/*
* Mesa 3-D graphics library
- * Version: 6.5
+ * Version: 7.1
*
- * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2007 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"),
_mesa_bzero(obj, sizeof(*obj));
/* init the non-zero fields */
+ _glthread_INIT_MUTEX(obj->Mutex);
obj->RefCount = 1;
obj->Name = name;
obj->Target = target;
(void) ctx;
+ /* Set Target to an invalid value. With some assertions elsewhere
+ * we can try to detect possible use of deleted textures.
+ */
+ texObj->Target = 0x99;
+
#if FEATURE_colortable
_mesa_free_colortable_data(&texObj->Palette);
#endif
}
}
+ /* destroy the mutex -- it may have allocated memory (eg on bsd) */
+ _glthread_DESTROY_MUTEX(texObj->Mutex);
+
/* free this object */
_mesa_free(texObj);
}
_mesa_copy_texture_object( struct gl_texture_object *dest,
const struct gl_texture_object *src )
{
+ dest->Target = src->Target;
dest->Name = src->Name;
dest->Priority = src->Priority;
dest->BorderColor[0] = src->BorderColor[0];
}
+/**
+ * Check if the given texture object is valid by examining its Target field.
+ * For debugging only.
+ */
+static GLboolean
+valid_texture_object(const struct gl_texture_object *tex)
+{
+ switch (tex->Target) {
+ case 0:
+ case GL_TEXTURE_1D:
+ case GL_TEXTURE_2D:
+ case GL_TEXTURE_3D:
+ case GL_TEXTURE_CUBE_MAP_ARB:
+ case GL_TEXTURE_RECTANGLE_NV:
+ case GL_TEXTURE_1D_ARRAY_EXT:
+ case GL_TEXTURE_2D_ARRAY_EXT:
+ return GL_TRUE;
+ case 0x99:
+ _mesa_problem(NULL, "invalid reference to a deleted texture object");
+ return GL_FALSE;
+ default:
+ _mesa_problem(NULL, "invalid texture object Target value");
+ return GL_FALSE;
+ }
+}
+
+
+/**
+ * Reference (or unreference) a texture object.
+ * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
+ * If 'tex' is non-null, increment its refcount.
+ */
+void
+_mesa_reference_texobj(struct gl_texture_object **ptr,
+ struct gl_texture_object *tex)
+{
+ assert(ptr);
+ if (*ptr == tex) {
+ /* no change */
+ return;
+ }
+
+ if (*ptr) {
+ /* Unreference the old texture */
+ GLboolean deleteFlag = GL_FALSE;
+ struct gl_texture_object *oldTex = *ptr;
+
+ assert(valid_texture_object(oldTex));
+
+ _glthread_LOCK_MUTEX(oldTex->Mutex);
+ ASSERT(oldTex->RefCount > 0);
+ oldTex->RefCount--;
+
+ deleteFlag = (oldTex->RefCount == 0);
+ _glthread_UNLOCK_MUTEX(oldTex->Mutex);
+
+ if (deleteFlag) {
+ GET_CURRENT_CONTEXT(ctx);
+ if (ctx)
+ ctx->Driver.DeleteTexture(ctx, oldTex);
+ else
+ _mesa_problem(NULL, "Unable to delete texture, no context");
+ }
+
+ *ptr = NULL;
+ }
+ assert(!*ptr);
+
+ if (tex) {
+ /* reference new texture */
+ assert(valid_texture_object(tex));
+ _glthread_LOCK_MUTEX(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. */
+ _mesa_problem(NULL, "referencing deleted texture object");
+ *ptr = NULL;
+ }
+ else {
+ tex->RefCount++;
+ *ptr = tex;
+ }
+ _glthread_UNLOCK_MUTEX(tex->Mutex);
+ }
+}
+
+
+
/**
* Report why a texture object is incomplete.
*
/**
* Check if the given texture object is bound to any texture image units and
- * unbind it if so.
- * XXX all RefCount accesses should be protected by a mutex.
+ * unbind it if so (revert to default textures).
*/
static void
unbind_texobj_from_texunits(GLcontext *ctx, struct gl_texture_object *texObj)
for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++) {
struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
- struct gl_texture_object **curr = NULL;
-
if (texObj == unit->Current1D) {
- curr = &unit->Current1D;
- unit->Current1D = ctx->Shared->Default1D;
+ _mesa_reference_texobj(&unit->Current1D, ctx->Shared->Default1D);
}
else if (texObj == unit->Current2D) {
- curr = &unit->Current2D;
- unit->Current2D = ctx->Shared->Default2D;
+ _mesa_reference_texobj(&unit->Current2D, ctx->Shared->Default2D);
}
else if (texObj == unit->Current3D) {
- curr = &unit->Current3D;
- unit->Current3D = ctx->Shared->Default3D;
+ _mesa_reference_texobj(&unit->Current3D, ctx->Shared->Default3D);
}
else if (texObj == unit->CurrentCubeMap) {
- curr = &unit->CurrentCubeMap;
- unit->CurrentCubeMap = ctx->Shared->DefaultCubeMap;
+ _mesa_reference_texobj(&unit->CurrentCubeMap, ctx->Shared->DefaultCubeMap);
}
else if (texObj == unit->CurrentRect) {
- curr = &unit->CurrentRect;
- unit->CurrentRect = ctx->Shared->DefaultRect;
+ _mesa_reference_texobj(&unit->CurrentRect, ctx->Shared->DefaultRect);
}
else if (texObj == unit->Current1DArray) {
- curr = &unit->Current1DArray;
- unit->CurrentRect = ctx->Shared->Default1DArray;
+ _mesa_reference_texobj(&unit->Current1DArray, ctx->Shared->Default1DArray);
}
else if (texObj == unit->Current2DArray) {
- curr = &unit->Current1DArray;
- unit->CurrentRect = ctx->Shared->Default2DArray;
- }
-
- if (curr) {
- (*curr)->RefCount++;
- texObj->RefCount--;
- if (texObj == unit->_Current)
- unit->_Current = *curr;
+ _mesa_reference_texobj(&unit->Current2DArray, ctx->Shared->Default2DArray);
}
}
}
= _mesa_lookup_texture(ctx, textures[i]);
if (delObj) {
- GLboolean deleted;
-
_mesa_lock_texture(ctx, delObj);
/* Check if texture is bound to any framebuffer objects.
unbind_texobj_from_fbo(ctx, delObj);
/* Check if this texture is currently bound to any texture units.
- * If so, unbind it and decrement the reference count.
+ * If so, unbind it.
*/
unbind_texobj_from_texunits(ctx, delObj);
+ _mesa_unlock_texture(ctx, delObj);
+
ctx->NewState |= _NEW_TEXTURE;
/* The texture _name_ is now free for re-use.
_mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name);
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
- /* The actual texture object will not be freed until it's no
- * longer bound in any context.
- * XXX all RefCount accesses should be protected by a mutex.
+ /* Unreference the texobj. If refcount hits zero, the texture
+ * will be deleted.
*/
- delObj->RefCount--;
- deleted = (delObj->RefCount == 0);
- _mesa_unlock_texture(ctx, delObj);
-
- /* We know that refcount went to zero above, so this is
- * the only pointer left to delObj, so we don't have to
- * worry about locking any more:
- */
- if (deleted) {
- ASSERT(delObj->Name != 0); /* Never delete default tex objs */
- ASSERT(ctx->Driver.DeleteTexture);
- (*ctx->Driver.DeleteTexture)(ctx, delObj);
- }
+ _mesa_reference_texobj(&delObj, NULL);
}
}
}
GET_CURRENT_CONTEXT(ctx);
const GLuint unit = ctx->Texture.CurrentUnit;
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
- struct gl_texture_object *oldTexObj;
struct gl_texture_object *newTexObj = NULL;
ASSERT_OUTSIDE_BEGIN_END(ctx);
_mesa_debug(ctx, "glBindTexture %s %d\n",
_mesa_lookup_enum_by_nr(target), (GLint) texName);
- /*
- * Get pointer to currently bound texture object (oldTexObj)
- */
- switch (target) {
- case GL_TEXTURE_1D:
- oldTexObj = texUnit->Current1D;
- break;
- case GL_TEXTURE_2D:
- oldTexObj = texUnit->Current2D;
- break;
- case GL_TEXTURE_3D:
- oldTexObj = texUnit->Current3D;
- break;
- case GL_TEXTURE_CUBE_MAP_ARB:
- if (!ctx->Extensions.ARB_texture_cube_map) {
- _mesa_error( ctx, GL_INVALID_ENUM, "glBindTexture(target)" );
- return;
- }
- oldTexObj = texUnit->CurrentCubeMap;
- break;
- case GL_TEXTURE_RECTANGLE_NV:
- if (!ctx->Extensions.NV_texture_rectangle) {
- _mesa_error( ctx, GL_INVALID_ENUM, "glBindTexture(target)" );
- return;
- }
- oldTexObj = texUnit->CurrentRect;
- break;
- case GL_TEXTURE_1D_ARRAY_EXT:
- if (!ctx->Extensions.MESA_texture_array) {
- _mesa_error( ctx, GL_INVALID_ENUM, "glBindTexture(target)" );
- return;
- }
- oldTexObj = texUnit->Current1DArray;
- break;
- case GL_TEXTURE_2D_ARRAY_EXT:
- if (!ctx->Extensions.MESA_texture_array) {
- _mesa_error( ctx, GL_INVALID_ENUM, "glBindTexture(target)" );
- return;
- }
- oldTexObj = texUnit->Current2DArray;
- break;
- default:
- _mesa_error( ctx, GL_INVALID_ENUM, "glBindTexture(target)" );
- return;
- }
-
- if (oldTexObj->Name == texName) {
- /* XXX this might be wrong. If the texobj is in use by another
- * context and a texobj parameter was changed, this might be our
- * only chance to update this context's hardware state.
- * Note that some applications re-bind the same texture a lot so we
- * want to handle that case quickly.
- */
- return; /* rebinding the same texture- no change */
- }
-
/*
* Get pointer to new texture object (newTexObj)
*/
newTexObj = ctx->Shared->Default2DArray;
break;
default:
- ; /* Bad targets are caught above */
+ _mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)");
+ return;
}
}
else {
newTexObj->Target = target;
}
- /* XXX all RefCount accesses should be protected by a mutex. */
- newTexObj->RefCount++;
+ assert(valid_texture_object(newTexObj));
- /* do the actual binding, but first flush outstanding vertices:
- */
+ /* flush before changing binding */
FLUSH_VERTICES(ctx, _NEW_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.
+ */
switch (target) {
case GL_TEXTURE_1D:
- texUnit->Current1D = newTexObj;
+ _mesa_reference_texobj(&texUnit->Current1D, newTexObj);
break;
case GL_TEXTURE_2D:
- texUnit->Current2D = newTexObj;
+ _mesa_reference_texobj(&texUnit->Current2D, newTexObj);
break;
case GL_TEXTURE_3D:
- texUnit->Current3D = newTexObj;
+ _mesa_reference_texobj(&texUnit->Current3D, newTexObj);
break;
case GL_TEXTURE_CUBE_MAP_ARB:
- texUnit->CurrentCubeMap = newTexObj;
+ _mesa_reference_texobj(&texUnit->CurrentCubeMap, newTexObj);
break;
case GL_TEXTURE_RECTANGLE_NV:
- texUnit->CurrentRect = newTexObj;
+ _mesa_reference_texobj(&texUnit->CurrentRect, newTexObj);
break;
case GL_TEXTURE_1D_ARRAY_EXT:
texUnit->Current1DArray = newTexObj;
texUnit->Current2DArray = newTexObj;
break;
default:
+ /* Bad target should be caught above */
_mesa_problem(ctx, "bad target in BindTexture");
return;
}
/* Pass BindTexture call to device driver */
if (ctx->Driver.BindTexture)
(*ctx->Driver.BindTexture)( ctx, target, newTexObj );
-
- /* Decrement the reference count on the old texture and check if it's
- * time to delete it.
- */
- /* XXX all RefCount accesses should be protected by a mutex. */
- oldTexObj->RefCount--;
- ASSERT(oldTexObj->RefCount >= 0);
- if (oldTexObj->RefCount == 0) {
- ASSERT(oldTexObj->Name != 0);
- ASSERT(ctx->Driver.DeleteTexture);
- (*ctx->Driver.DeleteTexture)( ctx, oldTexObj );
- }
}
};
-/**
- * Copy a texture binding. Helper used by _mesa_copy_texture_state().
- */
-static void
-copy_texture_binding(const GLcontext *ctx,
- struct gl_texture_object **dst,
- struct gl_texture_object *src)
-{
- /* only copy if names differ (per OpenGL SI) */
- if ((*dst)->Name != src->Name) {
- /* unbind/delete dest binding which we're changing */
- (*dst)->RefCount--;
- if ((*dst)->RefCount == 0) {
- /* time to delete this texture object */
- ASSERT((*dst)->Name != 0);
- ASSERT(ctx->Driver.DeleteTexture);
- /* XXX cast-away const, unfortunately */
- (*ctx->Driver.DeleteTexture)((GLcontext *) ctx, *dst);
- }
- /* make new binding, incrementing ref count */
- *dst = src;
- src->RefCount++;
- }
-}
-
/**
* Used by glXCopyContext to copy texture state from one context to another.
/* copy texture object bindings, not contents of texture objects */
_mesa_lock_context_textures(dst);
- copy_texture_binding(src, &dst->Texture.Unit[i].Current1D,
- src->Texture.Unit[i].Current1D);
- copy_texture_binding(src, &dst->Texture.Unit[i].Current2D,
- src->Texture.Unit[i].Current2D);
- copy_texture_binding(src, &dst->Texture.Unit[i].Current3D,
- src->Texture.Unit[i].Current3D);
- copy_texture_binding(src, &dst->Texture.Unit[i].CurrentCubeMap,
- src->Texture.Unit[i].CurrentCubeMap);
- copy_texture_binding(src, &dst->Texture.Unit[i].CurrentRect,
- src->Texture.Unit[i].CurrentRect);
- copy_texture_binding(src, &dst->Texture.Unit[i].Current1DArray,
- src->Texture.Unit[i].Current1DArray);
- copy_texture_binding(src, &dst->Texture.Unit[i].Current2DArray,
- src->Texture.Unit[i].Current2DArray);
+ _mesa_reference_texobj(&dst->Texture.Unit[i].Current1D,
+ src->Texture.Unit[i].Current1D);
+ _mesa_reference_texobj(&dst->Texture.Unit[i].Current2D,
+ src->Texture.Unit[i].Current2D);
+ _mesa_reference_texobj(&dst->Texture.Unit[i].Current3D,
+ src->Texture.Unit[i].Current3D);
+ _mesa_reference_texobj(&dst->Texture.Unit[i].CurrentCubeMap,
+ src->Texture.Unit[i].CurrentCubeMap);
+ _mesa_reference_texobj(&dst->Texture.Unit[i].CurrentRect,
+ src->Texture.Unit[i].CurrentRect);
+ _mesa_reference_texobj(&dst->Texture.Unit[i].Current1DArray,
+ src->Texture.Unit[i].Current1DArray);
+ _mesa_reference_texobj(&dst->Texture.Unit[i].Current2DArray,
+ src->Texture.Unit[i].Current2DArray);
_mesa_unlock_context_textures(dst);
}
if (!ctx->Texture.Proxy2DArray)
goto cleanup;
+ assert(ctx->Texture.Proxy1D->RefCount == 1);
+
return GL_TRUE;
cleanup:
ASSIGN_4V( texUnit->EyePlaneR, 0.0, 0.0, 0.0, 0.0 );
ASSIGN_4V( texUnit->EyePlaneQ, 0.0, 0.0, 0.0, 0.0 );
- texUnit->Current1D = ctx->Shared->Default1D;
- texUnit->Current2D = ctx->Shared->Default2D;
- texUnit->Current3D = ctx->Shared->Default3D;
- texUnit->CurrentCubeMap = ctx->Shared->DefaultCubeMap;
- texUnit->CurrentRect = ctx->Shared->DefaultRect;
- texUnit->Current1DArray = ctx->Shared->Default1DArray;
- texUnit->Current2DArray = ctx->Shared->Default2DArray;
+ /* initialize current texture object ptrs to the shared default objects */
+ _mesa_reference_texobj(&texUnit->Current1D, ctx->Shared->Default1D);
+ _mesa_reference_texobj(&texUnit->Current2D, ctx->Shared->Default2D);
+ _mesa_reference_texobj(&texUnit->Current3D, ctx->Shared->Default3D);
+ _mesa_reference_texobj(&texUnit->CurrentCubeMap, ctx->Shared->DefaultCubeMap);
+ _mesa_reference_texobj(&texUnit->CurrentRect, ctx->Shared->DefaultRect);
+ _mesa_reference_texobj(&texUnit->Current1DArray, ctx->Shared->Default1DArray);
+ _mesa_reference_texobj(&texUnit->Current2DArray, ctx->Shared->Default2DArray);
}
assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
- /* Effectively bind the default textures to all texture units */
- ctx->Shared->Default1D->RefCount += MAX_TEXTURE_UNITS;
- ctx->Shared->Default2D->RefCount += MAX_TEXTURE_UNITS;
- ctx->Shared->Default3D->RefCount += MAX_TEXTURE_UNITS;
- ctx->Shared->DefaultCubeMap->RefCount += MAX_TEXTURE_UNITS;
- ctx->Shared->DefaultRect->RefCount += MAX_TEXTURE_UNITS;
- ctx->Shared->Default1DArray->RefCount += MAX_TEXTURE_UNITS;
- ctx->Shared->Default2DArray->RefCount += MAX_TEXTURE_UNITS;
-
/* Texture group */
ctx->Texture.CurrentUnit = 0; /* multitexture */
ctx->Texture._EnabledUnits = 0;
- for (i=0; i<MAX_TEXTURE_UNITS; i++)
- init_texture_unit( ctx, i );
ctx->Texture.SharedPalette = GL_FALSE;
#if FEATURE_colortable
_mesa_init_colortable(&ctx->Texture.Palette);
#endif
+ for (i = 0; i < MAX_TEXTURE_UNITS; i++)
+ init_texture_unit( ctx, i );
+
+ /* After we're done initializing the context's texture state the default
+ * texture objects' refcounts should be at least MAX_TEXTURE_UNITS + 1.
+ */
+ assert(ctx->Shared->Default1D->RefCount >= MAX_TEXTURE_UNITS + 1);
+
/* Allocate proxy textures */
if (!alloc_proxy_textures( ctx ))
return GL_FALSE;
void
_mesa_free_texture_data(GLcontext *ctx)
{
+ GLuint u;
+
+ /* unreference current textures */
+ for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++) {
+ struct gl_texture_unit *unit = ctx->Texture.Unit + u;
+ _mesa_reference_texobj(&unit->Current1D, NULL);
+ _mesa_reference_texobj(&unit->Current2D, NULL);
+ _mesa_reference_texobj(&unit->Current3D, NULL);
+ _mesa_reference_texobj(&unit->CurrentCubeMap, NULL);
+ _mesa_reference_texobj(&unit->CurrentRect, NULL);
+ _mesa_reference_texobj(&unit->Current1DArray, NULL);
+ _mesa_reference_texobj(&unit->Current2DArray, NULL);
+ }
+
/* Free proxy texture objects */
(ctx->Driver.DeleteTexture)(ctx, ctx->Texture.Proxy1D );
(ctx->Driver.DeleteTexture)(ctx, ctx->Texture.Proxy2D );
(ctx->Driver.DeleteTexture)(ctx, ctx->Texture.Proxy1DArray );
(ctx->Driver.DeleteTexture)(ctx, ctx->Texture.Proxy2DArray );
+
#if FEATURE_colortable
{
GLuint i;