Merge branch 'mesa_7_7_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 "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 "shader/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(GLcontext *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( GLcontext *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 _mesa_bzero(obj, 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(GLcontext *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( GLcontext *ctx, struct gl_texture_object *texObj )
185 {
186 GLuint i, face;
187
188 (void) ctx;
189
190 /* Set Target to an invalid value. With some assertions elsewhere
191 * we can try to detect possible use of deleted textures.
192 */
193 texObj->Target = 0x99;
194
195 _mesa_free_colortable_data(&texObj->Palette);
196
197 /* free the texture images */
198 for (face = 0; face < 6; face++) {
199 for (i = 0; i < MAX_TEXTURE_LEVELS; i++) {
200 if (texObj->Image[face][i]) {
201 _mesa_delete_texture_image( ctx, texObj->Image[face][i] );
202 }
203 }
204 }
205
206 /* destroy the mutex -- it may have allocated memory (eg on bsd) */
207 _glthread_DESTROY_MUTEX(texObj->Mutex);
208
209 /* free this object */
210 _mesa_free(texObj);
211 }
212
213
214
215
216 /**
217 * Copy texture object state from one texture object to another.
218 * Use for glPush/PopAttrib.
219 *
220 * \param dest destination texture object.
221 * \param src source texture object.
222 */
223 void
224 _mesa_copy_texture_object( struct gl_texture_object *dest,
225 const struct gl_texture_object *src )
226 {
227 dest->Target = src->Target;
228 dest->Name = src->Name;
229 dest->Priority = src->Priority;
230 dest->BorderColor.f[0] = src->BorderColor.f[0];
231 dest->BorderColor.f[1] = src->BorderColor.f[1];
232 dest->BorderColor.f[2] = src->BorderColor.f[2];
233 dest->BorderColor.f[3] = src->BorderColor.f[3];
234 dest->WrapS = src->WrapS;
235 dest->WrapT = src->WrapT;
236 dest->WrapR = src->WrapR;
237 dest->MinFilter = src->MinFilter;
238 dest->MagFilter = src->MagFilter;
239 dest->MinLod = src->MinLod;
240 dest->MaxLod = src->MaxLod;
241 dest->LodBias = src->LodBias;
242 dest->BaseLevel = src->BaseLevel;
243 dest->MaxLevel = src->MaxLevel;
244 dest->MaxAnisotropy = src->MaxAnisotropy;
245 dest->CompareMode = src->CompareMode;
246 dest->CompareFunc = src->CompareFunc;
247 dest->CompareFailValue = src->CompareFailValue;
248 dest->DepthMode = src->DepthMode;
249 dest->_MaxLevel = src->_MaxLevel;
250 dest->_MaxLambda = src->_MaxLambda;
251 dest->GenerateMipmap = src->GenerateMipmap;
252 dest->Palette = src->Palette;
253 dest->_Complete = src->_Complete;
254 COPY_4V(dest->Swizzle, src->Swizzle);
255 dest->_Swizzle = src->_Swizzle;
256 }
257
258
259 /**
260 * Clear all texture images of the given texture object.
261 *
262 * \param ctx GL context.
263 * \param t texture object.
264 *
265 * \sa _mesa_clear_texture_image().
266 */
267 void
268 _mesa_clear_texture_object(GLcontext *ctx, struct gl_texture_object *texObj)
269 {
270 GLuint i, j;
271
272 if (texObj->Target == 0)
273 return;
274
275 for (i = 0; i < MAX_FACES; i++) {
276 for (j = 0; j < MAX_TEXTURE_LEVELS; j++) {
277 struct gl_texture_image *texImage = texObj->Image[i][j];
278 if (texImage)
279 _mesa_clear_texture_image(ctx, texImage);
280 }
281 }
282 }
283
284
285 /**
286 * Check if the given texture object is valid by examining its Target field.
287 * For debugging only.
288 */
289 static GLboolean
290 valid_texture_object(const struct gl_texture_object *tex)
291 {
292 switch (tex->Target) {
293 case 0:
294 case GL_TEXTURE_1D:
295 case GL_TEXTURE_2D:
296 case GL_TEXTURE_3D:
297 case GL_TEXTURE_CUBE_MAP_ARB:
298 case GL_TEXTURE_RECTANGLE_NV:
299 case GL_TEXTURE_1D_ARRAY_EXT:
300 case GL_TEXTURE_2D_ARRAY_EXT:
301 return GL_TRUE;
302 case 0x99:
303 _mesa_problem(NULL, "invalid reference to a deleted texture object");
304 return GL_FALSE;
305 default:
306 _mesa_problem(NULL, "invalid texture object Target 0x%x, Id = %u",
307 tex->Target, tex->Name);
308 return GL_FALSE;
309 }
310 }
311
312
313 /**
314 * Reference (or unreference) a texture object.
315 * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
316 * If 'tex' is non-null, increment its refcount.
317 */
318 void
319 _mesa_reference_texobj(struct gl_texture_object **ptr,
320 struct gl_texture_object *tex)
321 {
322 assert(ptr);
323 if (*ptr == tex) {
324 /* no change */
325 return;
326 }
327
328 if (*ptr) {
329 /* Unreference the old texture */
330 GLboolean deleteFlag = GL_FALSE;
331 struct gl_texture_object *oldTex = *ptr;
332
333 ASSERT(valid_texture_object(oldTex));
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 #if 0
383 static void
384 incomplete(const struct gl_texture_object *t, const char *why)
385 {
386 _mesa_printf("Texture Obj %d incomplete because: %s\n", t->Name, why);
387 }
388 #else
389 #define incomplete(t, why)
390 #endif
391
392
393 /**
394 * Examine a texture object to determine if it is complete.
395 *
396 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
397 * accordingly.
398 *
399 * \param ctx GL context.
400 * \param t texture object.
401 *
402 * According to the texture target, verifies that each of the mipmaps is
403 * present and has the expected size.
404 */
405 void
406 _mesa_test_texobj_completeness( const GLcontext *ctx,
407 struct gl_texture_object *t )
408 {
409 const GLint baseLevel = t->BaseLevel;
410 GLint maxLog2 = 0, maxLevels = 0;
411
412 t->_Complete = GL_TRUE; /* be optimistic */
413
414 /* Detect cases where the application set the base level to an invalid
415 * value.
416 */
417 if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS)) {
418 char s[100];
419 _mesa_sprintf(s, "base level = %d is invalid", baseLevel);
420 incomplete(t, s);
421 t->_Complete = GL_FALSE;
422 return;
423 }
424
425 /* Always need the base level image */
426 if (!t->Image[0][baseLevel]) {
427 char s[100];
428 _mesa_sprintf(s, "Image[baseLevel=%d] == NULL", baseLevel);
429 incomplete(t, s);
430 t->_Complete = GL_FALSE;
431 return;
432 }
433
434 /* Check width/height/depth for zero */
435 if (t->Image[0][baseLevel]->Width == 0 ||
436 t->Image[0][baseLevel]->Height == 0 ||
437 t->Image[0][baseLevel]->Depth == 0) {
438 incomplete(t, "texture width = 0");
439 t->_Complete = GL_FALSE;
440 return;
441 }
442
443 /* Compute _MaxLevel */
444 if ((t->Target == GL_TEXTURE_1D) ||
445 (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) {
446 maxLog2 = t->Image[0][baseLevel]->WidthLog2;
447 maxLevels = ctx->Const.MaxTextureLevels;
448 }
449 else if ((t->Target == GL_TEXTURE_2D) ||
450 (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) {
451 maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
452 t->Image[0][baseLevel]->HeightLog2);
453 maxLevels = ctx->Const.MaxTextureLevels;
454 }
455 else if (t->Target == GL_TEXTURE_3D) {
456 GLint max = MAX2(t->Image[0][baseLevel]->WidthLog2,
457 t->Image[0][baseLevel]->HeightLog2);
458 maxLog2 = MAX2(max, (GLint)(t->Image[0][baseLevel]->DepthLog2));
459 maxLevels = ctx->Const.Max3DTextureLevels;
460 }
461 else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
462 maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
463 t->Image[0][baseLevel]->HeightLog2);
464 maxLevels = ctx->Const.MaxCubeTextureLevels;
465 }
466 else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
467 maxLog2 = 0; /* not applicable */
468 maxLevels = 1; /* no mipmapping */
469 }
470 else {
471 _mesa_problem(ctx, "Bad t->Target in _mesa_test_texobj_completeness");
472 return;
473 }
474
475 ASSERT(maxLevels > 0);
476
477 t->_MaxLevel = baseLevel + maxLog2;
478 t->_MaxLevel = MIN2(t->_MaxLevel, t->MaxLevel);
479 t->_MaxLevel = MIN2(t->_MaxLevel, maxLevels - 1);
480
481 /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
482 t->_MaxLambda = (GLfloat) (t->_MaxLevel - t->BaseLevel);
483
484 if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
485 /* make sure that all six cube map level 0 images are the same size */
486 const GLuint w = t->Image[0][baseLevel]->Width2;
487 const GLuint h = t->Image[0][baseLevel]->Height2;
488 GLuint face;
489 for (face = 1; face < 6; face++) {
490 if (t->Image[face][baseLevel] == NULL ||
491 t->Image[face][baseLevel]->Width2 != w ||
492 t->Image[face][baseLevel]->Height2 != h) {
493 t->_Complete = GL_FALSE;
494 incomplete(t, "Cube face missing or mismatched size");
495 return;
496 }
497 }
498 }
499
500 /* extra checking for mipmaps */
501 if (t->MinFilter != GL_NEAREST && t->MinFilter != GL_LINEAR) {
502 /*
503 * Mipmapping: determine if we have a complete set of mipmaps
504 */
505 GLint i;
506 GLint minLevel = baseLevel;
507 GLint maxLevel = t->_MaxLevel;
508
509 if (minLevel > maxLevel) {
510 t->_Complete = GL_FALSE;
511 incomplete(t, "minLevel > maxLevel");
512 return;
513 }
514
515 /* Test dimension-independent attributes */
516 for (i = minLevel; i <= maxLevel; i++) {
517 if (t->Image[0][i]) {
518 if (t->Image[0][i]->TexFormat != t->Image[0][baseLevel]->TexFormat) {
519 t->_Complete = GL_FALSE;
520 incomplete(t, "Format[i] != Format[baseLevel]");
521 return;
522 }
523 if (t->Image[0][i]->Border != t->Image[0][baseLevel]->Border) {
524 t->_Complete = GL_FALSE;
525 incomplete(t, "Border[i] != Border[baseLevel]");
526 return;
527 }
528 }
529 }
530
531 /* Test things which depend on number of texture image dimensions */
532 if ((t->Target == GL_TEXTURE_1D) ||
533 (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) {
534 /* Test 1-D mipmaps */
535 GLuint width = t->Image[0][baseLevel]->Width2;
536 for (i = baseLevel + 1; i < maxLevels; i++) {
537 if (width > 1) {
538 width /= 2;
539 }
540 if (i >= minLevel && i <= maxLevel) {
541 if (!t->Image[0][i]) {
542 t->_Complete = GL_FALSE;
543 incomplete(t, "1D Image[0][i] == NULL");
544 return;
545 }
546 if (t->Image[0][i]->Width2 != width ) {
547 t->_Complete = GL_FALSE;
548 incomplete(t, "1D Image[0][i] bad width");
549 return;
550 }
551 }
552 if (width == 1) {
553 return; /* found smallest needed mipmap, all done! */
554 }
555 }
556 }
557 else if ((t->Target == GL_TEXTURE_2D) ||
558 (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) {
559 /* Test 2-D mipmaps */
560 GLuint width = t->Image[0][baseLevel]->Width2;
561 GLuint height = t->Image[0][baseLevel]->Height2;
562 for (i = baseLevel + 1; i < maxLevels; i++) {
563 if (width > 1) {
564 width /= 2;
565 }
566 if (height > 1) {
567 height /= 2;
568 }
569 if (i >= minLevel && i <= maxLevel) {
570 if (!t->Image[0][i]) {
571 t->_Complete = GL_FALSE;
572 incomplete(t, "2D Image[0][i] == NULL");
573 return;
574 }
575 if (t->Image[0][i]->Width2 != width) {
576 t->_Complete = GL_FALSE;
577 incomplete(t, "2D Image[0][i] bad width");
578 return;
579 }
580 if (t->Image[0][i]->Height2 != height) {
581 t->_Complete = GL_FALSE;
582 incomplete(t, "2D Image[0][i] bad height");
583 return;
584 }
585 if (width==1 && height==1) {
586 return; /* found smallest needed mipmap, all done! */
587 }
588 }
589 }
590 }
591 else if (t->Target == GL_TEXTURE_3D) {
592 /* Test 3-D mipmaps */
593 GLuint width = t->Image[0][baseLevel]->Width2;
594 GLuint height = t->Image[0][baseLevel]->Height2;
595 GLuint depth = t->Image[0][baseLevel]->Depth2;
596 for (i = baseLevel + 1; i < maxLevels; i++) {
597 if (width > 1) {
598 width /= 2;
599 }
600 if (height > 1) {
601 height /= 2;
602 }
603 if (depth > 1) {
604 depth /= 2;
605 }
606 if (i >= minLevel && i <= maxLevel) {
607 if (!t->Image[0][i]) {
608 incomplete(t, "3D Image[0][i] == NULL");
609 t->_Complete = GL_FALSE;
610 return;
611 }
612 if (t->Image[0][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
613 t->_Complete = GL_FALSE;
614 incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
615 return;
616 }
617 if (t->Image[0][i]->Width2 != width) {
618 t->_Complete = GL_FALSE;
619 incomplete(t, "3D Image[0][i] bad width");
620 return;
621 }
622 if (t->Image[0][i]->Height2 != height) {
623 t->_Complete = GL_FALSE;
624 incomplete(t, "3D Image[0][i] bad height");
625 return;
626 }
627 if (t->Image[0][i]->Depth2 != depth) {
628 t->_Complete = GL_FALSE;
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 t->_Complete = GL_FALSE;
655 incomplete(t, "CubeMap Image[n][i] == NULL");
656 return;
657 }
658 /* Don't support GL_DEPTH_COMPONENT for cube maps */
659 if (t->Image[face][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
660 t->_Complete = GL_FALSE;
661 incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
662 return;
663 }
664 /* check that all six images have same size */
665 if (t->Image[face][i]->Width2!=width ||
666 t->Image[face][i]->Height2!=height) {
667 t->_Complete = GL_FALSE;
668 incomplete(t, "CubeMap Image[n][i] bad size");
669 return;
670 }
671 }
672 }
673 if (width == 1 && height == 1) {
674 return; /* found smallest needed mipmap, all done! */
675 }
676 }
677 }
678 else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
679 /* XXX special checking? */
680 }
681 else {
682 /* Target = ??? */
683 _mesa_problem(ctx, "Bug in gl_test_texture_object_completeness\n");
684 }
685 }
686 }
687
688
689 /**
690 * Mark a texture object dirty. It forces the object to be incomplete
691 * and optionally forces the context to re-validate its state.
692 *
693 * \param ctx GL context.
694 * \param texObj texture object.
695 * \param invalidate_state also invalidate context state.
696 */
697 void
698 _mesa_dirty_texobj(GLcontext *ctx, struct gl_texture_object *texObj,
699 GLboolean invalidate_state)
700 {
701 texObj->_Complete = GL_FALSE;
702 if (invalidate_state)
703 ctx->NewState |= _NEW_TEXTURE;
704 }
705
706
707 /**
708 * Return pointer to a default/fallback texture.
709 * The texture is a 2D 8x8 RGBA texture with all texels = (0,0,0,1).
710 * That's the value a sampler should get when sampling from an
711 * incomplete texture.
712 */
713 struct gl_texture_object *
714 _mesa_get_fallback_texture(GLcontext *ctx)
715 {
716 if (!ctx->Shared->FallbackTex) {
717 /* create fallback texture now */
718 static GLubyte texels[8 * 8][4];
719 struct gl_texture_object *texObj;
720 struct gl_texture_image *texImage;
721 GLuint i;
722
723 for (i = 0; i < 8 * 8; i++) {
724 texels[i][0] =
725 texels[i][1] =
726 texels[i][2] = 0x0;
727 texels[i][3] = 0xff;
728 }
729
730 /* create texture object */
731 texObj = ctx->Driver.NewTextureObject(ctx, 0, GL_TEXTURE_2D);
732 assert(texObj->RefCount == 1);
733 texObj->MinFilter = GL_NEAREST;
734 texObj->MagFilter = GL_NEAREST;
735
736 /* create level[0] texture image */
737 texImage = _mesa_get_tex_image(ctx, texObj, GL_TEXTURE_2D, 0);
738
739 /* init the image fields */
740 _mesa_init_teximage_fields(ctx, GL_TEXTURE_2D, texImage,
741 8, 8, 1, 0, GL_RGBA);
742
743 texImage->TexFormat =
744 ctx->Driver.ChooseTextureFormat(ctx, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
745 ASSERT(texImage->TexFormat != MESA_FORMAT_NONE);
746
747 /* set image data */
748 ctx->Driver.TexImage2D(ctx, GL_TEXTURE_2D, 0, GL_RGBA,
749 8, 8, 0,
750 GL_RGBA, GL_UNSIGNED_BYTE, texels,
751 &ctx->DefaultPacking, texObj, texImage);
752
753 _mesa_test_texobj_completeness(ctx, texObj);
754 assert(texObj->_Complete);
755
756 ctx->Shared->FallbackTex = texObj;
757 }
758 return ctx->Shared->FallbackTex;
759 }
760
761
762 /*@}*/
763
764
765 /***********************************************************************/
766 /** \name API functions */
767 /*@{*/
768
769
770 /**
771 * Generate texture names.
772 *
773 * \param n number of texture names to be generated.
774 * \param textures an array in which will hold the generated texture names.
775 *
776 * \sa glGenTextures().
777 *
778 * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
779 * IDs which are stored in \p textures. Corresponding empty texture
780 * objects are also generated.
781 */
782 void GLAPIENTRY
783 _mesa_GenTextures( GLsizei n, GLuint *textures )
784 {
785 GET_CURRENT_CONTEXT(ctx);
786 GLuint first;
787 GLint i;
788 ASSERT_OUTSIDE_BEGIN_END(ctx);
789
790 if (n < 0) {
791 _mesa_error( ctx, GL_INVALID_VALUE, "glGenTextures" );
792 return;
793 }
794
795 if (!textures)
796 return;
797
798 /*
799 * This must be atomic (generation and allocation of texture IDs)
800 */
801 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
802
803 first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n);
804
805 /* Allocate new, empty texture objects */
806 for (i = 0; i < n; i++) {
807 struct gl_texture_object *texObj;
808 GLuint name = first + i;
809 GLenum target = 0;
810 texObj = (*ctx->Driver.NewTextureObject)( ctx, name, target);
811 if (!texObj) {
812 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
813 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
814 return;
815 }
816
817 /* insert into hash table */
818 _mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
819
820 textures[i] = name;
821 }
822
823 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
824 }
825
826
827 /**
828 * Check if the given texture object is bound to the current draw or
829 * read framebuffer. If so, Unbind it.
830 */
831 static void
832 unbind_texobj_from_fbo(GLcontext *ctx, struct gl_texture_object *texObj)
833 {
834 const GLuint n = (ctx->DrawBuffer == ctx->ReadBuffer) ? 1 : 2;
835 GLuint i;
836
837 for (i = 0; i < n; i++) {
838 struct gl_framebuffer *fb = (i == 0) ? ctx->DrawBuffer : ctx->ReadBuffer;
839 if (fb->Name) {
840 GLuint j;
841 for (j = 0; j < BUFFER_COUNT; j++) {
842 if (fb->Attachment[j].Type == GL_TEXTURE &&
843 fb->Attachment[j].Texture == texObj) {
844 _mesa_remove_attachment(ctx, fb->Attachment + j);
845 }
846 }
847 }
848 }
849 }
850
851
852 /**
853 * Check if the given texture object is bound to any texture image units and
854 * unbind it if so (revert to default textures).
855 */
856 static void
857 unbind_texobj_from_texunits(GLcontext *ctx, struct gl_texture_object *texObj)
858 {
859 GLuint u, tex;
860
861 for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++) {
862 struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
863 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
864 if (texObj == unit->CurrentTex[tex]) {
865 _mesa_reference_texobj(&unit->CurrentTex[tex],
866 ctx->Shared->DefaultTex[tex]);
867 ASSERT(unit->CurrentTex[tex]);
868 break;
869 }
870 }
871 }
872 }
873
874
875 /**
876 * Delete named textures.
877 *
878 * \param n number of textures to be deleted.
879 * \param textures array of texture IDs to be deleted.
880 *
881 * \sa glDeleteTextures().
882 *
883 * If we're about to delete a texture that's currently bound to any
884 * texture unit, unbind the texture first. Decrement the reference
885 * count on the texture object and delete it if it's zero.
886 * Recall that texture objects can be shared among several rendering
887 * contexts.
888 */
889 void GLAPIENTRY
890 _mesa_DeleteTextures( GLsizei n, const GLuint *textures)
891 {
892 GET_CURRENT_CONTEXT(ctx);
893 GLint i;
894 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* too complex */
895
896 if (!textures)
897 return;
898
899 for (i = 0; i < n; i++) {
900 if (textures[i] > 0) {
901 struct gl_texture_object *delObj
902 = _mesa_lookup_texture(ctx, textures[i]);
903
904 if (delObj) {
905 _mesa_lock_texture(ctx, delObj);
906
907 /* Check if texture is bound to any framebuffer objects.
908 * If so, unbind.
909 * See section 4.4.2.3 of GL_EXT_framebuffer_object.
910 */
911 unbind_texobj_from_fbo(ctx, delObj);
912
913 /* Check if this texture is currently bound to any texture units.
914 * If so, unbind it.
915 */
916 unbind_texobj_from_texunits(ctx, delObj);
917
918 _mesa_unlock_texture(ctx, delObj);
919
920 ctx->NewState |= _NEW_TEXTURE;
921
922 /* The texture _name_ is now free for re-use.
923 * Remove it from the hash table now.
924 */
925 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
926 _mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name);
927 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
928
929 /* Unreference the texobj. If refcount hits zero, the texture
930 * will be deleted.
931 */
932 _mesa_reference_texobj(&delObj, NULL);
933 }
934 }
935 }
936 }
937
938
939 /**
940 * Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
941 * into the corresponding Mesa texture target index.
942 * Note that proxy targets are not valid here.
943 * \return TEXTURE_x_INDEX or -1 if target is invalid
944 */
945 static GLint
946 target_enum_to_index(GLenum target)
947 {
948 switch (target) {
949 case GL_TEXTURE_1D:
950 return TEXTURE_1D_INDEX;
951 case GL_TEXTURE_2D:
952 return TEXTURE_2D_INDEX;
953 case GL_TEXTURE_3D:
954 return TEXTURE_3D_INDEX;
955 case GL_TEXTURE_CUBE_MAP_ARB:
956 return TEXTURE_CUBE_INDEX;
957 case GL_TEXTURE_RECTANGLE_NV:
958 return TEXTURE_RECT_INDEX;
959 case GL_TEXTURE_1D_ARRAY_EXT:
960 return TEXTURE_1D_ARRAY_INDEX;
961 case GL_TEXTURE_2D_ARRAY_EXT:
962 return TEXTURE_2D_ARRAY_INDEX;
963 default:
964 return -1;
965 }
966 }
967
968
969 /**
970 * Bind a named texture to a texturing target.
971 *
972 * \param target texture target.
973 * \param texName texture name.
974 *
975 * \sa glBindTexture().
976 *
977 * Determines the old texture object bound and returns immediately if rebinding
978 * the same texture. Get the current texture which is either a default texture
979 * if name is null, a named texture from the hash, or a new texture if the
980 * given texture name is new. Increments its reference count, binds it, and
981 * calls dd_function_table::BindTexture. Decrements the old texture reference
982 * count and deletes it if it reaches zero.
983 */
984 void GLAPIENTRY
985 _mesa_BindTexture( GLenum target, GLuint texName )
986 {
987 GET_CURRENT_CONTEXT(ctx);
988 const GLuint unit = ctx->Texture.CurrentUnit;
989 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
990 struct gl_texture_object *newTexObj = NULL, *defaultTexObj = NULL;
991 GLint targetIndex;
992 GLboolean early_out = GL_FALSE;
993 ASSERT_OUTSIDE_BEGIN_END(ctx);
994
995 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
996 _mesa_debug(ctx, "glBindTexture %s %d\n",
997 _mesa_lookup_enum_by_nr(target), (GLint) texName);
998
999 targetIndex = target_enum_to_index(target);
1000 if (targetIndex < 0) {
1001 _mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)");
1002 return;
1003 }
1004 assert(targetIndex < NUM_TEXTURE_TARGETS);
1005 defaultTexObj = ctx->Shared->DefaultTex[targetIndex];
1006
1007 /*
1008 * Get pointer to new texture object (newTexObj)
1009 */
1010 if (texName == 0) {
1011 newTexObj = defaultTexObj;
1012 }
1013 else {
1014 /* non-default texture object */
1015 newTexObj = _mesa_lookup_texture(ctx, texName);
1016 if (newTexObj) {
1017 /* error checking */
1018 if (newTexObj->Target != 0 && newTexObj->Target != target) {
1019 /* the named texture object's target doesn't match the given target */
1020 _mesa_error( ctx, GL_INVALID_OPERATION,
1021 "glBindTexture(target mismatch)" );
1022 return;
1023 }
1024 if (newTexObj->Target == 0) {
1025 finish_texture_init(ctx, target, newTexObj);
1026 }
1027 }
1028 else {
1029 /* if this is a new texture id, allocate a texture object now */
1030 newTexObj = (*ctx->Driver.NewTextureObject)(ctx, texName, target);
1031 if (!newTexObj) {
1032 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
1033 return;
1034 }
1035
1036 /* and insert it into hash table */
1037 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1038 _mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj);
1039 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1040 }
1041 newTexObj->Target = target;
1042 }
1043
1044 assert(valid_texture_object(newTexObj));
1045
1046 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1047 if ((ctx->Shared->RefCount == 1)
1048 && (newTexObj == texUnit->CurrentTex[targetIndex])) {
1049 early_out = GL_TRUE;
1050 }
1051 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1052
1053 if (early_out) {
1054 return;
1055 }
1056
1057 /* flush before changing binding */
1058 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1059
1060 /* Do the actual binding. The refcount on the previously bound
1061 * texture object will be decremented. It'll be deleted if the
1062 * count hits zero.
1063 */
1064 _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], newTexObj);
1065 ASSERT(texUnit->CurrentTex[targetIndex]);
1066
1067 /* Pass BindTexture call to device driver */
1068 if (ctx->Driver.BindTexture)
1069 (*ctx->Driver.BindTexture)( ctx, target, newTexObj );
1070 }
1071
1072
1073 /**
1074 * Set texture priorities.
1075 *
1076 * \param n number of textures.
1077 * \param texName texture names.
1078 * \param priorities corresponding texture priorities.
1079 *
1080 * \sa glPrioritizeTextures().
1081 *
1082 * Looks up each texture in the hash, clamps the corresponding priority between
1083 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
1084 */
1085 void GLAPIENTRY
1086 _mesa_PrioritizeTextures( GLsizei n, const GLuint *texName,
1087 const GLclampf *priorities )
1088 {
1089 GET_CURRENT_CONTEXT(ctx);
1090 GLint i;
1091 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1092
1093 if (n < 0) {
1094 _mesa_error( ctx, GL_INVALID_VALUE, "glPrioritizeTextures" );
1095 return;
1096 }
1097
1098 if (!priorities)
1099 return;
1100
1101 for (i = 0; i < n; i++) {
1102 if (texName[i] > 0) {
1103 struct gl_texture_object *t = _mesa_lookup_texture(ctx, texName[i]);
1104 if (t) {
1105 t->Priority = CLAMP( priorities[i], 0.0F, 1.0F );
1106 }
1107 }
1108 }
1109
1110 ctx->NewState |= _NEW_TEXTURE;
1111 }
1112
1113 /**
1114 * See if textures are loaded in texture memory.
1115 *
1116 * \param n number of textures to query.
1117 * \param texName array with the texture names.
1118 * \param residences array which will hold the residence status.
1119 *
1120 * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
1121 *
1122 * \sa glAreTexturesResident().
1123 *
1124 * Looks up each texture in the hash and calls
1125 * dd_function_table::IsTextureResident.
1126 */
1127 GLboolean GLAPIENTRY
1128 _mesa_AreTexturesResident(GLsizei n, const GLuint *texName,
1129 GLboolean *residences)
1130 {
1131 GET_CURRENT_CONTEXT(ctx);
1132 GLboolean allResident = GL_TRUE;
1133 GLint i, j;
1134 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1135
1136 if (n < 0) {
1137 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)");
1138 return GL_FALSE;
1139 }
1140
1141 if (!texName || !residences)
1142 return GL_FALSE;
1143
1144 for (i = 0; i < n; i++) {
1145 struct gl_texture_object *t;
1146 if (texName[i] == 0) {
1147 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1148 return GL_FALSE;
1149 }
1150 t = _mesa_lookup_texture(ctx, texName[i]);
1151 if (!t) {
1152 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1153 return GL_FALSE;
1154 }
1155 if (!ctx->Driver.IsTextureResident ||
1156 ctx->Driver.IsTextureResident(ctx, t)) {
1157 /* The texture is resident */
1158 if (!allResident)
1159 residences[i] = GL_TRUE;
1160 }
1161 else {
1162 /* The texture is not resident */
1163 if (allResident) {
1164 allResident = GL_FALSE;
1165 for (j = 0; j < i; j++)
1166 residences[j] = GL_TRUE;
1167 }
1168 residences[i] = GL_FALSE;
1169 }
1170 }
1171
1172 return allResident;
1173 }
1174
1175 /**
1176 * See if a name corresponds to a texture.
1177 *
1178 * \param texture texture name.
1179 *
1180 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
1181 * otherwise.
1182 *
1183 * \sa glIsTexture().
1184 *
1185 * Calls _mesa_HashLookup().
1186 */
1187 GLboolean GLAPIENTRY
1188 _mesa_IsTexture( GLuint texture )
1189 {
1190 struct gl_texture_object *t;
1191 GET_CURRENT_CONTEXT(ctx);
1192 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1193
1194 if (!texture)
1195 return GL_FALSE;
1196
1197 t = _mesa_lookup_texture(ctx, texture);
1198
1199 /* IsTexture is true only after object has been bound once. */
1200 return t && t->Target;
1201 }
1202
1203
1204 /**
1205 * Simplest implementation of texture locking: grab the shared tex
1206 * mutex. Examine the shared context state timestamp and if there has
1207 * been a change, set the appropriate bits in ctx->NewState.
1208 *
1209 * This is used to deal with synchronizing things when a texture object
1210 * is used/modified by different contexts (or threads) which are sharing
1211 * the texture.
1212 *
1213 * See also _mesa_lock/unlock_texture() in teximage.h
1214 */
1215 void
1216 _mesa_lock_context_textures( GLcontext *ctx )
1217 {
1218 _glthread_LOCK_MUTEX(ctx->Shared->TexMutex);
1219
1220 if (ctx->Shared->TextureStateStamp != ctx->TextureStateTimestamp) {
1221 ctx->NewState |= _NEW_TEXTURE;
1222 ctx->TextureStateTimestamp = ctx->Shared->TextureStateStamp;
1223 }
1224 }
1225
1226
1227 void
1228 _mesa_unlock_context_textures( GLcontext *ctx )
1229 {
1230 assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp);
1231 _glthread_UNLOCK_MUTEX(ctx->Shared->TexMutex);
1232 }
1233
1234 /*@}*/
1235
1236