXTURE_1D: + case GL_TEXTURE_1D_ARRAY_EXT: + maxLevels = ctx->Const.MaxTextureLevels; + break; + case GL_TEXTURE_2D: + case GL_TEXTURE_2D_ARRAY_EXT: + maxLevels = ctx->Const.MaxTextureLevels; + break; + case GL_TEXTURE_3D: maxLevels = ctx->Const.Max3DTextureLevels; - } - else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) { - maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2, - t->Image[0][baseLevel]->HeightLog2); + break; + case GL_TEXTURE_CUBE_MAP: + case GL_TEXTURE_CUBE_MAP_ARRAY: maxLevels = ctx->Const.MaxCubeTextureLevels; - } - else if (t->Target == GL_TEXTURE_RECTANGLE_NV) { - maxLog2 = 0; /* not applicable */ + break; + case GL_TEXTURE_RECTANGLE_NV: + case GL_TEXTURE_BUFFER: + case GL_TEXTURE_EXTERNAL_OES: + case GL_TEXTURE_2D_MULTISAMPLE: + case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: maxLevels = 1; /* no mipmapping */ - } - else { + break; + default: _mesa_problem(ctx, "Bad t->Target in _mesa_test_texobj_completeness"); return; } - ASSERT(maxLevels > 0); + assert(maxLevels > 0); - if (t->MaxLevel < t->BaseLevel) { - incomplete(t, "MAX_LEVEL (%d) < BASE_LEVEL (%d)", - t->MaxLevel, t->BaseLevel); - return; + t->_MaxLevel = MIN3(t->MaxLevel, + /* 'p' in the GL spec */ + (int) (baseLevel + baseImage->MaxNumLevels - 1), + /* 'q' in the GL spec */ + maxLevels - 1); + + 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); } - t->_MaxLevel = baseLevel + maxLog2; - t->_MaxLevel = MIN2(t->_MaxLevel, t->MaxLevel); - t->_MaxLevel = MIN2(t->_MaxLevel, maxLevels - 1); + /* Compute _MaxLambda = q - p in the spec used during mipmapping */ + t->_MaxLambda = (GLfloat) (t->_MaxLevel - baseLevel); - /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */ - t->_MaxLambda = (GLfloat) (t->_MaxLevel - t->BaseLevel); + if (t->Immutable) { + /* This texture object was created with glTexStorage1/2/3D() so we + * know that all the mipmap levels are the right size and all cube + * map faces are the same size. + * We don't need to do any of the additional checks below. + */ + return; + } - 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[0][baseLevel]->Width2; - const GLuint h = t->Image[0][baseLevel]->Height2; + 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. + */ GLuint face; + assert(baseImage->Width2 == baseImage->Height); for (face = 1; face < 6; face++) { + assert(t->Image[face][baseLevel] == NULL || + t->Image[face][baseLevel]->Width2 == + t->Image[face][baseLevel]->Height2); if (t->Image[face][baseLevel] == NULL || - t->Image[face][baseLevel]->Width2 != w || - t->Image[face][baseLevel]->Height2 != h) { - incomplete(t, "Cube face missing or mismatched size"); + t->Image[face][baseLevel]->Width2 != baseImage->Width2) { + 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; } } } - /* extra checking for mipmaps */ - if (t->Sampler.MinFilter != GL_NEAREST && t->Sampler.MinFilter != GL_LINEAR) { - /* - * Mipmapping: determine if we have a complete set of mipmaps - */ + /* + * Do mipmap consistency checking. + * Note: we don't care about the current texture sampler state here. + * To determine texture completeness we'll either look at _BaseComplete + * or _MipmapComplete depending on the current minification filter mode. + */ + { GLint i; - GLint minLevel = baseLevel; - GLint maxLevel = t->_MaxLevel; + const GLint minLevel = baseLevel; + const GLint maxLevel = t->_MaxLevel; + const GLuint numFaces = _mesa_num_tex_faces(t->Target); + GLuint width, height, depth, face; if (minLevel > maxLevel) { - incomplete(t, "minLevel > maxLevel"); + incomplete(t, MIPMAP, "minLevel > maxLevel"); return; } - /* Test dimension-independent attributes */ - for (i = minLevel; i <= maxLevel; i++) { - if (t->Image[0][i]) { - if (t->Image[0][i]->TexFormat != t->Image[0][baseLevel]->TexFormat) { - incomplete(t, "Format[i] != Format[baseLevel]"); - return; - } - if (t->Image[0][i]->Border != t->Image[0][baseLevel]->Border) { - incomplete(t, "Border[i] != Border[baseLevel]"); - return; - } - } - } + /* Get the base image's dimensions */ + width = baseImage->Width2; + height = baseImage->Height2; + depth = baseImage->Depth2; - /* Test things which depend on number of texture image dimensions */ - if ((t->Target == GL_TEXTURE_1D) || - (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) { - /* Test 1-D mipmaps */ - GLuint width = t->Image[0][baseLevel]->Width2; - for (i = baseLevel + 1; i < maxLevels; i++) { - if (width > 1) { - width /= 2; - } - if (i >= minLevel && i <= maxLevel) { - if (!t->Image[0][i]) { - incomplete(t, "1D Image[0][i] == NULL"); - return; - } - if (t->Image[0][i]->Width2 != width ) { - incomplete(t, "1D Image[0][i] bad width"); - return; - } - } - if (width == 1) { - return; /* found smallest needed mipmap, all done! */ - } + /* Note: this loop will be a no-op for RECT, BUFFER, EXTERNAL, + * MULTISAMPLE and MULTISAMPLE_ARRAY textures + */ + for (i = baseLevel + 1; i < maxLevels; i++) { + /* Compute the expected size of image at level[i] */ + if (width > 1) { + width /= 2; } - } - else if ((t->Target == GL_TEXTURE_2D) || - (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) { - /* Test 2-D mipmaps */ - GLuint width = t->Image[0][baseLevel]->Width2; - GLuint height = t->Image[0][baseLevel]->Height2; - for (i = baseLevel + 1; i < maxLevels; i++) { - if (width > 1) { - width /= 2; - } - if (height > 1) { - height /= 2; - } + 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) { + depth /= 2; + } + + /* loop over cube faces (or single face otherwise) */ + for (face = 0; face < numFaces; face++) { if (i >= minLevel && i <= maxLevel) { - if (!t->Image[0][i]) { - incomplete(t, "2D Image[0][i] == NULL"); - return; - } - if (t->Image[0][i]->Width2 != width) { - incomplete(t, "2D Image[0][i] bad width"); - return; - } - if (t->Image[0][i]->Height2 != height) { - incomplete(t, "2D Image[0][i] bad height"); + const struct gl_texture_image *img = t->Image[face][i]; + + if (!img) { + incomplete(t, MIPMAP, "TexImage[%d] is missing", i); return; } - if (width==1 && height==1) { - return; /* found smallest needed mipmap, all done! */ - } - } - } - } - else if (t->Target == GL_TEXTURE_3D) { - /* Test 3-D mipmaps */ - GLuint width = t->Image[0][baseLevel]->Width2; - GLuint height = t->Image[0][baseLevel]->Height2; - GLuint depth = t->Image[0][baseLevel]->Depth2; - for (i = baseLevel + 1; i < maxLevels; i++) { - if (width > 1) { - width /= 2; - } - if (height > 1) { - height /= 2; - } - if (depth > 1) { - depth /= 2; - } - if (i >= minLevel && i <= maxLevel) { - if (!t->Image[0][i]) { - incomplete(t, "3D Image[0][i] == NULL"); + if (img->InternalFormat != baseImage->InternalFormat) { + incomplete(t, MIPMAP, "Format[i] != Format[baseLevel]"); return; } - if (t->Image[0][i]->_BaseFormat == GL_DEPTH_COMPONENT) { - incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex"); + if (img->Border != baseImage->Border) { + incomplete(t, MIPMAP, "Border[i] != Border[baseLevel]"); return; } - if (t->Image[0][i]->Width2 != width) { - incomplete(t, "3D Image[0][i] bad width"); + if (img->Width2 != width) { + incomplete(t, MIPMAP, "TexImage[%d] bad width %u", i, + img->Width2); return; } - if (t->Image[0][i]->Height2 != height) { - incomplete(t, "3D Image[0][i] bad height"); + if (img->Height2 != height) { + incomplete(t, MIPMAP, "TexImage[%d] bad height %u", i, + img->Height2); return; } - if (t->Image[0][i]->Depth2 != depth) { - incomplete(t, "3D Image[0][i] bad depth"); + if (img->Depth2 != depth) { + incomplete(t, MIPMAP, "TexImage[%d] bad depth %u", i, + img->Depth2); return; } } - if (width == 1 && height == 1 && depth == 1) { - return; /* found smallest needed mipmap, all done! */ - } } - } - else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) { - /* make sure 6 cube faces are consistant */ - GLuint width = t->Image[0][baseLevel]->Width2; - GLuint height = t->Image[0][baseLevel]->Height2; - for (i = baseLevel + 1; i < maxLevels; i++) { - if (width > 1) { - width /= 2; - } - if (height > 1) { - height /= 2; - } - if (i >= minLevel && i <= maxLevel) { - GLuint face; - for (face = 0; face < 6; face++) { - /* check that we have images defined */ - if (!t->Image[face][i]) { - incomplete(t, "CubeMap Image[n][i] == NULL"); - return; - } - /* Don't support GL_DEPTH_COMPONENT for cube maps */ - if (t->Image[face][i]->_BaseFormat == GL_DEPTH_COMPONENT) { - incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex"); - return; - } - /* check that all six images have same size */ - if (t->Image[face][i]->Width2 != width || - t->Image[face][i]->Height2 != height) { - incomplete(t, "CubeMap Image[n][i] bad size"); - return; - } - } - } - if (width == 1 && height == 1) { - return; /* found smallest needed mipmap, all done! */ - } + + if (width == 1 && height == 1 && depth == 1) { + return; /* found smallest needed mipmap, all done! */ } } - else if (t->Target == GL_TEXTURE_RECTANGLE_NV) { - /* XXX special checking? */ - } - else { - /* Target = ??? */ - _mesa_problem(ctx, "Bug in gl_test_texture_object_completeness\n"); - } } } -/** - * 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) @@ -704,7 +901,7 @@ _mesa_cube_complete(const struct gl_texture_object *texObj) /* 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 || @@ -715,112 +912,304 @@ _mesa_cube_complete(const struct gl_texture_object *texObj) 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->_Complete = GL_FALSE; - if (invalidate_state) - ctx->NewState |= _NEW_TEXTURE; + texObj->_BaseComplete = GL_FALSE; + texObj->_MipmapComplete = GL_FALSE; + ctx->NewState |= _NEW_TEXTURE; } /** - * Return pointer to a default/fallback texture. - * The texture is a 2D 8x8 RGBA texture with all texels = (0,0,0,1). - * That's the value a sampler should get when sampling from an + * Return pointer to a default/fallback texture of the given type/target. + * The texture is an RGBA texture with all texels = (0,0,0,1). + * That's the value a GLSL sampler should get when sampling from an * incomplete texture. */ struct gl_texture_object * -_mesa_get_fallback_texture(struct gl_context *ctx) +_mesa_get_fallback_texture(struct gl_context *ctx, gl_texture_index tex) { - if (!ctx->Shared->FallbackTex) { + if (!ctx->Shared->FallbackTex[tex]) { /* create fallback texture now */ - static GLubyte texels[8 * 8][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; - GLuint i; - - for (i = 0; i < 8 * 8; i++) { - texels[i][0] = - texels[i][1] = - texels[i][2] = 0x0; - texels[i][3] = 0xff; + mesa_format texFormat; + GLuint dims, face, numFaces = 1; + GLenum target; + + 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: + dims = 3; + target = GL_TEXTURE_2D_ARRAY; + break; + case TEXTURE_1D_ARRAY_INDEX: + dims = 2; + target = GL_TEXTURE_1D_ARRAY; + break; + case TEXTURE_CUBE_INDEX: + dims = 2; + target = GL_TEXTURE_CUBE_MAP; + numFaces = 6; + break; + case TEXTURE_3D_INDEX: + dims = 3; + target = GL_TEXTURE_3D; + break; + case TEXTURE_RECT_INDEX: + dims = 2; + target = GL_TEXTURE_RECTANGLE; + break; + case TEXTURE_2D_INDEX: + dims = 2; + target = GL_TEXTURE_2D; + break; + case TEXTURE_1D_INDEX: + dims = 1; + target = GL_TEXTURE_1D; + break; + case TEXTURE_BUFFER_INDEX: + dims = 0; + target = GL_TEXTURE_BUFFER; + break; + case TEXTURE_CUBE_ARRAY_INDEX: + dims = 3; + target = GL_TEXTURE_CUBE_MAP_ARRAY; + depth = 6; + break; + case TEXTURE_EXTERNAL_INDEX: + dims = 2; + target = GL_TEXTURE_EXTERNAL_OES; + break; + case TEXTURE_2D_MULTISAMPLE_INDEX: + dims = 2; + target = GL_TEXTURE_2D_MULTISAMPLE; + break; + case TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX: + dims = 3; + target = GL_TEXTURE_2D_MULTISAMPLE_ARRAY; + break; + default: + /* no-op */ + return NULL; } /* create texture object */ - texObj = ctx->Driver.NewTextureObject(ctx, 0, GL_TEXTURE_2D); + texObj = ctx->Driver.NewTextureObject(ctx, 0, target); + if (!texObj) + return NULL; + assert(texObj->RefCount == 1); texObj->Sampler.MinFilter = GL_NEAREST; texObj->Sampler.MagFilter = GL_NEAREST; - /* create level[0] texture image */ - texImage = _mesa_get_tex_image(ctx, texObj, GL_TEXTURE_2D, 0); - - texFormat = ctx->Driver.ChooseTextureFormat(ctx, GL_RGBA, GL_RGBA, + texFormat = ctx->Driver.ChooseTextureFormat(ctx, target, + GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE); - /* init the image fields */ - _mesa_init_teximage_fields(ctx, GL_TEXTURE_2D, texImage, - 8, 8, 1, 0, GL_RGBA, texFormat); + /* need a loop here just for cube maps */ + for (face = 0; face < numFaces; face++) { + const GLenum faceTarget = _mesa_cube_face_target(target, face); - ASSERT(texImage->TexFormat != MESA_FORMAT_NONE); + /* initialize level[0] texture image */ + texImage = _mesa_get_tex_image(ctx, texObj, faceTarget, 0); - /* set image data */ - ctx->Driver.TexImage2D(ctx, GL_TEXTURE_2D, 0, GL_RGBA, - 8, 8, 0, - GL_RGBA, GL_UNSIGNED_BYTE, texels, - &ctx->DefaultPacking, texObj, texImage); + _mesa_init_teximage_fields(ctx, texImage, + width, + (dims > 1) ? height : 1, + (dims > 2) ? depth : 1, + 0, /* border */ + GL_RGBA, texFormat); + + ctx->Driver.TexImage(ctx, dims, texImage, + GL_RGBA, GL_UNSIGNED_BYTE, texel, + &ctx->DefaultPacking); + } _mesa_test_texobj_completeness(ctx, texObj); - assert(texObj->_Complete); + assert(texObj->_BaseComplete); + assert(texObj->_MipmapComplete); - ctx->Shared->FallbackTex = texObj; + ctx->Shared->FallbackTex[tex] = texObj; } - return ctx->Shared->FallbackTex; + return ctx->Shared->FallbackTex[tex]; } -/*@}*/ +/** + * Compute the size of the given texture object, in bytes. + */ +static GLuint +texture_size(const struct gl_texture_object *texObj) +{ + const GLuint numFaces = _mesa_num_tex_faces(texObj->Target); + GLuint face, level, size = 0; + + for (face = 0; face < numFaces; face++) { + for (level = 0; level < MAX_TEXTURE_LEVELS; level++) { + const struct gl_texture_image *img = texObj->Image[face][level]; + if (img) { + GLuint sz = _mesa_format_image_size(img->TexFormat, img->Width, + img->Height, img->Depth); + size += sz; + } + } + } + + return size; +} -/***********************************************************************/ -/** \name API functions */ -/*@{*/ +/** + * Callback called from _mesa_HashWalk() + */ +static void +count_tex_size(GLuint key, void *data, void *userData) +{ + const struct gl_texture_object *texObj = + (const struct gl_texture_object *) data; + GLuint *total = (GLuint *) userData; + + (void) key; + + *total = *total + texture_size(texObj); +} /** - * 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 ) + * Compute total size (in bytes) of all textures for the given context. + * For debugging purposes. + */ +GLuint +_mesa_total_texture_memory(struct gl_context *ctx) +{ + GLuint tgt, total = 0; + + _mesa_HashWalk(ctx->Shared->TexObjects, count_tex_size, &total); + + /* plus, the default texture objects */ + for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { + total += texture_size(ctx->Shared->DefaultTex[tgt]); + } + + 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) +{ + /* The GL_ARB_invalidate_subdata spec says: + * + * "If is zero or is not the name of a texture, the error + * INVALID_VALUE is generated." + * + * This performs the error check in a different order than listed in the + * spec. We have to get the texture object before we can validate the + * other parameters against values in the texture object. + */ + struct gl_texture_object *const t = _mesa_lookup_texture(ctx, texture); + if (texture == 0 || t == NULL) { + _mesa_error(ctx, GL_INVALID_VALUE, "%s(texture)", name); + return NULL; + } + + /* The GL_ARB_invalidate_subdata spec says: + * + * "If is less than zero or greater than the base 2 logarithm + * of the maximum texture width, height, or depth, the error + * INVALID_VALUE is generated." + */ + if (level < 0 || level > t->MaxLevel) { + _mesa_error(ctx, GL_INVALID_VALUE, "%s(level)", name); + return NULL; + } + + /* The GL_ARB_invalidate_subdata spec says: + * + * "If the target of is TEXTURE_RECTANGLE, TEXTURE_BUFFER, + * TEXTURE_2D_MULTISAMPLE, or TEXTURE_2D_MULTISAMPLE_ARRAY, and + * is not zero, the error INVALID_VALUE is generated." + */ + if (level != 0) { + switch (t->Target) { + case GL_TEXTURE_RECTANGLE: + case GL_TEXTURE_BUFFER: + case GL_TEXTURE_2D_MULTISAMPLE: + case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: + _mesa_error(ctx, GL_INVALID_VALUE, "%s(level)", name); + return NULL; + + default: + break; + } + } + + return t; +} + + +/** + * 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 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; - ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE)) + _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; } @@ -830,7 +1219,7 @@ _mesa_GenTextures( GLsizei n, GLuint *textures ) /* * This must be atomic (generation and allocation of texture IDs) */ - _glthread_LOCK_MUTEX(ctx->Shared->Mutex); + mtx_lock(&ctx->Shared->Mutex); first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n); @@ -838,11 +1227,10 @@ _mesa_GenTextures( GLsizei n, GLuint *textures ) 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"); + mtx_unlock(&ctx->Shared->Mutex); + _mesa_error(ctx, GL_OUT_OF_MEMORY, "gl%sTextures", caller); return; } @@ -852,35 +1240,106 @@ _mesa_GenTextures( GLsizei n, GLuint *textures ) textures[i] = name; } - _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex); + mtx_unlock(&ctx->Shared->Mutex); } +/*@}*/ -/** - * Check if the given texture object is bound to the current draw or - * read framebuffer. If so, Unbind it. - */ -static void -unbind_texobj_from_fbo(struct gl_context *ctx, - struct gl_texture_object *texObj) -{ - const GLuint n = (ctx->DrawBuffer == ctx->ReadBuffer) ? 1 : 2; - GLuint i; - for (i = 0; i < n; i++) { - struct gl_framebuffer *fb = (i == 0) ? ctx->DrawBuffer : ctx->ReadBuffer; - if (fb->Name) { - 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); - } - } - } - } +/***********************************************************************/ +/** \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 + * read framebuffer. If so, Unbind it. + */ +static void +unbind_texobj_from_fbo(struct gl_context *ctx, + struct gl_texture_object *texObj) +{ + bool progress = false; + + /* 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; } @@ -892,22 +1351,74 @@ static void 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; - for (u = 0; u < Elements(ctx->Texture.Unit); u++) { + if (texObj->Target == 0) { + /* texture was never bound */ + return; + } + + assert(index < NUM_TEXTURE_TARGETS); + + 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. * @@ -927,7 +1438,21 @@ _mesa_DeleteTextures( GLsizei n, const GLuint *textures) { GET_CURRENT_CONTEXT(ctx); GLint i; - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* too complex */ + + 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; @@ -951,6 +1476,12 @@ _mesa_DeleteTextures( GLsizei n, const GLuint *textures) */ 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; @@ -958,9 +1489,9 @@ _mesa_DeleteTextures( GLsizei n, const GLuint *textures) /* The texture _name_ is now free for re-use. * Remove it from the hash table now. */ - _glthread_LOCK_MUTEX(ctx->Shared->Mutex); + mtx_lock(&ctx->Shared->Mutex); _mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name); - _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex); + mtx_unlock(&ctx->Shared->Mutex); /* Unreference the texobj. If refcount hits zero, the texture * will be deleted. @@ -971,6 +1502,47 @@ _mesa_DeleteTextures( GLsizei n, const GLuint *textures) } } +/** + * 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 @@ -978,26 +1550,46 @@ _mesa_DeleteTextures( GLsizei n, const GLuint *textures) * Note that proxy targets are not valid here. * \return TEXTURE_x_INDEX or -1 if target is invalid */ -static GLint -target_enum_to_index(GLenum target) +int +_mesa_tex_target_to_index(const struct gl_context *ctx, GLenum target) { switch (target) { case GL_TEXTURE_1D: - return TEXTURE_1D_INDEX; + return _mesa_is_desktop_gl(ctx) ? TEXTURE_1D_INDEX : -1; case GL_TEXTURE_2D: return TEXTURE_2D_INDEX; case GL_TEXTURE_3D: - return TEXTURE_3D_INDEX; - case GL_TEXTURE_CUBE_MAP_ARB: - return TEXTURE_CUBE_INDEX; - case GL_TEXTURE_RECTANGLE_NV: - return TEXTURE_RECT_INDEX; - case GL_TEXTURE_1D_ARRAY_EXT: - return TEXTURE_1D_ARRAY_INDEX; - case GL_TEXTURE_2D_ARRAY_EXT: - return TEXTURE_2D_ARRAY_INDEX; - case GL_TEXTURE_BUFFER_ARB: - return TEXTURE_BUFFER_INDEX; + 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: + return _mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle + ? TEXTURE_RECT_INDEX : -1; + 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: + return (_mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_texture_array) + || _mesa_is_gles3(ctx) + ? TEXTURE_2D_ARRAY_INDEX : -1; + case GL_TEXTURE_BUFFER: + return ctx->API == API_OPENGL_CORE && + ctx->Extensions.ARB_texture_buffer_object ? + 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 _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) || + _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) || + _mesa_is_gles31(ctx)) + ? TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX: -1; default: return -1; } @@ -1005,34 +1597,87 @@ target_enum_to_index(GLenum target) /** - * 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; - ASSERT_OUTSIDE_BEGIN_END(ctx); 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(target); + targetIndex = _mesa_tex_target_to_index(ctx, target); if (targetIndex < 0) { _mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)"); return; @@ -1052,7 +1697,9 @@ _mesa_BindTexture( GLenum target, GLuint texName ) 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; @@ -1062,6 +1709,12 @@ _mesa_BindTexture( GLenum target, GLuint texName ) } } else { + if (ctx->API == API_OPENGL_CORE) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glBindTexture(non-gen name)"); + return; + } + /* if this is a new texture id, allocate a texture object now */ newTexObj = ctx->Driver.NewTextureObject(ctx, texName, target); if (!newTexObj) { @@ -1070,54 +1723,171 @@ _mesa_BindTexture( GLenum target, GLuint texName ) } /* and insert it into hash table */ - _glthread_LOCK_MUTEX(ctx->Shared->Mutex); + mtx_lock(&ctx->Shared->Mutex); _mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj); - _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex); + mtx_unlock(&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); - /* Do the actual binding. The refcount on the previously bound - * texture object will be decremented. It'll be deleted if the - * count hits zero. + /* 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)); + + 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 + + * 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 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 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 through +-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. */ @@ -1127,7 +1897,11 @@ _mesa_PrioritizeTextures( GLsizei n, const GLuint *texName, { GET_CURRENT_CONTEXT(ctx); GLint i; - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); + + if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE)) + _mesa_debug(ctx, "glPrioritizeTextures %d\n", n); + + FLUSH_VERTICES(ctx, 0); if (n < 0) { _mesa_error( ctx, GL_INVALID_VALUE, "glPrioritizeTextures" ); @@ -1153,17 +1927,15 @@ _mesa_PrioritizeTextures( GLsizei n, const GLuint *texName, /** * 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(). + * \return GL_TRUE if all textures are resident and + * residences is left unchanged, * - * Looks up each texture in the hash and calls - * dd_function_table::IsTextureResident. + * Note: we assume all textures are always resident */ GLboolean GLAPIENTRY _mesa_AreTexturesResident(GLsizei n, const GLuint *texName, @@ -1171,9 +1943,12 @@ _mesa_AreTexturesResident(GLsizei n, const GLuint *texName, { GET_CURRENT_CONTEXT(ctx); GLboolean allResident = GL_TRUE; - GLint i, j; + GLint i; ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE); + if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE)) + _mesa_debug(ctx, "glAreTexturesResident %d\n", n); + if (n < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)"); return GL_FALSE; @@ -1182,6 +1957,7 @@ _mesa_AreTexturesResident(GLsizei n, const GLuint *texName, if (!texName || !residences) return GL_FALSE; + /* We only do error checking on the texture names */ for (i = 0; i < n; i++) { struct gl_texture_object *t; if (texName[i] == 0) { @@ -1193,23 +1969,8 @@ _mesa_AreTexturesResident(GLsizei n, const GLuint *texName, _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 { - /* 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; } @@ -1221,7 +1982,7 @@ _mesa_AreTexturesResident(GLsizei n, const GLuint *texName, * * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE * otherwise. - * + * * \sa glIsTexture(). * * Calls _mesa_HashLookup(). @@ -1233,6 +1994,9 @@ _mesa_IsTexture( GLuint texture ) GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE); + if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE)) + _mesa_debug(ctx, "glIsTexture %d\n", texture); + if (!texture) return GL_FALSE; @@ -1257,7 +2021,7 @@ _mesa_IsTexture( GLuint texture ) 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; @@ -1270,7 +2034,172 @@ void _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, + GLsizei height, GLsizei depth) +{ + struct gl_texture_object *t; + struct gl_texture_image *image; + GET_CURRENT_CONTEXT(ctx); + + if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE)) + _mesa_debug(ctx, "glInvalidateTexSubImage %d\n", texture); + + t = invalidate_tex_image_error_check(ctx, texture, level, + "glInvalidateTexSubImage"); + + /* The GL_ARB_invalidate_subdata spec says: + * + * "...the specified subregion must be between - and + where + * is the size of the dimension of the texture image, and is + * the size of the border of that texture image, otherwise + * INVALID_VALUE is generated (border is not applied to dimensions that + * don't exist in a given texture target)." + */ + image = t->Image[0][level]; + if (image) { + int xBorder; + int yBorder; + int zBorder; + int imageWidth; + int imageHeight; + int imageDepth; + + /* The GL_ARB_invalidate_subdata spec says: + * + * "For texture targets that don't have certain dimensions, this + * command treats those dimensions as having a size of 1. For + * example, to invalidate a portion of a two-dimensional texture, + * the application would use equal to zero and + * equal to one." + */ + switch (t->Target) { + case GL_TEXTURE_BUFFER: + xBorder = 0; + yBorder = 0; + zBorder = 0; + imageWidth = 1; + imageHeight = 1; + imageDepth = 1; + break; + case GL_TEXTURE_1D: + xBorder = image->Border; + yBorder = 0; + zBorder = 0; + imageWidth = image->Width; + imageHeight = 1; + imageDepth = 1; + break; + case GL_TEXTURE_1D_ARRAY: + xBorder = image->Border; + yBorder = 0; + zBorder = 0; + imageWidth = image->Width; + imageHeight = image->Height; + imageDepth = 1; + break; + case GL_TEXTURE_2D: + case GL_TEXTURE_CUBE_MAP: + case GL_TEXTURE_RECTANGLE: + case GL_TEXTURE_2D_MULTISAMPLE: + xBorder = image->Border; + yBorder = image->Border; + zBorder = 0; + imageWidth = image->Width; + imageHeight = image->Height; + imageDepth = 1; + break; + case GL_TEXTURE_2D_ARRAY: + case GL_TEXTURE_CUBE_MAP_ARRAY: + case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: + xBorder = image->Border; + yBorder = image->Border; + zBorder = 0; + imageWidth = image->Width; + imageHeight = image->Height; + imageDepth = image->Depth; + break; + case GL_TEXTURE_3D: + xBorder = image->Border; + yBorder = image->Border; + zBorder = image->Border; + imageWidth = image->Width; + imageHeight = image->Height; + imageDepth = image->Depth; + break; + default: + assert(!"Should not get here."); + xBorder = 0; + yBorder = 0; + zBorder = 0; + imageWidth = 0; + imageHeight = 0; + imageDepth = 0; + break; + } + + if (xoffset < -xBorder) { + _mesa_error(ctx, GL_INVALID_VALUE, "glInvalidateSubTexImage(xoffset)"); + return; + } + + if (xoffset + width > imageWidth + xBorder) { + _mesa_error(ctx, GL_INVALID_VALUE, + "glInvalidateSubTexImage(xoffset+width)"); + return; + } + + if (yoffset < -yBorder) { + _mesa_error(ctx, GL_INVALID_VALUE, "glInvalidateSubTexImage(yoffset)"); + return; + } + + if (yoffset + height > imageHeight + yBorder) { + _mesa_error(ctx, GL_INVALID_VALUE, + "glInvalidateSubTexImage(yoffset+height)"); + return; + } + + if (zoffset < -zBorder) { + _mesa_error(ctx, GL_INVALID_VALUE, + "glInvalidateSubTexImage(zoffset)"); + return; + } + + if (zoffset + depth > imageDepth + zBorder) { + _mesa_error(ctx, GL_INVALID_VALUE, + "glInvalidateSubTexImage(zoffset+depth)"); + return; + } + } + + /* We don't actually do anything for this yet. Just return after + * validating the parameters and generating the required errors. + */ + return; +} + + +void GLAPIENTRY +_mesa_InvalidateTexImage(GLuint texture, GLint level) +{ + GET_CURRENT_CONTEXT(ctx); + + if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE)) + _mesa_debug(ctx, "glInvalidateTexImage(%d, %d)\n", texture, level); + + invalidate_tex_image_error_check(ctx, texture, level, + "glInvalidateTexImage"); + + /* We don't actually do anything for this yet. Just return after + * validating the parameters and generating the required errors. + */ + return; } /*@}*/