Merge branch 'xa_branch'
[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_BUFFER);
111
112 memset(obj, 0, sizeof(*obj));
113 /* init the non-zero fields */
114 _glthread_INIT_MUTEX(obj->Mutex);
115 obj->RefCount = 1;
116 obj->Name = name;
117 obj->Target = target;
118 obj->Priority = 1.0F;
119 obj->BaseLevel = 0;
120 obj->MaxLevel = 1000;
121
122 /* sampler state */
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;
128 }
129 else {
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;
134 }
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;
151 }
152
153
154 /**
155 * Some texture initialization can't be finished until we know which
156 * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
157 */
158 static void
159 finish_texture_init(struct gl_context *ctx, GLenum target,
160 struct gl_texture_object *obj)
161 {
162 assert(obj->Target == 0);
163
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);
177 }
178 }
179 }
180
181
182 /**
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.
186 *
187 * \param shared the shared GL state to which the object belongs.
188 * \param texObj the texture object to delete.
189 */
190 void
191 _mesa_delete_texture_object(struct gl_context *ctx,
192 struct gl_texture_object *texObj)
193 {
194 GLuint i, face;
195
196 /* Set Target to an invalid value. With some assertions elsewhere
197 * we can try to detect possible use of deleted textures.
198 */
199 texObj->Target = 0x99;
200
201 _mesa_free_colortable_data(&texObj->Palette);
202
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] );
208 }
209 }
210 }
211
212 _mesa_reference_buffer_object(ctx, &texObj->BufferObject, NULL);
213
214 /* destroy the mutex -- it may have allocated memory (eg on bsd) */
215 _glthread_DESTROY_MUTEX(texObj->Mutex);
216
217 /* free this object */
218 free(texObj);
219 }
220
221
222
223 /**
224 * Copy texture object state from one texture object to another.
225 * Use for glPush/PopAttrib.
226 *
227 * \param dest destination texture object.
228 * \param src source texture object.
229 */
230 void
231 _mesa_copy_texture_object( struct gl_texture_object *dest,
232 const struct gl_texture_object *src )
233 {
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;
265 }
266
267
268 /**
269 * Free all texture images of the given texture object.
270 *
271 * \param ctx GL context.
272 * \param t texture object.
273 *
274 * \sa _mesa_clear_texture_image().
275 */
276 void
277 _mesa_clear_texture_object(struct gl_context *ctx,
278 struct gl_texture_object *texObj)
279 {
280 GLuint i, j;
281
282 if (texObj->Target == 0)
283 return;
284
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];
288 if (texImage)
289 _mesa_clear_texture_image(ctx, texImage);
290 }
291 }
292 }
293
294
295 /**
296 * Check if the given texture object is valid by examining its Target field.
297 * For debugging only.
298 */
299 static GLboolean
300 valid_texture_object(const struct gl_texture_object *tex)
301 {
302 switch (tex->Target) {
303 case 0:
304 case GL_TEXTURE_1D:
305 case GL_TEXTURE_2D:
306 case GL_TEXTURE_3D:
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:
312 return GL_TRUE;
313 case 0x99:
314 _mesa_problem(NULL, "invalid reference to a deleted texture object");
315 return GL_FALSE;
316 default:
317 _mesa_problem(NULL, "invalid texture object Target 0x%x, Id = %u",
318 tex->Target, tex->Name);
319 return GL_FALSE;
320 }
321 }
322
323
324 /**
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.
328 */
329 void
330 _mesa_reference_texobj(struct gl_texture_object **ptr,
331 struct gl_texture_object *tex)
332 {
333 assert(ptr);
334 if (*ptr == tex) {
335 /* no change */
336 return;
337 }
338
339 if (*ptr) {
340 /* Unreference the old texture */
341 GLboolean deleteFlag = GL_FALSE;
342 struct gl_texture_object *oldTex = *ptr;
343
344 ASSERT(valid_texture_object(oldTex));
345 (void) valid_texture_object; /* silence warning in release builds */
346
347 _glthread_LOCK_MUTEX(oldTex->Mutex);
348 ASSERT(oldTex->RefCount > 0);
349 oldTex->RefCount--;
350
351 deleteFlag = (oldTex->RefCount == 0);
352 _glthread_UNLOCK_MUTEX(oldTex->Mutex);
353
354 if (deleteFlag) {
355 GET_CURRENT_CONTEXT(ctx);
356 if (ctx)
357 ctx->Driver.DeleteTexture(ctx, oldTex);
358 else
359 _mesa_problem(NULL, "Unable to delete texture, no context");
360 }
361
362 *ptr = NULL;
363 }
364 assert(!*ptr);
365
366 if (tex) {
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");
374 *ptr = NULL;
375 }
376 else {
377 tex->RefCount++;
378 *ptr = tex;
379 }
380 _glthread_UNLOCK_MUTEX(tex->Mutex);
381 }
382 }
383
384
385
386 /**
387 * Mark a texture object as incomplete.
388 * \param t texture object
389 * \param fmt... string describing why it's incomplete (for debugging).
390 */
391 static void
392 incomplete(struct gl_texture_object *t, const char *fmt, ...)
393 {
394 #if 0
395 va_list args;
396 char s[100];
397
398 va_start(args, fmt);
399 vsnprintf(s, sizeof(s), fmt, args);
400 va_end(args);
401
402 printf("Texture Obj %d incomplete because: %s\n", t->Name, s);
403 #endif
404 t->_Complete = GL_FALSE;
405 }
406
407
408 /**
409 * Examine a texture object to determine if it is complete.
410 *
411 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
412 * accordingly.
413 *
414 * \param ctx GL context.
415 * \param t texture object.
416 *
417 * According to the texture target, verifies that each of the mipmaps is
418 * present and has the expected size.
419 */
420 void
421 _mesa_test_texobj_completeness( const struct gl_context *ctx,
422 struct gl_texture_object *t )
423 {
424 const GLint baseLevel = t->BaseLevel;
425 GLint maxLog2 = 0, maxLevels = 0;
426
427 t->_Complete = GL_TRUE; /* be optimistic */
428
429 /* Detect cases where the application set the base level to an invalid
430 * value.
431 */
432 if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS)) {
433 incomplete(t, "base level = %d is invalid", baseLevel);
434 return;
435 }
436
437 /* Always need the base level image */
438 if (!t->Image[0][baseLevel]) {
439 incomplete(t, "Image[baseLevel=%d] == NULL", baseLevel);
440 return;
441 }
442
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");
448 return;
449 }
450
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;
456 }
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;
462 }
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;
468 }
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;
473 }
474 else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
475 maxLog2 = 0; /* not applicable */
476 maxLevels = 1; /* no mipmapping */
477 }
478 else {
479 _mesa_problem(ctx, "Bad t->Target in _mesa_test_texobj_completeness");
480 return;
481 }
482
483 ASSERT(maxLevels > 0);
484
485 if (t->MaxLevel < t->BaseLevel) {
486 incomplete(t, "MAX_LEVEL (%d) < BASE_LEVEL (%d)",
487 t->MaxLevel, t->BaseLevel);
488 return;
489 }
490
491 t->_MaxLevel = baseLevel + maxLog2;
492 t->_MaxLevel = MIN2(t->_MaxLevel, t->MaxLevel);
493 t->_MaxLevel = MIN2(t->_MaxLevel, maxLevels - 1);
494
495 /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
496 t->_MaxLambda = (GLfloat) (t->_MaxLevel - t->BaseLevel);
497
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;
502 GLuint face;
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");
508 return;
509 }
510 }
511 }
512
513 /* extra checking for mipmaps */
514 if (t->Sampler.MinFilter != GL_NEAREST && t->Sampler.MinFilter != GL_LINEAR) {
515 /*
516 * Mipmapping: determine if we have a complete set of mipmaps
517 */
518 GLint i;
519 GLint minLevel = baseLevel;
520 GLint maxLevel = t->_MaxLevel;
521
522 if (minLevel > maxLevel) {
523 incomplete(t, "minLevel > maxLevel");
524 return;
525 }
526
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]");
532 return;
533 }
534 if (t->Image[0][i]->Border != t->Image[0][baseLevel]->Border) {
535 incomplete(t, "Border[i] != Border[baseLevel]");
536 return;
537 }
538 }
539 }
540
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++) {
547 if (width > 1) {
548 width /= 2;
549 }
550 if (i >= minLevel && i <= maxLevel) {
551 if (!t->Image[0][i]) {
552 incomplete(t, "1D Image[0][i] == NULL");
553 return;
554 }
555 if (t->Image[0][i]->Width2 != width ) {
556 incomplete(t, "1D Image[0][i] bad width");
557 return;
558 }
559 }
560 if (width == 1) {
561 return; /* found smallest needed mipmap, all done! */
562 }
563 }
564 }
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++) {
571 if (width > 1) {
572 width /= 2;
573 }
574 if (height > 1) {
575 height /= 2;
576 }
577 if (i >= minLevel && i <= maxLevel) {
578 if (!t->Image[0][i]) {
579 incomplete(t, "2D Image[0][i] == NULL");
580 return;
581 }
582 if (t->Image[0][i]->Width2 != width) {
583 incomplete(t, "2D Image[0][i] bad width");
584 return;
585 }
586 if (t->Image[0][i]->Height2 != height) {
587 incomplete(t, "2D Image[0][i] bad height");
588 return;
589 }
590 if (width==1 && height==1) {
591 return; /* found smallest needed mipmap, all done! */
592 }
593 }
594 }
595 }
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++) {
602 if (width > 1) {
603 width /= 2;
604 }
605 if (height > 1) {
606 height /= 2;
607 }
608 if (depth > 1) {
609 depth /= 2;
610 }
611 if (i >= minLevel && i <= maxLevel) {
612 if (!t->Image[0][i]) {
613 incomplete(t, "3D Image[0][i] == NULL");
614 return;
615 }
616 if (t->Image[0][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
617 incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
618 return;
619 }
620 if (t->Image[0][i]->Width2 != width) {
621 incomplete(t, "3D Image[0][i] bad width");
622 return;
623 }
624 if (t->Image[0][i]->Height2 != height) {
625 incomplete(t, "3D Image[0][i] bad height");
626 return;
627 }
628 if (t->Image[0][i]->Depth2 != depth) {
629 incomplete(t, "3D Image[0][i] bad depth");
630 return;
631 }
632 }
633 if (width == 1 && height == 1 && depth == 1) {
634 return; /* found smallest needed mipmap, all done! */
635 }
636 }
637 }
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++) {
643 if (width > 1) {
644 width /= 2;
645 }
646 if (height > 1) {
647 height /= 2;
648 }
649 if (i >= minLevel && i <= maxLevel) {
650 GLuint face;
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");
655 return;
656 }
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");
660 return;
661 }
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");
666 return;
667 }
668 }
669 }
670 if (width == 1 && height == 1) {
671 return; /* found smallest needed mipmap, all done! */
672 }
673 }
674 }
675 else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
676 /* XXX special checking? */
677 }
678 else {
679 /* Target = ??? */
680 _mesa_problem(ctx, "Bug in gl_test_texture_object_completeness\n");
681 }
682 }
683 }
684
685
686 /**
687 * Check if the given cube map texture is "cube complete" as defined in
688 * the OpenGL specification.
689 */
690 GLboolean
691 _mesa_cube_complete(const struct gl_texture_object *texObj)
692 {
693 const GLint baseLevel = texObj->BaseLevel;
694 const struct gl_texture_image *img0, *img;
695 GLuint face;
696
697 if (texObj->Target != GL_TEXTURE_CUBE_MAP)
698 return GL_FALSE;
699
700 if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS))
701 return GL_FALSE;
702
703 /* check first face */
704 img0 = texObj->Image[0][baseLevel];
705 if (!img0 ||
706 img0->Width < 1 ||
707 img0->Width != img0->Height)
708 return GL_FALSE;
709
710 /* check remaining faces vs. first face */
711 for (face = 1; face < 6; face++) {
712 img = texObj->Image[face][baseLevel];
713 if (!img ||
714 img->Width != img0->Width ||
715 img->Height != img0->Height ||
716 img->TexFormat != img0->TexFormat)
717 return GL_FALSE;
718 }
719
720 return GL_TRUE;
721 }
722
723
724 /**
725 * Mark a texture object dirty. It forces the object to be incomplete
726 * and optionally forces the context to re-validate its state.
727 *
728 * \param ctx GL context.
729 * \param texObj texture object.
730 * \param invalidate_state also invalidate context state.
731 */
732 void
733 _mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj,
734 GLboolean invalidate_state)
735 {
736 texObj->_Complete = GL_FALSE;
737 if (invalidate_state)
738 ctx->NewState |= _NEW_TEXTURE;
739 }
740
741
742 /**
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.
747 */
748 struct gl_texture_object *
749 _mesa_get_fallback_texture(struct gl_context *ctx)
750 {
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;
756 gl_format texFormat;
757 GLuint i;
758
759 for (i = 0; i < 8 * 8; i++) {
760 texels[i][0] =
761 texels[i][1] =
762 texels[i][2] = 0x0;
763 texels[i][3] = 0xff;
764 }
765
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;
771
772 /* create level[0] texture image */
773 texImage = _mesa_get_tex_image(ctx, texObj, GL_TEXTURE_2D, 0);
774
775 texFormat = ctx->Driver.ChooseTextureFormat(ctx, GL_RGBA, GL_RGBA,
776 GL_UNSIGNED_BYTE);
777
778 /* init the image fields */
779 _mesa_init_teximage_fields(ctx, GL_TEXTURE_2D, texImage,
780 8, 8, 1, 0, GL_RGBA, texFormat);
781
782 ASSERT(texImage->TexFormat != MESA_FORMAT_NONE);
783
784 /* set image data */
785 ctx->Driver.TexImage2D(ctx, GL_TEXTURE_2D, 0, GL_RGBA,
786 8, 8, 0,
787 GL_RGBA, GL_UNSIGNED_BYTE, texels,
788 &ctx->DefaultPacking, texObj, texImage);
789
790 _mesa_test_texobj_completeness(ctx, texObj);
791 assert(texObj->_Complete);
792
793 ctx->Shared->FallbackTex = texObj;
794 }
795 return ctx->Shared->FallbackTex;
796 }
797
798
799 /*@}*/
800
801
802 /***********************************************************************/
803 /** \name API functions */
804 /*@{*/
805
806
807 /**
808 * Generate texture names.
809 *
810 * \param n number of texture names to be generated.
811 * \param textures an array in which will hold the generated texture names.
812 *
813 * \sa glGenTextures().
814 *
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.
818 */
819 void GLAPIENTRY
820 _mesa_GenTextures( GLsizei n, GLuint *textures )
821 {
822 GET_CURRENT_CONTEXT(ctx);
823 GLuint first;
824 GLint i;
825 ASSERT_OUTSIDE_BEGIN_END(ctx);
826
827 if (n < 0) {
828 _mesa_error( ctx, GL_INVALID_VALUE, "glGenTextures" );
829 return;
830 }
831
832 if (!textures)
833 return;
834
835 /*
836 * This must be atomic (generation and allocation of texture IDs)
837 */
838 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
839
840 first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n);
841
842 /* Allocate new, empty texture objects */
843 for (i = 0; i < n; i++) {
844 struct gl_texture_object *texObj;
845 GLuint name = first + i;
846 GLenum target = 0;
847 texObj = (*ctx->Driver.NewTextureObject)( ctx, name, target);
848 if (!texObj) {
849 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
850 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
851 return;
852 }
853
854 /* insert into hash table */
855 _mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
856
857 textures[i] = name;
858 }
859
860 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
861 }
862
863
864 /**
865 * Check if the given texture object is bound to the current draw or
866 * read framebuffer. If so, Unbind it.
867 */
868 static void
869 unbind_texobj_from_fbo(struct gl_context *ctx,
870 struct gl_texture_object *texObj)
871 {
872 const GLuint n = (ctx->DrawBuffer == ctx->ReadBuffer) ? 1 : 2;
873 GLuint i;
874
875 for (i = 0; i < n; i++) {
876 struct gl_framebuffer *fb = (i == 0) ? ctx->DrawBuffer : ctx->ReadBuffer;
877 if (fb->Name) {
878 GLuint j;
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);
885 }
886 }
887 }
888 }
889 }
890
891
892 /**
893 * Check if the given texture object is bound to any texture image units and
894 * unbind it if so (revert to default textures).
895 */
896 static void
897 unbind_texobj_from_texunits(struct gl_context *ctx,
898 struct gl_texture_object *texObj)
899 {
900 GLuint u, tex;
901
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]);
909 break;
910 }
911 }
912 }
913 }
914
915
916 /**
917 * Delete named textures.
918 *
919 * \param n number of textures to be deleted.
920 * \param textures array of texture IDs to be deleted.
921 *
922 * \sa glDeleteTextures().
923 *
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
928 * contexts.
929 */
930 void GLAPIENTRY
931 _mesa_DeleteTextures( GLsizei n, const GLuint *textures)
932 {
933 GET_CURRENT_CONTEXT(ctx);
934 GLint i;
935 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* too complex */
936
937 if (!textures)
938 return;
939
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]);
944
945 if (delObj) {
946 _mesa_lock_texture(ctx, delObj);
947
948 /* Check if texture is bound to any framebuffer objects.
949 * If so, unbind.
950 * See section 4.4.2.3 of GL_EXT_framebuffer_object.
951 */
952 unbind_texobj_from_fbo(ctx, delObj);
953
954 /* Check if this texture is currently bound to any texture units.
955 * If so, unbind it.
956 */
957 unbind_texobj_from_texunits(ctx, delObj);
958
959 _mesa_unlock_texture(ctx, delObj);
960
961 ctx->NewState |= _NEW_TEXTURE;
962
963 /* The texture _name_ is now free for re-use.
964 * Remove it from the hash table now.
965 */
966 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
967 _mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name);
968 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
969
970 /* Unreference the texobj. If refcount hits zero, the texture
971 * will be deleted.
972 */
973 _mesa_reference_texobj(&delObj, NULL);
974 }
975 }
976 }
977 }
978
979
980 /**
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
985 */
986 static GLint
987 target_enum_to_index(GLenum target)
988 {
989 switch (target) {
990 case GL_TEXTURE_1D:
991 return TEXTURE_1D_INDEX;
992 case GL_TEXTURE_2D:
993 return TEXTURE_2D_INDEX;
994 case GL_TEXTURE_3D:
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;
1006 default:
1007 return -1;
1008 }
1009 }
1010
1011
1012 /**
1013 * Bind a named texture to a texturing target.
1014 *
1015 * \param target texture target.
1016 * \param texName texture name.
1017 *
1018 * \sa glBindTexture().
1019 *
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.
1026 */
1027 void GLAPIENTRY
1028 _mesa_BindTexture( GLenum target, GLuint texName )
1029 {
1030 GET_CURRENT_CONTEXT(ctx);
1031 struct gl_texture_unit *texUnit = _mesa_get_current_tex_unit(ctx);
1032 struct gl_texture_object *newTexObj = NULL;
1033 GLint targetIndex;
1034 ASSERT_OUTSIDE_BEGIN_END(ctx);
1035
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);
1039
1040 targetIndex = target_enum_to_index(target);
1041 if (targetIndex < 0) {
1042 _mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)");
1043 return;
1044 }
1045 assert(targetIndex < NUM_TEXTURE_TARGETS);
1046
1047 /*
1048 * Get pointer to new texture object (newTexObj)
1049 */
1050 if (texName == 0) {
1051 /* Use a default texture object */
1052 newTexObj = ctx->Shared->DefaultTex[targetIndex];
1053 }
1054 else {
1055 /* non-default texture object */
1056 newTexObj = _mesa_lookup_texture(ctx, texName);
1057 if (newTexObj) {
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)" );
1063 return;
1064 }
1065 if (newTexObj->Target == 0) {
1066 finish_texture_init(ctx, target, newTexObj);
1067 }
1068 }
1069 else {
1070 /* if this is a new texture id, allocate a texture object now */
1071 newTexObj = (*ctx->Driver.NewTextureObject)(ctx, texName, target);
1072 if (!newTexObj) {
1073 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
1074 return;
1075 }
1076
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);
1081 }
1082 newTexObj->Target = target;
1083 }
1084
1085 assert(valid_texture_object(newTexObj));
1086
1087 /* Check if this texture is only used by this context and is already bound.
1088 * If so, just return.
1089 */
1090 {
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);
1096 if (early_out) {
1097 return;
1098 }
1099 }
1100
1101 /* flush before changing binding */
1102 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1103
1104 /* Do the actual binding. The refcount on the previously bound
1105 * texture object will be decremented. It'll be deleted if the
1106 * count hits zero.
1107 */
1108 _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], newTexObj);
1109 ASSERT(texUnit->CurrentTex[targetIndex]);
1110
1111 /* Pass BindTexture call to device driver */
1112 if (ctx->Driver.BindTexture)
1113 (*ctx->Driver.BindTexture)( ctx, target, newTexObj );
1114 }
1115
1116
1117 /**
1118 * Set texture priorities.
1119 *
1120 * \param n number of textures.
1121 * \param texName texture names.
1122 * \param priorities corresponding texture priorities.
1123 *
1124 * \sa glPrioritizeTextures().
1125 *
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.
1128 */
1129 void GLAPIENTRY
1130 _mesa_PrioritizeTextures( GLsizei n, const GLuint *texName,
1131 const GLclampf *priorities )
1132 {
1133 GET_CURRENT_CONTEXT(ctx);
1134 GLint i;
1135 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1136
1137 if (n < 0) {
1138 _mesa_error( ctx, GL_INVALID_VALUE, "glPrioritizeTextures" );
1139 return;
1140 }
1141
1142 if (!priorities)
1143 return;
1144
1145 for (i = 0; i < n; i++) {
1146 if (texName[i] > 0) {
1147 struct gl_texture_object *t = _mesa_lookup_texture(ctx, texName[i]);
1148 if (t) {
1149 t->Priority = CLAMP( priorities[i], 0.0F, 1.0F );
1150 }
1151 }
1152 }
1153
1154 ctx->NewState |= _NEW_TEXTURE;
1155 }
1156
1157
1158
1159 /**
1160 * See if textures are loaded in texture memory.
1161 *
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.
1165 *
1166 * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
1167 *
1168 * \sa glAreTexturesResident().
1169 *
1170 * Looks up each texture in the hash and calls
1171 * dd_function_table::IsTextureResident.
1172 */
1173 GLboolean GLAPIENTRY
1174 _mesa_AreTexturesResident(GLsizei n, const GLuint *texName,
1175 GLboolean *residences)
1176 {
1177 GET_CURRENT_CONTEXT(ctx);
1178 GLboolean allResident = GL_TRUE;
1179 GLint i, j;
1180 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1181
1182 if (n < 0) {
1183 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)");
1184 return GL_FALSE;
1185 }
1186
1187 if (!texName || !residences)
1188 return GL_FALSE;
1189
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");
1194 return GL_FALSE;
1195 }
1196 t = _mesa_lookup_texture(ctx, texName[i]);
1197 if (!t) {
1198 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1199 return GL_FALSE;
1200 }
1201 if (!ctx->Driver.IsTextureResident ||
1202 ctx->Driver.IsTextureResident(ctx, t)) {
1203 /* The texture is resident */
1204 if (!allResident)
1205 residences[i] = GL_TRUE;
1206 }
1207 else {
1208 /* The texture is not resident */
1209 if (allResident) {
1210 allResident = GL_FALSE;
1211 for (j = 0; j < i; j++)
1212 residences[j] = GL_TRUE;
1213 }
1214 residences[i] = GL_FALSE;
1215 }
1216 }
1217
1218 return allResident;
1219 }
1220
1221
1222 /**
1223 * See if a name corresponds to a texture.
1224 *
1225 * \param texture texture name.
1226 *
1227 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
1228 * otherwise.
1229 *
1230 * \sa glIsTexture().
1231 *
1232 * Calls _mesa_HashLookup().
1233 */
1234 GLboolean GLAPIENTRY
1235 _mesa_IsTexture( GLuint texture )
1236 {
1237 struct gl_texture_object *t;
1238 GET_CURRENT_CONTEXT(ctx);
1239 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1240
1241 if (!texture)
1242 return GL_FALSE;
1243
1244 t = _mesa_lookup_texture(ctx, texture);
1245
1246 /* IsTexture is true only after object has been bound once. */
1247 return t && t->Target;
1248 }
1249
1250
1251 /**
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.
1255 *
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
1258 * the texture.
1259 *
1260 * See also _mesa_lock/unlock_texture() in teximage.h
1261 */
1262 void
1263 _mesa_lock_context_textures( struct gl_context *ctx )
1264 {
1265 _glthread_LOCK_MUTEX(ctx->Shared->TexMutex);
1266
1267 if (ctx->Shared->TextureStateStamp != ctx->TextureStateTimestamp) {
1268 ctx->NewState |= _NEW_TEXTURE;
1269 ctx->TextureStateTimestamp = ctx->Shared->TextureStateStamp;
1270 }
1271 }
1272
1273
1274 void
1275 _mesa_unlock_context_textures( struct gl_context *ctx )
1276 {
1277 assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp);
1278 _glthread_UNLOCK_MUTEX(ctx->Shared->TexMutex);
1279 }
1280
1281 /*@}*/