mesa: simplify Driver.TexImage() parameters
[mesa.git] / src / mesa / main / texobj.c
1 /**
2 * \file texobj.c
3 * Texture object management.
4 */
5
6 /*
7 * Mesa 3-D graphics library
8 * Version: 7.1
9 *
10 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
11 *
12 * Permission is hereby granted, free of charge, to any person obtaining a
13 * copy of this software and associated documentation files (the "Software"),
14 * to deal in the Software without restriction, including without limitation
15 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
16 * and/or sell copies of the Software, and to permit persons to whom the
17 * Software is furnished to do so, subject to the following conditions:
18 *
19 * The above copyright notice and this permission notice shall be included
20 * in all copies or substantial portions of the Software.
21 *
22 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
23 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
24 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
25 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
26 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
27 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
28 */
29
30
31 #include "mfeatures.h"
32 #include "bufferobj.h"
33 #include "colortab.h"
34 #include "context.h"
35 #include "enums.h"
36 #include "fbobject.h"
37 #include "formats.h"
38 #include "hash.h"
39 #include "imports.h"
40 #include "macros.h"
41 #include "teximage.h"
42 #include "texobj.h"
43 #include "texstate.h"
44 #include "mtypes.h"
45 #include "program/prog_instruction.h"
46
47
48
49 /**********************************************************************/
50 /** \name Internal functions */
51 /*@{*/
52
53
54 /**
55 * Return the gl_texture_object for a given ID.
56 */
57 struct gl_texture_object *
58 _mesa_lookup_texture(struct gl_context *ctx, GLuint id)
59 {
60 return (struct gl_texture_object *)
61 _mesa_HashLookup(ctx->Shared->TexObjects, id);
62 }
63
64
65
66 /**
67 * Allocate and initialize a new texture object. But don't put it into the
68 * texture object hash table.
69 *
70 * Called via ctx->Driver.NewTextureObject, unless overridden by a device
71 * driver.
72 *
73 * \param shared the shared GL state structure to contain the texture object
74 * \param name integer name for the texture object
75 * \param target either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,
76 * GL_TEXTURE_CUBE_MAP_ARB or GL_TEXTURE_RECTANGLE_NV. zero is ok for the sake
77 * of GenTextures()
78 *
79 * \return pointer to new texture object.
80 */
81 struct gl_texture_object *
82 _mesa_new_texture_object( struct gl_context *ctx, GLuint name, GLenum target )
83 {
84 struct gl_texture_object *obj;
85 (void) ctx;
86 obj = MALLOC_STRUCT(gl_texture_object);
87 _mesa_initialize_texture_object(obj, name, target);
88 return obj;
89 }
90
91
92 /**
93 * Initialize a new texture object to default values.
94 * \param obj the texture object
95 * \param name the texture name
96 * \param target the texture target
97 */
98 void
99 _mesa_initialize_texture_object( struct gl_texture_object *obj,
100 GLuint name, GLenum target )
101 {
102 ASSERT(target == 0 ||
103 target == GL_TEXTURE_1D ||
104 target == GL_TEXTURE_2D ||
105 target == GL_TEXTURE_3D ||
106 target == GL_TEXTURE_CUBE_MAP_ARB ||
107 target == GL_TEXTURE_RECTANGLE_NV ||
108 target == GL_TEXTURE_1D_ARRAY_EXT ||
109 target == GL_TEXTURE_2D_ARRAY_EXT ||
110 target == GL_TEXTURE_EXTERNAL_OES ||
111 target == GL_TEXTURE_BUFFER);
112
113 memset(obj, 0, sizeof(*obj));
114 /* init the non-zero fields */
115 _glthread_INIT_MUTEX(obj->Mutex);
116 obj->RefCount = 1;
117 obj->Name = name;
118 obj->Target = target;
119 obj->Priority = 1.0F;
120 obj->BaseLevel = 0;
121 obj->MaxLevel = 1000;
122
123 /* must be one; no support for (YUV) planes in separate buffers */
124 obj->RequiredTextureImageUnits = 1;
125
126 /* sampler state */
127 if (target == GL_TEXTURE_RECTANGLE_NV ||
128 target == GL_TEXTURE_EXTERNAL_OES) {
129 obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
130 obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
131 obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
132 obj->Sampler.MinFilter = GL_LINEAR;
133 }
134 else {
135 obj->Sampler.WrapS = GL_REPEAT;
136 obj->Sampler.WrapT = GL_REPEAT;
137 obj->Sampler.WrapR = GL_REPEAT;
138 obj->Sampler.MinFilter = GL_NEAREST_MIPMAP_LINEAR;
139 }
140 obj->Sampler.MagFilter = GL_LINEAR;
141 obj->Sampler.MinLod = -1000.0;
142 obj->Sampler.MaxLod = 1000.0;
143 obj->Sampler.LodBias = 0.0;
144 obj->Sampler.MaxAnisotropy = 1.0;
145 obj->Sampler.CompareMode = GL_NONE; /* ARB_shadow */
146 obj->Sampler.CompareFunc = GL_LEQUAL; /* ARB_shadow */
147 obj->Sampler.CompareFailValue = 0.0F; /* ARB_shadow_ambient */
148 obj->Sampler.DepthMode = GL_LUMINANCE; /* ARB_depth_texture */
149 obj->Sampler.CubeMapSeamless = GL_FALSE;
150 obj->Swizzle[0] = GL_RED;
151 obj->Swizzle[1] = GL_GREEN;
152 obj->Swizzle[2] = GL_BLUE;
153 obj->Swizzle[3] = GL_ALPHA;
154 obj->_Swizzle = SWIZZLE_NOOP;
155 obj->Sampler.sRGBDecode = GL_DECODE_EXT;
156 }
157
158
159 /**
160 * Some texture initialization can't be finished until we know which
161 * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
162 */
163 static void
164 finish_texture_init(struct gl_context *ctx, GLenum target,
165 struct gl_texture_object *obj)
166 {
167 assert(obj->Target == 0);
168
169 if (target == GL_TEXTURE_RECTANGLE_NV ||
170 target == GL_TEXTURE_EXTERNAL_OES) {
171 /* have to init wrap and filter state here - kind of klunky */
172 obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
173 obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
174 obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
175 obj->Sampler.MinFilter = GL_LINEAR;
176 if (ctx->Driver.TexParameter) {
177 static const GLfloat fparam_wrap[1] = {(GLfloat) GL_CLAMP_TO_EDGE};
178 static const GLfloat fparam_filter[1] = {(GLfloat) GL_LINEAR};
179 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_S, fparam_wrap);
180 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_T, fparam_wrap);
181 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_R, fparam_wrap);
182 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_MIN_FILTER, fparam_filter);
183 }
184 }
185 }
186
187
188 /**
189 * Deallocate a texture object struct. It should have already been
190 * removed from the texture object pool.
191 * Called via ctx->Driver.DeleteTexture() if not overriden by a driver.
192 *
193 * \param shared the shared GL state to which the object belongs.
194 * \param texObj the texture object to delete.
195 */
196 void
197 _mesa_delete_texture_object(struct gl_context *ctx,
198 struct gl_texture_object *texObj)
199 {
200 GLuint i, face;
201
202 /* Set Target to an invalid value. With some assertions elsewhere
203 * we can try to detect possible use of deleted textures.
204 */
205 texObj->Target = 0x99;
206
207 /* free the texture images */
208 for (face = 0; face < 6; face++) {
209 for (i = 0; i < MAX_TEXTURE_LEVELS; i++) {
210 if (texObj->Image[face][i]) {
211 ctx->Driver.DeleteTextureImage(ctx, texObj->Image[face][i]);
212 }
213 }
214 }
215
216 _mesa_reference_buffer_object(ctx, &texObj->BufferObject, NULL);
217
218 /* destroy the mutex -- it may have allocated memory (eg on bsd) */
219 _glthread_DESTROY_MUTEX(texObj->Mutex);
220
221 /* free this object */
222 free(texObj);
223 }
224
225
226
227 /**
228 * Copy texture object state from one texture object to another.
229 * Use for glPush/PopAttrib.
230 *
231 * \param dest destination texture object.
232 * \param src source texture object.
233 */
234 void
235 _mesa_copy_texture_object( struct gl_texture_object *dest,
236 const struct gl_texture_object *src )
237 {
238 dest->Target = src->Target;
239 dest->Name = src->Name;
240 dest->Priority = src->Priority;
241 dest->Sampler.BorderColor.f[0] = src->Sampler.BorderColor.f[0];
242 dest->Sampler.BorderColor.f[1] = src->Sampler.BorderColor.f[1];
243 dest->Sampler.BorderColor.f[2] = src->Sampler.BorderColor.f[2];
244 dest->Sampler.BorderColor.f[3] = src->Sampler.BorderColor.f[3];
245 dest->Sampler.WrapS = src->Sampler.WrapS;
246 dest->Sampler.WrapT = src->Sampler.WrapT;
247 dest->Sampler.WrapR = src->Sampler.WrapR;
248 dest->Sampler.MinFilter = src->Sampler.MinFilter;
249 dest->Sampler.MagFilter = src->Sampler.MagFilter;
250 dest->Sampler.MinLod = src->Sampler.MinLod;
251 dest->Sampler.MaxLod = src->Sampler.MaxLod;
252 dest->Sampler.LodBias = src->Sampler.LodBias;
253 dest->BaseLevel = src->BaseLevel;
254 dest->MaxLevel = src->MaxLevel;
255 dest->Sampler.MaxAnisotropy = src->Sampler.MaxAnisotropy;
256 dest->Sampler.CompareMode = src->Sampler.CompareMode;
257 dest->Sampler.CompareFunc = src->Sampler.CompareFunc;
258 dest->Sampler.CompareFailValue = src->Sampler.CompareFailValue;
259 dest->Sampler.CubeMapSeamless = src->Sampler.CubeMapSeamless;
260 dest->Sampler.DepthMode = src->Sampler.DepthMode;
261 dest->Sampler.sRGBDecode = src->Sampler.sRGBDecode;
262 dest->_MaxLevel = src->_MaxLevel;
263 dest->_MaxLambda = src->_MaxLambda;
264 dest->GenerateMipmap = src->GenerateMipmap;
265 dest->_Complete = src->_Complete;
266 COPY_4V(dest->Swizzle, src->Swizzle);
267 dest->_Swizzle = src->_Swizzle;
268
269 dest->RequiredTextureImageUnits = src->RequiredTextureImageUnits;
270 }
271
272
273 /**
274 * Free all texture images of the given texture object.
275 *
276 * \param ctx GL context.
277 * \param t texture object.
278 *
279 * \sa _mesa_clear_texture_image().
280 */
281 void
282 _mesa_clear_texture_object(struct gl_context *ctx,
283 struct gl_texture_object *texObj)
284 {
285 GLuint i, j;
286
287 if (texObj->Target == 0)
288 return;
289
290 for (i = 0; i < MAX_FACES; i++) {
291 for (j = 0; j < MAX_TEXTURE_LEVELS; j++) {
292 struct gl_texture_image *texImage = texObj->Image[i][j];
293 if (texImage)
294 _mesa_clear_texture_image(ctx, texImage);
295 }
296 }
297 }
298
299
300 /**
301 * Check if the given texture object is valid by examining its Target field.
302 * For debugging only.
303 */
304 static GLboolean
305 valid_texture_object(const struct gl_texture_object *tex)
306 {
307 switch (tex->Target) {
308 case 0:
309 case GL_TEXTURE_1D:
310 case GL_TEXTURE_2D:
311 case GL_TEXTURE_3D:
312 case GL_TEXTURE_CUBE_MAP_ARB:
313 case GL_TEXTURE_RECTANGLE_NV:
314 case GL_TEXTURE_1D_ARRAY_EXT:
315 case GL_TEXTURE_2D_ARRAY_EXT:
316 case GL_TEXTURE_BUFFER:
317 case GL_TEXTURE_EXTERNAL_OES:
318 return GL_TRUE;
319 case 0x99:
320 _mesa_problem(NULL, "invalid reference to a deleted texture object");
321 return GL_FALSE;
322 default:
323 _mesa_problem(NULL, "invalid texture object Target 0x%x, Id = %u",
324 tex->Target, tex->Name);
325 return GL_FALSE;
326 }
327 }
328
329
330 /**
331 * Reference (or unreference) a texture object.
332 * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
333 * If 'tex' is non-null, increment its refcount.
334 * This is normally only called from the _mesa_reference_texobj() macro
335 * when there's a real pointer change.
336 */
337 void
338 _mesa_reference_texobj_(struct gl_texture_object **ptr,
339 struct gl_texture_object *tex)
340 {
341 assert(ptr);
342
343 if (*ptr) {
344 /* Unreference the old texture */
345 GLboolean deleteFlag = GL_FALSE;
346 struct gl_texture_object *oldTex = *ptr;
347
348 ASSERT(valid_texture_object(oldTex));
349 (void) valid_texture_object; /* silence warning in release builds */
350
351 _glthread_LOCK_MUTEX(oldTex->Mutex);
352 ASSERT(oldTex->RefCount > 0);
353 oldTex->RefCount--;
354
355 deleteFlag = (oldTex->RefCount == 0);
356 _glthread_UNLOCK_MUTEX(oldTex->Mutex);
357
358 if (deleteFlag) {
359 GET_CURRENT_CONTEXT(ctx);
360 if (ctx)
361 ctx->Driver.DeleteTexture(ctx, oldTex);
362 else
363 _mesa_problem(NULL, "Unable to delete texture, no context");
364 }
365
366 *ptr = NULL;
367 }
368 assert(!*ptr);
369
370 if (tex) {
371 /* reference new texture */
372 ASSERT(valid_texture_object(tex));
373 _glthread_LOCK_MUTEX(tex->Mutex);
374 if (tex->RefCount == 0) {
375 /* this texture's being deleted (look just above) */
376 /* Not sure this can every really happen. Warn if it does. */
377 _mesa_problem(NULL, "referencing deleted texture object");
378 *ptr = NULL;
379 }
380 else {
381 tex->RefCount++;
382 *ptr = tex;
383 }
384 _glthread_UNLOCK_MUTEX(tex->Mutex);
385 }
386 }
387
388
389
390 /**
391 * Mark a texture object as incomplete.
392 * \param t texture object
393 * \param fmt... string describing why it's incomplete (for debugging).
394 */
395 static void
396 incomplete(struct gl_texture_object *t, const char *fmt, ...)
397 {
398 #if 0
399 va_list args;
400 char s[100];
401
402 va_start(args, fmt);
403 vsnprintf(s, sizeof(s), fmt, args);
404 va_end(args);
405
406 printf("Texture Obj %d incomplete because: %s\n", t->Name, s);
407 #endif
408 t->_Complete = GL_FALSE;
409 }
410
411
412 /**
413 * Examine a texture object to determine if it is complete.
414 *
415 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
416 * accordingly.
417 *
418 * \param ctx GL context.
419 * \param t texture object.
420 *
421 * According to the texture target, verifies that each of the mipmaps is
422 * present and has the expected size.
423 */
424 void
425 _mesa_test_texobj_completeness( const struct gl_context *ctx,
426 struct gl_texture_object *t )
427 {
428 const GLint baseLevel = t->BaseLevel;
429 GLint maxLog2 = 0, maxLevels = 0;
430
431 t->_Complete = GL_TRUE; /* be optimistic */
432
433 /* Detect cases where the application set the base level to an invalid
434 * value.
435 */
436 if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS)) {
437 incomplete(t, "base level = %d is invalid", baseLevel);
438 return;
439 }
440
441 /* Always need the base level image */
442 if (!t->Image[0][baseLevel]) {
443 incomplete(t, "Image[baseLevel=%d] == NULL", baseLevel);
444 return;
445 }
446
447 /* Check width/height/depth for zero */
448 if (t->Image[0][baseLevel]->Width == 0 ||
449 t->Image[0][baseLevel]->Height == 0 ||
450 t->Image[0][baseLevel]->Depth == 0) {
451 incomplete(t, "texture width = 0");
452 return;
453 }
454
455 /* Compute _MaxLevel */
456 if ((t->Target == GL_TEXTURE_1D) ||
457 (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) {
458 maxLog2 = t->Image[0][baseLevel]->WidthLog2;
459 maxLevels = ctx->Const.MaxTextureLevels;
460 }
461 else if ((t->Target == GL_TEXTURE_2D) ||
462 (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) {
463 maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
464 t->Image[0][baseLevel]->HeightLog2);
465 maxLevels = ctx->Const.MaxTextureLevels;
466 }
467 else if (t->Target == GL_TEXTURE_3D) {
468 GLint max = MAX2(t->Image[0][baseLevel]->WidthLog2,
469 t->Image[0][baseLevel]->HeightLog2);
470 maxLog2 = MAX2(max, (GLint)(t->Image[0][baseLevel]->DepthLog2));
471 maxLevels = ctx->Const.Max3DTextureLevels;
472 }
473 else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
474 maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
475 t->Image[0][baseLevel]->HeightLog2);
476 maxLevels = ctx->Const.MaxCubeTextureLevels;
477 }
478 else if (t->Target == GL_TEXTURE_RECTANGLE_NV ||
479 t->Target == GL_TEXTURE_EXTERNAL_OES) {
480 maxLog2 = 0; /* not applicable */
481 maxLevels = 1; /* no mipmapping */
482 }
483 else {
484 _mesa_problem(ctx, "Bad t->Target in _mesa_test_texobj_completeness");
485 return;
486 }
487
488 ASSERT(maxLevels > 0);
489
490 if (t->MaxLevel < t->BaseLevel) {
491 incomplete(t, "MAX_LEVEL (%d) < BASE_LEVEL (%d)",
492 t->MaxLevel, t->BaseLevel);
493 return;
494 }
495
496 t->_MaxLevel = baseLevel + maxLog2;
497 t->_MaxLevel = MIN2(t->_MaxLevel, t->MaxLevel);
498 t->_MaxLevel = MIN2(t->_MaxLevel, maxLevels - 1);
499
500 /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
501 t->_MaxLambda = (GLfloat) (t->_MaxLevel - t->BaseLevel);
502
503 if (t->Immutable) {
504 /* This texture object was created with glTexStorage1/2/3D() so we
505 * know that all the mipmap levels are the right size and all cube
506 * map faces are the same size.
507 * We don't need to do any of the additional checks below.
508 */
509 return;
510 }
511
512 if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
513 /* make sure that all six cube map level 0 images are the same size */
514 const GLuint w = t->Image[0][baseLevel]->Width2;
515 const GLuint h = t->Image[0][baseLevel]->Height2;
516 GLuint face;
517 for (face = 1; face < 6; face++) {
518 if (t->Image[face][baseLevel] == NULL ||
519 t->Image[face][baseLevel]->Width2 != w ||
520 t->Image[face][baseLevel]->Height2 != h) {
521 incomplete(t, "Cube face missing or mismatched size");
522 return;
523 }
524 }
525 }
526
527 /* extra checking for mipmaps */
528 if (t->Sampler.MinFilter != GL_NEAREST && t->Sampler.MinFilter != GL_LINEAR) {
529 /*
530 * Mipmapping: determine if we have a complete set of mipmaps
531 */
532 GLint i;
533 GLint minLevel = baseLevel;
534 GLint maxLevel = t->_MaxLevel;
535
536 if (minLevel > maxLevel) {
537 incomplete(t, "minLevel > maxLevel");
538 return;
539 }
540
541 /* Test dimension-independent attributes */
542 for (i = minLevel; i <= maxLevel; i++) {
543 if (t->Image[0][i]) {
544 if (t->Image[0][i]->TexFormat != t->Image[0][baseLevel]->TexFormat) {
545 incomplete(t, "Format[i] != Format[baseLevel]");
546 return;
547 }
548 if (t->Image[0][i]->Border != t->Image[0][baseLevel]->Border) {
549 incomplete(t, "Border[i] != Border[baseLevel]");
550 return;
551 }
552 }
553 }
554
555 /* Test things which depend on number of texture image dimensions */
556 if ((t->Target == GL_TEXTURE_1D) ||
557 (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) {
558 /* Test 1-D mipmaps */
559 GLuint width = t->Image[0][baseLevel]->Width2;
560 for (i = baseLevel + 1; i < maxLevels; i++) {
561 if (width > 1) {
562 width /= 2;
563 }
564 if (i >= minLevel && i <= maxLevel) {
565 const struct gl_texture_image *img = t->Image[0][i];
566 if (!img) {
567 incomplete(t, "1D Image[%d] is missing", i);
568 return;
569 }
570 if (img->Width2 != width ) {
571 incomplete(t, "1D Image[%d] bad width %u", i, img->Width2);
572 return;
573 }
574 }
575 if (width == 1) {
576 return; /* found smallest needed mipmap, all done! */
577 }
578 }
579 }
580 else if ((t->Target == GL_TEXTURE_2D) ||
581 (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) {
582 /* Test 2-D mipmaps */
583 GLuint width = t->Image[0][baseLevel]->Width2;
584 GLuint height = t->Image[0][baseLevel]->Height2;
585 for (i = baseLevel + 1; i < maxLevels; i++) {
586 if (width > 1) {
587 width /= 2;
588 }
589 if (height > 1) {
590 height /= 2;
591 }
592 if (i >= minLevel && i <= maxLevel) {
593 const struct gl_texture_image *img = t->Image[0][i];
594 if (!img) {
595 incomplete(t, "2D Image[%d of %d] is missing", i, maxLevel);
596 return;
597 }
598 if (img->Width2 != width) {
599 incomplete(t, "2D Image[%d] bad width %u", i, img->Width2);
600 return;
601 }
602 if (img->Height2 != height) {
603 incomplete(t, "2D Image[i] bad height %u", i, img->Height2);
604 return;
605 }
606 if (width==1 && height==1) {
607 return; /* found smallest needed mipmap, all done! */
608 }
609 }
610 }
611 }
612 else if (t->Target == GL_TEXTURE_3D) {
613 /* Test 3-D mipmaps */
614 GLuint width = t->Image[0][baseLevel]->Width2;
615 GLuint height = t->Image[0][baseLevel]->Height2;
616 GLuint depth = t->Image[0][baseLevel]->Depth2;
617 for (i = baseLevel + 1; i < maxLevels; i++) {
618 if (width > 1) {
619 width /= 2;
620 }
621 if (height > 1) {
622 height /= 2;
623 }
624 if (depth > 1) {
625 depth /= 2;
626 }
627 if (i >= minLevel && i <= maxLevel) {
628 const struct gl_texture_image *img = t->Image[0][i];
629 if (!img) {
630 incomplete(t, "3D Image[%d] is missing", i);
631 return;
632 }
633 if (img->_BaseFormat == GL_DEPTH_COMPONENT) {
634 incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
635 return;
636 }
637 if (img->Width2 != width) {
638 incomplete(t, "3D Image[%d] bad width %u", i, img->Width2);
639 return;
640 }
641 if (img->Height2 != height) {
642 incomplete(t, "3D Image[%d] bad height %u", i, img->Height2);
643 return;
644 }
645 if (img->Depth2 != depth) {
646 incomplete(t, "3D Image[%d] bad depth %u", i, img->Depth2);
647 return;
648 }
649 }
650 if (width == 1 && height == 1 && depth == 1) {
651 return; /* found smallest needed mipmap, all done! */
652 }
653 }
654 }
655 else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
656 /* make sure 6 cube faces are consistant */
657 GLuint width = t->Image[0][baseLevel]->Width2;
658 GLuint height = t->Image[0][baseLevel]->Height2;
659 for (i = baseLevel + 1; i < maxLevels; i++) {
660 if (width > 1) {
661 width /= 2;
662 }
663 if (height > 1) {
664 height /= 2;
665 }
666 if (i >= minLevel && i <= maxLevel) {
667 GLuint face;
668 for (face = 0; face < 6; face++) {
669 /* check that we have images defined */
670 if (!t->Image[face][i]) {
671 incomplete(t, "CubeMap Image[n][i] == NULL");
672 return;
673 }
674 /* Don't support GL_DEPTH_COMPONENT for cube maps */
675 if (t->Image[face][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
676 incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
677 return;
678 }
679 /* check that all six images have same size */
680 if (t->Image[face][i]->Width2 != width ||
681 t->Image[face][i]->Height2 != height) {
682 incomplete(t, "CubeMap Image[n][i] bad size");
683 return;
684 }
685 }
686 }
687 if (width == 1 && height == 1) {
688 return; /* found smallest needed mipmap, all done! */
689 }
690 }
691 }
692 else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
693 /* XXX special checking? */
694 }
695 else {
696 /* Target = ??? */
697 _mesa_problem(ctx, "Bug in gl_test_texture_object_completeness\n");
698 }
699 }
700 }
701
702
703 /**
704 * Check if the given cube map texture is "cube complete" as defined in
705 * the OpenGL specification.
706 */
707 GLboolean
708 _mesa_cube_complete(const struct gl_texture_object *texObj)
709 {
710 const GLint baseLevel = texObj->BaseLevel;
711 const struct gl_texture_image *img0, *img;
712 GLuint face;
713
714 if (texObj->Target != GL_TEXTURE_CUBE_MAP)
715 return GL_FALSE;
716
717 if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS))
718 return GL_FALSE;
719
720 /* check first face */
721 img0 = texObj->Image[0][baseLevel];
722 if (!img0 ||
723 img0->Width < 1 ||
724 img0->Width != img0->Height)
725 return GL_FALSE;
726
727 /* check remaining faces vs. first face */
728 for (face = 1; face < 6; face++) {
729 img = texObj->Image[face][baseLevel];
730 if (!img ||
731 img->Width != img0->Width ||
732 img->Height != img0->Height ||
733 img->TexFormat != img0->TexFormat)
734 return GL_FALSE;
735 }
736
737 return GL_TRUE;
738 }
739
740
741 /**
742 * Mark a texture object dirty. It forces the object to be incomplete
743 * and optionally forces the context to re-validate its state.
744 *
745 * \param ctx GL context.
746 * \param texObj texture object.
747 * \param invalidate_state also invalidate context state.
748 */
749 void
750 _mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj,
751 GLboolean invalidate_state)
752 {
753 texObj->_Complete = GL_FALSE;
754 if (invalidate_state)
755 ctx->NewState |= _NEW_TEXTURE;
756 }
757
758
759 /**
760 * Return pointer to a default/fallback texture.
761 * The texture is a 2D 8x8 RGBA texture with all texels = (0,0,0,1).
762 * That's the value a sampler should get when sampling from an
763 * incomplete texture.
764 */
765 struct gl_texture_object *
766 _mesa_get_fallback_texture(struct gl_context *ctx)
767 {
768 if (!ctx->Shared->FallbackTex) {
769 /* create fallback texture now */
770 static GLubyte texels[8 * 8][4];
771 struct gl_texture_object *texObj;
772 struct gl_texture_image *texImage;
773 gl_format texFormat;
774 GLuint i;
775
776 for (i = 0; i < 8 * 8; i++) {
777 texels[i][0] =
778 texels[i][1] =
779 texels[i][2] = 0x0;
780 texels[i][3] = 0xff;
781 }
782
783 /* create texture object */
784 texObj = ctx->Driver.NewTextureObject(ctx, 0, GL_TEXTURE_2D);
785 assert(texObj->RefCount == 1);
786 texObj->Sampler.MinFilter = GL_NEAREST;
787 texObj->Sampler.MagFilter = GL_NEAREST;
788
789 /* create level[0] texture image */
790 texImage = _mesa_get_tex_image(ctx, texObj, GL_TEXTURE_2D, 0);
791
792 texFormat = ctx->Driver.ChooseTextureFormat(ctx, GL_RGBA, GL_RGBA,
793 GL_UNSIGNED_BYTE);
794
795 /* init the image fields */
796 _mesa_init_teximage_fields(ctx, GL_TEXTURE_2D, texImage,
797 8, 8, 1, 0, GL_RGBA, texFormat);
798
799 ASSERT(texImage->TexFormat != MESA_FORMAT_NONE);
800
801 /* set image data */
802 ctx->Driver.TexImage2D(ctx, texImage, GL_RGBA,
803 8, 8, 0,
804 GL_RGBA, GL_UNSIGNED_BYTE, texels,
805 &ctx->DefaultPacking);
806
807 _mesa_test_texobj_completeness(ctx, texObj);
808 assert(texObj->_Complete);
809
810 ctx->Shared->FallbackTex = texObj;
811 }
812 return ctx->Shared->FallbackTex;
813 }
814
815
816 /*@}*/
817
818
819 /***********************************************************************/
820 /** \name API functions */
821 /*@{*/
822
823
824 /**
825 * Generate texture names.
826 *
827 * \param n number of texture names to be generated.
828 * \param textures an array in which will hold the generated texture names.
829 *
830 * \sa glGenTextures().
831 *
832 * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
833 * IDs which are stored in \p textures. Corresponding empty texture
834 * objects are also generated.
835 */
836 void GLAPIENTRY
837 _mesa_GenTextures( GLsizei n, GLuint *textures )
838 {
839 GET_CURRENT_CONTEXT(ctx);
840 GLuint first;
841 GLint i;
842 ASSERT_OUTSIDE_BEGIN_END(ctx);
843
844 if (n < 0) {
845 _mesa_error( ctx, GL_INVALID_VALUE, "glGenTextures" );
846 return;
847 }
848
849 if (!textures)
850 return;
851
852 /*
853 * This must be atomic (generation and allocation of texture IDs)
854 */
855 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
856
857 first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n);
858
859 /* Allocate new, empty texture objects */
860 for (i = 0; i < n; i++) {
861 struct gl_texture_object *texObj;
862 GLuint name = first + i;
863 GLenum target = 0;
864 texObj = ctx->Driver.NewTextureObject(ctx, name, target);
865 if (!texObj) {
866 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
867 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
868 return;
869 }
870
871 /* insert into hash table */
872 _mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
873
874 textures[i] = name;
875 }
876
877 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
878 }
879
880
881 /**
882 * Check if the given texture object is bound to the current draw or
883 * read framebuffer. If so, Unbind it.
884 */
885 static void
886 unbind_texobj_from_fbo(struct gl_context *ctx,
887 struct gl_texture_object *texObj)
888 {
889 const GLuint n = (ctx->DrawBuffer == ctx->ReadBuffer) ? 1 : 2;
890 GLuint i;
891
892 for (i = 0; i < n; i++) {
893 struct gl_framebuffer *fb = (i == 0) ? ctx->DrawBuffer : ctx->ReadBuffer;
894 if (fb->Name) {
895 GLuint j;
896 for (j = 0; j < BUFFER_COUNT; j++) {
897 if (fb->Attachment[j].Type == GL_TEXTURE &&
898 fb->Attachment[j].Texture == texObj) {
899 /* Vertices are already flushed by _mesa_DeleteTextures */
900 ctx->NewState |= _NEW_BUFFERS;
901 _mesa_remove_attachment(ctx, fb->Attachment + j);
902 }
903 }
904 }
905 }
906 }
907
908
909 /**
910 * Check if the given texture object is bound to any texture image units and
911 * unbind it if so (revert to default textures).
912 */
913 static void
914 unbind_texobj_from_texunits(struct gl_context *ctx,
915 struct gl_texture_object *texObj)
916 {
917 GLuint u, tex;
918
919 for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
920 struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
921 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
922 if (texObj == unit->CurrentTex[tex]) {
923 _mesa_reference_texobj(&unit->CurrentTex[tex],
924 ctx->Shared->DefaultTex[tex]);
925 ASSERT(unit->CurrentTex[tex]);
926 break;
927 }
928 }
929 }
930 }
931
932
933 /**
934 * Delete named textures.
935 *
936 * \param n number of textures to be deleted.
937 * \param textures array of texture IDs to be deleted.
938 *
939 * \sa glDeleteTextures().
940 *
941 * If we're about to delete a texture that's currently bound to any
942 * texture unit, unbind the texture first. Decrement the reference
943 * count on the texture object and delete it if it's zero.
944 * Recall that texture objects can be shared among several rendering
945 * contexts.
946 */
947 void GLAPIENTRY
948 _mesa_DeleteTextures( GLsizei n, const GLuint *textures)
949 {
950 GET_CURRENT_CONTEXT(ctx);
951 GLint i;
952 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* too complex */
953
954 if (!textures)
955 return;
956
957 for (i = 0; i < n; i++) {
958 if (textures[i] > 0) {
959 struct gl_texture_object *delObj
960 = _mesa_lookup_texture(ctx, textures[i]);
961
962 if (delObj) {
963 _mesa_lock_texture(ctx, delObj);
964
965 /* Check if texture is bound to any framebuffer objects.
966 * If so, unbind.
967 * See section 4.4.2.3 of GL_EXT_framebuffer_object.
968 */
969 unbind_texobj_from_fbo(ctx, delObj);
970
971 /* Check if this texture is currently bound to any texture units.
972 * If so, unbind it.
973 */
974 unbind_texobj_from_texunits(ctx, delObj);
975
976 _mesa_unlock_texture(ctx, delObj);
977
978 ctx->NewState |= _NEW_TEXTURE;
979
980 /* The texture _name_ is now free for re-use.
981 * Remove it from the hash table now.
982 */
983 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
984 _mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name);
985 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
986
987 /* Unreference the texobj. If refcount hits zero, the texture
988 * will be deleted.
989 */
990 _mesa_reference_texobj(&delObj, NULL);
991 }
992 }
993 }
994 }
995
996
997 /**
998 * Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
999 * into the corresponding Mesa texture target index.
1000 * Note that proxy targets are not valid here.
1001 * \return TEXTURE_x_INDEX or -1 if target is invalid
1002 */
1003 static GLint
1004 target_enum_to_index(GLenum target)
1005 {
1006 switch (target) {
1007 case GL_TEXTURE_1D:
1008 return TEXTURE_1D_INDEX;
1009 case GL_TEXTURE_2D:
1010 return TEXTURE_2D_INDEX;
1011 case GL_TEXTURE_3D:
1012 return TEXTURE_3D_INDEX;
1013 case GL_TEXTURE_CUBE_MAP_ARB:
1014 return TEXTURE_CUBE_INDEX;
1015 case GL_TEXTURE_RECTANGLE_NV:
1016 return TEXTURE_RECT_INDEX;
1017 case GL_TEXTURE_1D_ARRAY_EXT:
1018 return TEXTURE_1D_ARRAY_INDEX;
1019 case GL_TEXTURE_2D_ARRAY_EXT:
1020 return TEXTURE_2D_ARRAY_INDEX;
1021 case GL_TEXTURE_BUFFER_ARB:
1022 return TEXTURE_BUFFER_INDEX;
1023 case GL_TEXTURE_EXTERNAL_OES:
1024 return TEXTURE_EXTERNAL_INDEX;
1025 default:
1026 return -1;
1027 }
1028 }
1029
1030
1031 /**
1032 * Bind a named texture to a texturing target.
1033 *
1034 * \param target texture target.
1035 * \param texName texture name.
1036 *
1037 * \sa glBindTexture().
1038 *
1039 * Determines the old texture object bound and returns immediately if rebinding
1040 * the same texture. Get the current texture which is either a default texture
1041 * if name is null, a named texture from the hash, or a new texture if the
1042 * given texture name is new. Increments its reference count, binds it, and
1043 * calls dd_function_table::BindTexture. Decrements the old texture reference
1044 * count and deletes it if it reaches zero.
1045 */
1046 void GLAPIENTRY
1047 _mesa_BindTexture( GLenum target, GLuint texName )
1048 {
1049 GET_CURRENT_CONTEXT(ctx);
1050 struct gl_texture_unit *texUnit = _mesa_get_current_tex_unit(ctx);
1051 struct gl_texture_object *newTexObj = NULL;
1052 GLint targetIndex;
1053 ASSERT_OUTSIDE_BEGIN_END(ctx);
1054
1055 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1056 _mesa_debug(ctx, "glBindTexture %s %d\n",
1057 _mesa_lookup_enum_by_nr(target), (GLint) texName);
1058
1059 targetIndex = target_enum_to_index(target);
1060 if (targetIndex < 0) {
1061 _mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)");
1062 return;
1063 }
1064 assert(targetIndex < NUM_TEXTURE_TARGETS);
1065
1066 /*
1067 * Get pointer to new texture object (newTexObj)
1068 */
1069 if (texName == 0) {
1070 /* Use a default texture object */
1071 newTexObj = ctx->Shared->DefaultTex[targetIndex];
1072 }
1073 else {
1074 /* non-default texture object */
1075 newTexObj = _mesa_lookup_texture(ctx, texName);
1076 if (newTexObj) {
1077 /* error checking */
1078 if (newTexObj->Target != 0 && newTexObj->Target != target) {
1079 /* the named texture object's target doesn't match the given target */
1080 _mesa_error( ctx, GL_INVALID_OPERATION,
1081 "glBindTexture(target mismatch)" );
1082 return;
1083 }
1084 if (newTexObj->Target == 0) {
1085 finish_texture_init(ctx, target, newTexObj);
1086 }
1087 }
1088 else {
1089 /* if this is a new texture id, allocate a texture object now */
1090 newTexObj = ctx->Driver.NewTextureObject(ctx, texName, target);
1091 if (!newTexObj) {
1092 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
1093 return;
1094 }
1095
1096 /* and insert it into hash table */
1097 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1098 _mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj);
1099 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1100 }
1101 newTexObj->Target = target;
1102 }
1103
1104 assert(valid_texture_object(newTexObj));
1105
1106 /* Check if this texture is only used by this context and is already bound.
1107 * If so, just return.
1108 */
1109 {
1110 GLboolean early_out;
1111 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1112 early_out = ((ctx->Shared->RefCount == 1)
1113 && (newTexObj == texUnit->CurrentTex[targetIndex]));
1114 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1115 if (early_out) {
1116 return;
1117 }
1118 }
1119
1120 /* flush before changing binding */
1121 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1122
1123 /* Do the actual binding. The refcount on the previously bound
1124 * texture object will be decremented. It'll be deleted if the
1125 * count hits zero.
1126 */
1127 _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], newTexObj);
1128 ASSERT(texUnit->CurrentTex[targetIndex]);
1129
1130 /* Pass BindTexture call to device driver */
1131 if (ctx->Driver.BindTexture)
1132 ctx->Driver.BindTexture(ctx, target, newTexObj);
1133 }
1134
1135
1136 /**
1137 * Set texture priorities.
1138 *
1139 * \param n number of textures.
1140 * \param texName texture names.
1141 * \param priorities corresponding texture priorities.
1142 *
1143 * \sa glPrioritizeTextures().
1144 *
1145 * Looks up each texture in the hash, clamps the corresponding priority between
1146 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
1147 */
1148 void GLAPIENTRY
1149 _mesa_PrioritizeTextures( GLsizei n, const GLuint *texName,
1150 const GLclampf *priorities )
1151 {
1152 GET_CURRENT_CONTEXT(ctx);
1153 GLint i;
1154 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1155
1156 if (n < 0) {
1157 _mesa_error( ctx, GL_INVALID_VALUE, "glPrioritizeTextures" );
1158 return;
1159 }
1160
1161 if (!priorities)
1162 return;
1163
1164 for (i = 0; i < n; i++) {
1165 if (texName[i] > 0) {
1166 struct gl_texture_object *t = _mesa_lookup_texture(ctx, texName[i]);
1167 if (t) {
1168 t->Priority = CLAMP( priorities[i], 0.0F, 1.0F );
1169 }
1170 }
1171 }
1172
1173 ctx->NewState |= _NEW_TEXTURE;
1174 }
1175
1176
1177
1178 /**
1179 * See if textures are loaded in texture memory.
1180 *
1181 * \param n number of textures to query.
1182 * \param texName array with the texture names.
1183 * \param residences array which will hold the residence status.
1184 *
1185 * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
1186 *
1187 * Note: we assume all textures are always resident
1188 */
1189 GLboolean GLAPIENTRY
1190 _mesa_AreTexturesResident(GLsizei n, const GLuint *texName,
1191 GLboolean *residences)
1192 {
1193 GET_CURRENT_CONTEXT(ctx);
1194 GLboolean allResident = GL_TRUE;
1195 GLint i;
1196 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1197
1198 if (n < 0) {
1199 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)");
1200 return GL_FALSE;
1201 }
1202
1203 if (!texName || !residences)
1204 return GL_FALSE;
1205
1206 /* We only do error checking on the texture names */
1207 for (i = 0; i < n; i++) {
1208 struct gl_texture_object *t;
1209 if (texName[i] == 0) {
1210 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1211 return GL_FALSE;
1212 }
1213 t = _mesa_lookup_texture(ctx, texName[i]);
1214 if (!t) {
1215 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1216 return GL_FALSE;
1217 }
1218 }
1219
1220 return allResident;
1221 }
1222
1223
1224 /**
1225 * See if a name corresponds to a texture.
1226 *
1227 * \param texture texture name.
1228 *
1229 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
1230 * otherwise.
1231 *
1232 * \sa glIsTexture().
1233 *
1234 * Calls _mesa_HashLookup().
1235 */
1236 GLboolean GLAPIENTRY
1237 _mesa_IsTexture( GLuint texture )
1238 {
1239 struct gl_texture_object *t;
1240 GET_CURRENT_CONTEXT(ctx);
1241 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1242
1243 if (!texture)
1244 return GL_FALSE;
1245
1246 t = _mesa_lookup_texture(ctx, texture);
1247
1248 /* IsTexture is true only after object has been bound once. */
1249 return t && t->Target;
1250 }
1251
1252
1253 /**
1254 * Simplest implementation of texture locking: grab the shared tex
1255 * mutex. Examine the shared context state timestamp and if there has
1256 * been a change, set the appropriate bits in ctx->NewState.
1257 *
1258 * This is used to deal with synchronizing things when a texture object
1259 * is used/modified by different contexts (or threads) which are sharing
1260 * the texture.
1261 *
1262 * See also _mesa_lock/unlock_texture() in teximage.h
1263 */
1264 void
1265 _mesa_lock_context_textures( struct gl_context *ctx )
1266 {
1267 _glthread_LOCK_MUTEX(ctx->Shared->TexMutex);
1268
1269 if (ctx->Shared->TextureStateStamp != ctx->TextureStateTimestamp) {
1270 ctx->NewState |= _NEW_TEXTURE;
1271 ctx->TextureStateTimestamp = ctx->Shared->TextureStateStamp;
1272 }
1273 }
1274
1275
1276 void
1277 _mesa_unlock_context_textures( struct gl_context *ctx )
1278 {
1279 assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp);
1280 _glthread_UNLOCK_MUTEX(ctx->Shared->TexMutex);
1281 }
1282
1283 /*@}*/