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