3 * Texture object management.
7 * Mesa 3-D graphics library
10 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
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:
19 * The above copyright notice and this permission notice shall be included
20 * in all copies or substantial portions of the Software.
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.
31 #include "mfeatures.h"
32 #include "bufferobj.h"
45 #include "program/prog_instruction.h"
49 /**********************************************************************/
50 /** \name Internal functions */
55 * Return the gl_texture_object for a given ID.
57 struct gl_texture_object
*
58 _mesa_lookup_texture(struct gl_context
*ctx
, GLuint id
)
60 return (struct gl_texture_object
*)
61 _mesa_HashLookup(ctx
->Shared
->TexObjects
, id
);
67 * Allocate and initialize a new texture object. But don't put it into the
68 * texture object hash table.
70 * Called via ctx->Driver.NewTextureObject, unless overridden by a device
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
79 * \return pointer to new texture object.
81 struct gl_texture_object
*
82 _mesa_new_texture_object( struct gl_context
*ctx
, GLuint name
, GLenum target
)
84 struct gl_texture_object
*obj
;
86 obj
= MALLOC_STRUCT(gl_texture_object
);
87 _mesa_initialize_texture_object(obj
, name
, target
);
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
99 _mesa_initialize_texture_object( struct gl_texture_object
*obj
,
100 GLuint name
, GLenum target
)
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_BUFFER
);
112 memset(obj
, 0, sizeof(*obj
));
113 /* init the non-zero fields */
114 _glthread_INIT_MUTEX(obj
->Mutex
);
117 obj
->Target
= target
;
118 obj
->Priority
= 1.0F
;
120 obj
->MaxLevel
= 1000;
123 if (target
== GL_TEXTURE_RECTANGLE_NV
) {
124 obj
->Sampler
.WrapS
= GL_CLAMP_TO_EDGE
;
125 obj
->Sampler
.WrapT
= GL_CLAMP_TO_EDGE
;
126 obj
->Sampler
.WrapR
= GL_CLAMP_TO_EDGE
;
127 obj
->Sampler
.MinFilter
= GL_LINEAR
;
130 obj
->Sampler
.WrapS
= GL_REPEAT
;
131 obj
->Sampler
.WrapT
= GL_REPEAT
;
132 obj
->Sampler
.WrapR
= GL_REPEAT
;
133 obj
->Sampler
.MinFilter
= GL_NEAREST_MIPMAP_LINEAR
;
135 obj
->Sampler
.MagFilter
= GL_LINEAR
;
136 obj
->Sampler
.MinLod
= -1000.0;
137 obj
->Sampler
.MaxLod
= 1000.0;
138 obj
->Sampler
.LodBias
= 0.0;
139 obj
->Sampler
.MaxAnisotropy
= 1.0;
140 obj
->Sampler
.CompareMode
= GL_NONE
; /* ARB_shadow */
141 obj
->Sampler
.CompareFunc
= GL_LEQUAL
; /* ARB_shadow */
142 obj
->Sampler
.CompareFailValue
= 0.0F
; /* ARB_shadow_ambient */
143 obj
->Sampler
.DepthMode
= GL_LUMINANCE
; /* ARB_depth_texture */
144 obj
->Sampler
.CubeMapSeamless
= GL_FALSE
;
145 obj
->Swizzle
[0] = GL_RED
;
146 obj
->Swizzle
[1] = GL_GREEN
;
147 obj
->Swizzle
[2] = GL_BLUE
;
148 obj
->Swizzle
[3] = GL_ALPHA
;
149 obj
->_Swizzle
= SWIZZLE_NOOP
;
150 obj
->Sampler
.sRGBDecode
= GL_DECODE_EXT
;
155 * Some texture initialization can't be finished until we know which
156 * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
159 finish_texture_init(struct gl_context
*ctx
, GLenum target
,
160 struct gl_texture_object
*obj
)
162 assert(obj
->Target
== 0);
164 if (target
== GL_TEXTURE_RECTANGLE_NV
) {
165 /* have to init wrap and filter state here - kind of klunky */
166 obj
->Sampler
.WrapS
= GL_CLAMP_TO_EDGE
;
167 obj
->Sampler
.WrapT
= GL_CLAMP_TO_EDGE
;
168 obj
->Sampler
.WrapR
= GL_CLAMP_TO_EDGE
;
169 obj
->Sampler
.MinFilter
= GL_LINEAR
;
170 if (ctx
->Driver
.TexParameter
) {
171 static const GLfloat fparam_wrap
[1] = {(GLfloat
) GL_CLAMP_TO_EDGE
};
172 static const GLfloat fparam_filter
[1] = {(GLfloat
) GL_LINEAR
};
173 ctx
->Driver
.TexParameter(ctx
, target
, obj
, GL_TEXTURE_WRAP_S
, fparam_wrap
);
174 ctx
->Driver
.TexParameter(ctx
, target
, obj
, GL_TEXTURE_WRAP_T
, fparam_wrap
);
175 ctx
->Driver
.TexParameter(ctx
, target
, obj
, GL_TEXTURE_WRAP_R
, fparam_wrap
);
176 ctx
->Driver
.TexParameter(ctx
, target
, obj
, GL_TEXTURE_MIN_FILTER
, fparam_filter
);
183 * Deallocate a texture object struct. It should have already been
184 * removed from the texture object pool.
185 * Called via ctx->Driver.DeleteTexture() if not overriden by a driver.
187 * \param shared the shared GL state to which the object belongs.
188 * \param texObj the texture object to delete.
191 _mesa_delete_texture_object(struct gl_context
*ctx
,
192 struct gl_texture_object
*texObj
)
196 /* Set Target to an invalid value. With some assertions elsewhere
197 * we can try to detect possible use of deleted textures.
199 texObj
->Target
= 0x99;
201 _mesa_free_colortable_data(&texObj
->Palette
);
203 /* free the texture images */
204 for (face
= 0; face
< 6; face
++) {
205 for (i
= 0; i
< MAX_TEXTURE_LEVELS
; i
++) {
206 if (texObj
->Image
[face
][i
]) {
207 _mesa_delete_texture_image( ctx
, texObj
->Image
[face
][i
] );
212 _mesa_reference_buffer_object(ctx
, &texObj
->BufferObject
, NULL
);
214 /* destroy the mutex -- it may have allocated memory (eg on bsd) */
215 _glthread_DESTROY_MUTEX(texObj
->Mutex
);
217 /* free this object */
224 * Copy texture object state from one texture object to another.
225 * Use for glPush/PopAttrib.
227 * \param dest destination texture object.
228 * \param src source texture object.
231 _mesa_copy_texture_object( struct gl_texture_object
*dest
,
232 const struct gl_texture_object
*src
)
234 dest
->Target
= src
->Target
;
235 dest
->Name
= src
->Name
;
236 dest
->Priority
= src
->Priority
;
237 dest
->Sampler
.BorderColor
.f
[0] = src
->Sampler
.BorderColor
.f
[0];
238 dest
->Sampler
.BorderColor
.f
[1] = src
->Sampler
.BorderColor
.f
[1];
239 dest
->Sampler
.BorderColor
.f
[2] = src
->Sampler
.BorderColor
.f
[2];
240 dest
->Sampler
.BorderColor
.f
[3] = src
->Sampler
.BorderColor
.f
[3];
241 dest
->Sampler
.WrapS
= src
->Sampler
.WrapS
;
242 dest
->Sampler
.WrapT
= src
->Sampler
.WrapT
;
243 dest
->Sampler
.WrapR
= src
->Sampler
.WrapR
;
244 dest
->Sampler
.MinFilter
= src
->Sampler
.MinFilter
;
245 dest
->Sampler
.MagFilter
= src
->Sampler
.MagFilter
;
246 dest
->Sampler
.MinLod
= src
->Sampler
.MinLod
;
247 dest
->Sampler
.MaxLod
= src
->Sampler
.MaxLod
;
248 dest
->Sampler
.LodBias
= src
->Sampler
.LodBias
;
249 dest
->BaseLevel
= src
->BaseLevel
;
250 dest
->MaxLevel
= src
->MaxLevel
;
251 dest
->Sampler
.MaxAnisotropy
= src
->Sampler
.MaxAnisotropy
;
252 dest
->Sampler
.CompareMode
= src
->Sampler
.CompareMode
;
253 dest
->Sampler
.CompareFunc
= src
->Sampler
.CompareFunc
;
254 dest
->Sampler
.CompareFailValue
= src
->Sampler
.CompareFailValue
;
255 dest
->Sampler
.CubeMapSeamless
= src
->Sampler
.CubeMapSeamless
;
256 dest
->Sampler
.DepthMode
= src
->Sampler
.DepthMode
;
257 dest
->Sampler
.sRGBDecode
= src
->Sampler
.sRGBDecode
;
258 dest
->_MaxLevel
= src
->_MaxLevel
;
259 dest
->_MaxLambda
= src
->_MaxLambda
;
260 dest
->GenerateMipmap
= src
->GenerateMipmap
;
261 dest
->Palette
= src
->Palette
;
262 dest
->_Complete
= src
->_Complete
;
263 COPY_4V(dest
->Swizzle
, src
->Swizzle
);
264 dest
->_Swizzle
= src
->_Swizzle
;
269 * Free all texture images of the given texture object.
271 * \param ctx GL context.
272 * \param t texture object.
274 * \sa _mesa_clear_texture_image().
277 _mesa_clear_texture_object(struct gl_context
*ctx
,
278 struct gl_texture_object
*texObj
)
282 if (texObj
->Target
== 0)
285 for (i
= 0; i
< MAX_FACES
; i
++) {
286 for (j
= 0; j
< MAX_TEXTURE_LEVELS
; j
++) {
287 struct gl_texture_image
*texImage
= texObj
->Image
[i
][j
];
289 _mesa_clear_texture_image(ctx
, texImage
);
296 * Check if the given texture object is valid by examining its Target field.
297 * For debugging only.
300 valid_texture_object(const struct gl_texture_object
*tex
)
302 switch (tex
->Target
) {
307 case GL_TEXTURE_CUBE_MAP_ARB
:
308 case GL_TEXTURE_RECTANGLE_NV
:
309 case GL_TEXTURE_1D_ARRAY_EXT
:
310 case GL_TEXTURE_2D_ARRAY_EXT
:
311 case GL_TEXTURE_BUFFER
:
314 _mesa_problem(NULL
, "invalid reference to a deleted texture object");
317 _mesa_problem(NULL
, "invalid texture object Target 0x%x, Id = %u",
318 tex
->Target
, tex
->Name
);
325 * Reference (or unreference) a texture object.
326 * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
327 * If 'tex' is non-null, increment its refcount.
330 _mesa_reference_texobj(struct gl_texture_object
**ptr
,
331 struct gl_texture_object
*tex
)
340 /* Unreference the old texture */
341 GLboolean deleteFlag
= GL_FALSE
;
342 struct gl_texture_object
*oldTex
= *ptr
;
344 ASSERT(valid_texture_object(oldTex
));
345 (void) valid_texture_object
; /* silence warning in release builds */
347 _glthread_LOCK_MUTEX(oldTex
->Mutex
);
348 ASSERT(oldTex
->RefCount
> 0);
351 deleteFlag
= (oldTex
->RefCount
== 0);
352 _glthread_UNLOCK_MUTEX(oldTex
->Mutex
);
355 GET_CURRENT_CONTEXT(ctx
);
357 ctx
->Driver
.DeleteTexture(ctx
, oldTex
);
359 _mesa_problem(NULL
, "Unable to delete texture, no context");
367 /* reference new texture */
368 ASSERT(valid_texture_object(tex
));
369 _glthread_LOCK_MUTEX(tex
->Mutex
);
370 if (tex
->RefCount
== 0) {
371 /* this texture's being deleted (look just above) */
372 /* Not sure this can every really happen. Warn if it does. */
373 _mesa_problem(NULL
, "referencing deleted texture object");
380 _glthread_UNLOCK_MUTEX(tex
->Mutex
);
387 * Mark a texture object as incomplete.
388 * \param t texture object
389 * \param fmt... string describing why it's incomplete (for debugging).
392 incomplete(struct gl_texture_object
*t
, const char *fmt
, ...)
399 vsnprintf(s
, sizeof(s
), fmt
, args
);
402 printf("Texture Obj %d incomplete because: %s\n", t
->Name
, s
);
404 t
->_Complete
= GL_FALSE
;
409 * Examine a texture object to determine if it is complete.
411 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
414 * \param ctx GL context.
415 * \param t texture object.
417 * According to the texture target, verifies that each of the mipmaps is
418 * present and has the expected size.
421 _mesa_test_texobj_completeness( const struct gl_context
*ctx
,
422 struct gl_texture_object
*t
)
424 const GLint baseLevel
= t
->BaseLevel
;
425 GLint maxLog2
= 0, maxLevels
= 0;
427 t
->_Complete
= GL_TRUE
; /* be optimistic */
429 /* Detect cases where the application set the base level to an invalid
432 if ((baseLevel
< 0) || (baseLevel
>= MAX_TEXTURE_LEVELS
)) {
433 incomplete(t
, "base level = %d is invalid", baseLevel
);
437 /* Always need the base level image */
438 if (!t
->Image
[0][baseLevel
]) {
439 incomplete(t
, "Image[baseLevel=%d] == NULL", baseLevel
);
443 /* Check width/height/depth for zero */
444 if (t
->Image
[0][baseLevel
]->Width
== 0 ||
445 t
->Image
[0][baseLevel
]->Height
== 0 ||
446 t
->Image
[0][baseLevel
]->Depth
== 0) {
447 incomplete(t
, "texture width = 0");
451 /* Compute _MaxLevel */
452 if ((t
->Target
== GL_TEXTURE_1D
) ||
453 (t
->Target
== GL_TEXTURE_1D_ARRAY_EXT
)) {
454 maxLog2
= t
->Image
[0][baseLevel
]->WidthLog2
;
455 maxLevels
= ctx
->Const
.MaxTextureLevels
;
457 else if ((t
->Target
== GL_TEXTURE_2D
) ||
458 (t
->Target
== GL_TEXTURE_2D_ARRAY_EXT
)) {
459 maxLog2
= MAX2(t
->Image
[0][baseLevel
]->WidthLog2
,
460 t
->Image
[0][baseLevel
]->HeightLog2
);
461 maxLevels
= ctx
->Const
.MaxTextureLevels
;
463 else if (t
->Target
== GL_TEXTURE_3D
) {
464 GLint max
= MAX2(t
->Image
[0][baseLevel
]->WidthLog2
,
465 t
->Image
[0][baseLevel
]->HeightLog2
);
466 maxLog2
= MAX2(max
, (GLint
)(t
->Image
[0][baseLevel
]->DepthLog2
));
467 maxLevels
= ctx
->Const
.Max3DTextureLevels
;
469 else if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
470 maxLog2
= MAX2(t
->Image
[0][baseLevel
]->WidthLog2
,
471 t
->Image
[0][baseLevel
]->HeightLog2
);
472 maxLevels
= ctx
->Const
.MaxCubeTextureLevels
;
474 else if (t
->Target
== GL_TEXTURE_RECTANGLE_NV
) {
475 maxLog2
= 0; /* not applicable */
476 maxLevels
= 1; /* no mipmapping */
479 _mesa_problem(ctx
, "Bad t->Target in _mesa_test_texobj_completeness");
483 ASSERT(maxLevels
> 0);
485 if (t
->MaxLevel
< t
->BaseLevel
) {
486 incomplete(t
, "MAX_LEVEL (%d) < BASE_LEVEL (%d)",
487 t
->MaxLevel
, t
->BaseLevel
);
491 t
->_MaxLevel
= baseLevel
+ maxLog2
;
492 t
->_MaxLevel
= MIN2(t
->_MaxLevel
, t
->MaxLevel
);
493 t
->_MaxLevel
= MIN2(t
->_MaxLevel
, maxLevels
- 1);
495 /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
496 t
->_MaxLambda
= (GLfloat
) (t
->_MaxLevel
- t
->BaseLevel
);
498 if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
499 /* make sure that all six cube map level 0 images are the same size */
500 const GLuint w
= t
->Image
[0][baseLevel
]->Width2
;
501 const GLuint h
= t
->Image
[0][baseLevel
]->Height2
;
503 for (face
= 1; face
< 6; face
++) {
504 if (t
->Image
[face
][baseLevel
] == NULL
||
505 t
->Image
[face
][baseLevel
]->Width2
!= w
||
506 t
->Image
[face
][baseLevel
]->Height2
!= h
) {
507 incomplete(t
, "Cube face missing or mismatched size");
513 /* extra checking for mipmaps */
514 if (t
->Sampler
.MinFilter
!= GL_NEAREST
&& t
->Sampler
.MinFilter
!= GL_LINEAR
) {
516 * Mipmapping: determine if we have a complete set of mipmaps
519 GLint minLevel
= baseLevel
;
520 GLint maxLevel
= t
->_MaxLevel
;
522 if (minLevel
> maxLevel
) {
523 incomplete(t
, "minLevel > maxLevel");
527 /* Test dimension-independent attributes */
528 for (i
= minLevel
; i
<= maxLevel
; i
++) {
529 if (t
->Image
[0][i
]) {
530 if (t
->Image
[0][i
]->TexFormat
!= t
->Image
[0][baseLevel
]->TexFormat
) {
531 incomplete(t
, "Format[i] != Format[baseLevel]");
534 if (t
->Image
[0][i
]->Border
!= t
->Image
[0][baseLevel
]->Border
) {
535 incomplete(t
, "Border[i] != Border[baseLevel]");
541 /* Test things which depend on number of texture image dimensions */
542 if ((t
->Target
== GL_TEXTURE_1D
) ||
543 (t
->Target
== GL_TEXTURE_1D_ARRAY_EXT
)) {
544 /* Test 1-D mipmaps */
545 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
546 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
550 if (i
>= minLevel
&& i
<= maxLevel
) {
551 if (!t
->Image
[0][i
]) {
552 incomplete(t
, "1D Image[0][i] == NULL");
555 if (t
->Image
[0][i
]->Width2
!= width
) {
556 incomplete(t
, "1D Image[0][i] bad width");
561 return; /* found smallest needed mipmap, all done! */
565 else if ((t
->Target
== GL_TEXTURE_2D
) ||
566 (t
->Target
== GL_TEXTURE_2D_ARRAY_EXT
)) {
567 /* Test 2-D mipmaps */
568 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
569 GLuint height
= t
->Image
[0][baseLevel
]->Height2
;
570 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
577 if (i
>= minLevel
&& i
<= maxLevel
) {
578 if (!t
->Image
[0][i
]) {
579 incomplete(t
, "2D Image[0][i] == NULL");
582 if (t
->Image
[0][i
]->Width2
!= width
) {
583 incomplete(t
, "2D Image[0][i] bad width");
586 if (t
->Image
[0][i
]->Height2
!= height
) {
587 incomplete(t
, "2D Image[0][i] bad height");
590 if (width
==1 && height
==1) {
591 return; /* found smallest needed mipmap, all done! */
596 else if (t
->Target
== GL_TEXTURE_3D
) {
597 /* Test 3-D mipmaps */
598 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
599 GLuint height
= t
->Image
[0][baseLevel
]->Height2
;
600 GLuint depth
= t
->Image
[0][baseLevel
]->Depth2
;
601 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
611 if (i
>= minLevel
&& i
<= maxLevel
) {
612 if (!t
->Image
[0][i
]) {
613 incomplete(t
, "3D Image[0][i] == NULL");
616 if (t
->Image
[0][i
]->_BaseFormat
== GL_DEPTH_COMPONENT
) {
617 incomplete(t
, "GL_DEPTH_COMPONENT only works with 1/2D tex");
620 if (t
->Image
[0][i
]->Width2
!= width
) {
621 incomplete(t
, "3D Image[0][i] bad width");
624 if (t
->Image
[0][i
]->Height2
!= height
) {
625 incomplete(t
, "3D Image[0][i] bad height");
628 if (t
->Image
[0][i
]->Depth2
!= depth
) {
629 incomplete(t
, "3D Image[0][i] bad depth");
633 if (width
== 1 && height
== 1 && depth
== 1) {
634 return; /* found smallest needed mipmap, all done! */
638 else if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
639 /* make sure 6 cube faces are consistant */
640 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
641 GLuint height
= t
->Image
[0][baseLevel
]->Height2
;
642 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
649 if (i
>= minLevel
&& i
<= maxLevel
) {
651 for (face
= 0; face
< 6; face
++) {
652 /* check that we have images defined */
653 if (!t
->Image
[face
][i
]) {
654 incomplete(t
, "CubeMap Image[n][i] == NULL");
657 /* Don't support GL_DEPTH_COMPONENT for cube maps */
658 if (t
->Image
[face
][i
]->_BaseFormat
== GL_DEPTH_COMPONENT
) {
659 incomplete(t
, "GL_DEPTH_COMPONENT only works with 1/2D tex");
662 /* check that all six images have same size */
663 if (t
->Image
[face
][i
]->Width2
!= width
||
664 t
->Image
[face
][i
]->Height2
!= height
) {
665 incomplete(t
, "CubeMap Image[n][i] bad size");
670 if (width
== 1 && height
== 1) {
671 return; /* found smallest needed mipmap, all done! */
675 else if (t
->Target
== GL_TEXTURE_RECTANGLE_NV
) {
676 /* XXX special checking? */
680 _mesa_problem(ctx
, "Bug in gl_test_texture_object_completeness\n");
687 * Check if the given cube map texture is "cube complete" as defined in
688 * the OpenGL specification.
691 _mesa_cube_complete(const struct gl_texture_object
*texObj
)
693 const GLint baseLevel
= texObj
->BaseLevel
;
694 const struct gl_texture_image
*img0
, *img
;
697 if (texObj
->Target
!= GL_TEXTURE_CUBE_MAP
)
700 if ((baseLevel
< 0) || (baseLevel
>= MAX_TEXTURE_LEVELS
))
703 /* check first face */
704 img0
= texObj
->Image
[0][baseLevel
];
707 img0
->Width
!= img0
->Height
)
710 /* check remaining faces vs. first face */
711 for (face
= 1; face
< 6; face
++) {
712 img
= texObj
->Image
[face
][baseLevel
];
714 img
->Width
!= img0
->Width
||
715 img
->Height
!= img0
->Height
||
716 img
->TexFormat
!= img0
->TexFormat
)
725 * Mark a texture object dirty. It forces the object to be incomplete
726 * and optionally forces the context to re-validate its state.
728 * \param ctx GL context.
729 * \param texObj texture object.
730 * \param invalidate_state also invalidate context state.
733 _mesa_dirty_texobj(struct gl_context
*ctx
, struct gl_texture_object
*texObj
,
734 GLboolean invalidate_state
)
736 texObj
->_Complete
= GL_FALSE
;
737 if (invalidate_state
)
738 ctx
->NewState
|= _NEW_TEXTURE
;
743 * Return pointer to a default/fallback texture.
744 * The texture is a 2D 8x8 RGBA texture with all texels = (0,0,0,1).
745 * That's the value a sampler should get when sampling from an
746 * incomplete texture.
748 struct gl_texture_object
*
749 _mesa_get_fallback_texture(struct gl_context
*ctx
)
751 if (!ctx
->Shared
->FallbackTex
) {
752 /* create fallback texture now */
753 static GLubyte texels
[8 * 8][4];
754 struct gl_texture_object
*texObj
;
755 struct gl_texture_image
*texImage
;
759 for (i
= 0; i
< 8 * 8; i
++) {
766 /* create texture object */
767 texObj
= ctx
->Driver
.NewTextureObject(ctx
, 0, GL_TEXTURE_2D
);
768 assert(texObj
->RefCount
== 1);
769 texObj
->Sampler
.MinFilter
= GL_NEAREST
;
770 texObj
->Sampler
.MagFilter
= GL_NEAREST
;
772 /* create level[0] texture image */
773 texImage
= _mesa_get_tex_image(ctx
, texObj
, GL_TEXTURE_2D
, 0);
775 texFormat
= ctx
->Driver
.ChooseTextureFormat(ctx
, GL_RGBA
, GL_RGBA
,
778 /* init the image fields */
779 _mesa_init_teximage_fields(ctx
, GL_TEXTURE_2D
, texImage
,
780 8, 8, 1, 0, GL_RGBA
, texFormat
);
782 ASSERT(texImage
->TexFormat
!= MESA_FORMAT_NONE
);
785 ctx
->Driver
.TexImage2D(ctx
, GL_TEXTURE_2D
, 0, GL_RGBA
,
787 GL_RGBA
, GL_UNSIGNED_BYTE
, texels
,
788 &ctx
->DefaultPacking
, texObj
, texImage
);
790 _mesa_test_texobj_completeness(ctx
, texObj
);
791 assert(texObj
->_Complete
);
793 ctx
->Shared
->FallbackTex
= texObj
;
795 return ctx
->Shared
->FallbackTex
;
802 /***********************************************************************/
803 /** \name API functions */
808 * Generate texture names.
810 * \param n number of texture names to be generated.
811 * \param textures an array in which will hold the generated texture names.
813 * \sa glGenTextures().
815 * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
816 * IDs which are stored in \p textures. Corresponding empty texture
817 * objects are also generated.
820 _mesa_GenTextures( GLsizei n
, GLuint
*textures
)
822 GET_CURRENT_CONTEXT(ctx
);
825 ASSERT_OUTSIDE_BEGIN_END(ctx
);
828 _mesa_error( ctx
, GL_INVALID_VALUE
, "glGenTextures" );
836 * This must be atomic (generation and allocation of texture IDs)
838 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
840 first
= _mesa_HashFindFreeKeyBlock(ctx
->Shared
->TexObjects
, n
);
842 /* Allocate new, empty texture objects */
843 for (i
= 0; i
< n
; i
++) {
844 struct gl_texture_object
*texObj
;
845 GLuint name
= first
+ i
;
847 texObj
= (*ctx
->Driver
.NewTextureObject
)( ctx
, name
, target
);
849 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
850 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glGenTextures");
854 /* insert into hash table */
855 _mesa_HashInsert(ctx
->Shared
->TexObjects
, texObj
->Name
, texObj
);
860 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
865 * Check if the given texture object is bound to the current draw or
866 * read framebuffer. If so, Unbind it.
869 unbind_texobj_from_fbo(struct gl_context
*ctx
,
870 struct gl_texture_object
*texObj
)
872 const GLuint n
= (ctx
->DrawBuffer
== ctx
->ReadBuffer
) ? 1 : 2;
875 for (i
= 0; i
< n
; i
++) {
876 struct gl_framebuffer
*fb
= (i
== 0) ? ctx
->DrawBuffer
: ctx
->ReadBuffer
;
879 for (j
= 0; j
< BUFFER_COUNT
; j
++) {
880 if (fb
->Attachment
[j
].Type
== GL_TEXTURE
&&
881 fb
->Attachment
[j
].Texture
== texObj
) {
882 /* Vertices are already flushed by _mesa_DeleteTextures */
883 ctx
->NewState
|= _NEW_BUFFERS
;
884 _mesa_remove_attachment(ctx
, fb
->Attachment
+ j
);
893 * Check if the given texture object is bound to any texture image units and
894 * unbind it if so (revert to default textures).
897 unbind_texobj_from_texunits(struct gl_context
*ctx
,
898 struct gl_texture_object
*texObj
)
902 for (u
= 0; u
< MAX_TEXTURE_IMAGE_UNITS
; u
++) {
903 struct gl_texture_unit
*unit
= &ctx
->Texture
.Unit
[u
];
904 for (tex
= 0; tex
< NUM_TEXTURE_TARGETS
; tex
++) {
905 if (texObj
== unit
->CurrentTex
[tex
]) {
906 _mesa_reference_texobj(&unit
->CurrentTex
[tex
],
907 ctx
->Shared
->DefaultTex
[tex
]);
908 ASSERT(unit
->CurrentTex
[tex
]);
917 * Delete named textures.
919 * \param n number of textures to be deleted.
920 * \param textures array of texture IDs to be deleted.
922 * \sa glDeleteTextures().
924 * If we're about to delete a texture that's currently bound to any
925 * texture unit, unbind the texture first. Decrement the reference
926 * count on the texture object and delete it if it's zero.
927 * Recall that texture objects can be shared among several rendering
931 _mesa_DeleteTextures( GLsizei n
, const GLuint
*textures
)
933 GET_CURRENT_CONTEXT(ctx
);
935 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
); /* too complex */
940 for (i
= 0; i
< n
; i
++) {
941 if (textures
[i
] > 0) {
942 struct gl_texture_object
*delObj
943 = _mesa_lookup_texture(ctx
, textures
[i
]);
946 _mesa_lock_texture(ctx
, delObj
);
948 /* Check if texture is bound to any framebuffer objects.
950 * See section 4.4.2.3 of GL_EXT_framebuffer_object.
952 unbind_texobj_from_fbo(ctx
, delObj
);
954 /* Check if this texture is currently bound to any texture units.
957 unbind_texobj_from_texunits(ctx
, delObj
);
959 _mesa_unlock_texture(ctx
, delObj
);
961 ctx
->NewState
|= _NEW_TEXTURE
;
963 /* The texture _name_ is now free for re-use.
964 * Remove it from the hash table now.
966 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
967 _mesa_HashRemove(ctx
->Shared
->TexObjects
, delObj
->Name
);
968 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
970 /* Unreference the texobj. If refcount hits zero, the texture
973 _mesa_reference_texobj(&delObj
, NULL
);
981 * Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
982 * into the corresponding Mesa texture target index.
983 * Note that proxy targets are not valid here.
984 * \return TEXTURE_x_INDEX or -1 if target is invalid
987 target_enum_to_index(GLenum target
)
991 return TEXTURE_1D_INDEX
;
993 return TEXTURE_2D_INDEX
;
995 return TEXTURE_3D_INDEX
;
996 case GL_TEXTURE_CUBE_MAP_ARB
:
997 return TEXTURE_CUBE_INDEX
;
998 case GL_TEXTURE_RECTANGLE_NV
:
999 return TEXTURE_RECT_INDEX
;
1000 case GL_TEXTURE_1D_ARRAY_EXT
:
1001 return TEXTURE_1D_ARRAY_INDEX
;
1002 case GL_TEXTURE_2D_ARRAY_EXT
:
1003 return TEXTURE_2D_ARRAY_INDEX
;
1004 case GL_TEXTURE_BUFFER_ARB
:
1005 return TEXTURE_BUFFER_INDEX
;
1013 * Bind a named texture to a texturing target.
1015 * \param target texture target.
1016 * \param texName texture name.
1018 * \sa glBindTexture().
1020 * Determines the old texture object bound and returns immediately if rebinding
1021 * the same texture. Get the current texture which is either a default texture
1022 * if name is null, a named texture from the hash, or a new texture if the
1023 * given texture name is new. Increments its reference count, binds it, and
1024 * calls dd_function_table::BindTexture. Decrements the old texture reference
1025 * count and deletes it if it reaches zero.
1028 _mesa_BindTexture( GLenum target
, GLuint texName
)
1030 GET_CURRENT_CONTEXT(ctx
);
1031 struct gl_texture_unit
*texUnit
= _mesa_get_current_tex_unit(ctx
);
1032 struct gl_texture_object
*newTexObj
= NULL
;
1034 ASSERT_OUTSIDE_BEGIN_END(ctx
);
1036 if (MESA_VERBOSE
& (VERBOSE_API
|VERBOSE_TEXTURE
))
1037 _mesa_debug(ctx
, "glBindTexture %s %d\n",
1038 _mesa_lookup_enum_by_nr(target
), (GLint
) texName
);
1040 targetIndex
= target_enum_to_index(target
);
1041 if (targetIndex
< 0) {
1042 _mesa_error(ctx
, GL_INVALID_ENUM
, "glBindTexture(target)");
1045 assert(targetIndex
< NUM_TEXTURE_TARGETS
);
1048 * Get pointer to new texture object (newTexObj)
1051 /* Use a default texture object */
1052 newTexObj
= ctx
->Shared
->DefaultTex
[targetIndex
];
1055 /* non-default texture object */
1056 newTexObj
= _mesa_lookup_texture(ctx
, texName
);
1058 /* error checking */
1059 if (newTexObj
->Target
!= 0 && newTexObj
->Target
!= target
) {
1060 /* the named texture object's target doesn't match the given target */
1061 _mesa_error( ctx
, GL_INVALID_OPERATION
,
1062 "glBindTexture(target mismatch)" );
1065 if (newTexObj
->Target
== 0) {
1066 finish_texture_init(ctx
, target
, newTexObj
);
1070 /* if this is a new texture id, allocate a texture object now */
1071 newTexObj
= (*ctx
->Driver
.NewTextureObject
)(ctx
, texName
, target
);
1073 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glBindTexture");
1077 /* and insert it into hash table */
1078 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
1079 _mesa_HashInsert(ctx
->Shared
->TexObjects
, texName
, newTexObj
);
1080 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
1082 newTexObj
->Target
= target
;
1085 assert(valid_texture_object(newTexObj
));
1087 /* Check if this texture is only used by this context and is already bound.
1088 * If so, just return.
1091 GLboolean early_out
;
1092 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
1093 early_out
= ((ctx
->Shared
->RefCount
== 1)
1094 && (newTexObj
== texUnit
->CurrentTex
[targetIndex
]));
1095 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
1101 /* flush before changing binding */
1102 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1104 /* Do the actual binding. The refcount on the previously bound
1105 * texture object will be decremented. It'll be deleted if the
1108 _mesa_reference_texobj(&texUnit
->CurrentTex
[targetIndex
], newTexObj
);
1109 ASSERT(texUnit
->CurrentTex
[targetIndex
]);
1111 /* Pass BindTexture call to device driver */
1112 if (ctx
->Driver
.BindTexture
)
1113 (*ctx
->Driver
.BindTexture
)( ctx
, target
, newTexObj
);
1118 * Set texture priorities.
1120 * \param n number of textures.
1121 * \param texName texture names.
1122 * \param priorities corresponding texture priorities.
1124 * \sa glPrioritizeTextures().
1126 * Looks up each texture in the hash, clamps the corresponding priority between
1127 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
1130 _mesa_PrioritizeTextures( GLsizei n
, const GLuint
*texName
,
1131 const GLclampf
*priorities
)
1133 GET_CURRENT_CONTEXT(ctx
);
1135 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
1138 _mesa_error( ctx
, GL_INVALID_VALUE
, "glPrioritizeTextures" );
1145 for (i
= 0; i
< n
; i
++) {
1146 if (texName
[i
] > 0) {
1147 struct gl_texture_object
*t
= _mesa_lookup_texture(ctx
, texName
[i
]);
1149 t
->Priority
= CLAMP( priorities
[i
], 0.0F
, 1.0F
);
1154 ctx
->NewState
|= _NEW_TEXTURE
;
1160 * See if textures are loaded in texture memory.
1162 * \param n number of textures to query.
1163 * \param texName array with the texture names.
1164 * \param residences array which will hold the residence status.
1166 * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
1168 * \sa glAreTexturesResident().
1170 * Looks up each texture in the hash and calls
1171 * dd_function_table::IsTextureResident.
1173 GLboolean GLAPIENTRY
1174 _mesa_AreTexturesResident(GLsizei n
, const GLuint
*texName
,
1175 GLboolean
*residences
)
1177 GET_CURRENT_CONTEXT(ctx
);
1178 GLboolean allResident
= GL_TRUE
;
1180 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
1183 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident(n)");
1187 if (!texName
|| !residences
)
1190 for (i
= 0; i
< n
; i
++) {
1191 struct gl_texture_object
*t
;
1192 if (texName
[i
] == 0) {
1193 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident");
1196 t
= _mesa_lookup_texture(ctx
, texName
[i
]);
1198 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident");
1201 if (!ctx
->Driver
.IsTextureResident
||
1202 ctx
->Driver
.IsTextureResident(ctx
, t
)) {
1203 /* The texture is resident */
1205 residences
[i
] = GL_TRUE
;
1208 /* The texture is not resident */
1210 allResident
= GL_FALSE
;
1211 for (j
= 0; j
< i
; j
++)
1212 residences
[j
] = GL_TRUE
;
1214 residences
[i
] = GL_FALSE
;
1223 * See if a name corresponds to a texture.
1225 * \param texture texture name.
1227 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
1230 * \sa glIsTexture().
1232 * Calls _mesa_HashLookup().
1234 GLboolean GLAPIENTRY
1235 _mesa_IsTexture( GLuint texture
)
1237 struct gl_texture_object
*t
;
1238 GET_CURRENT_CONTEXT(ctx
);
1239 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
1244 t
= _mesa_lookup_texture(ctx
, texture
);
1246 /* IsTexture is true only after object has been bound once. */
1247 return t
&& t
->Target
;
1252 * Simplest implementation of texture locking: grab the shared tex
1253 * mutex. Examine the shared context state timestamp and if there has
1254 * been a change, set the appropriate bits in ctx->NewState.
1256 * This is used to deal with synchronizing things when a texture object
1257 * is used/modified by different contexts (or threads) which are sharing
1260 * See also _mesa_lock/unlock_texture() in teximage.h
1263 _mesa_lock_context_textures( struct gl_context
*ctx
)
1265 _glthread_LOCK_MUTEX(ctx
->Shared
->TexMutex
);
1267 if (ctx
->Shared
->TextureStateStamp
!= ctx
->TextureStateTimestamp
) {
1268 ctx
->NewState
|= _NEW_TEXTURE
;
1269 ctx
->TextureStateTimestamp
= ctx
->Shared
->TextureStateStamp
;
1275 _mesa_unlock_context_textures( struct gl_context
*ctx
)
1277 assert(ctx
->Shared
->TextureStateStamp
== ctx
->TextureStateTimestamp
);
1278 _glthread_UNLOCK_MUTEX(ctx
->Shared
->TexMutex
);