mesa: add texobj support for ARB_texture_multisample
[mesa.git] / src / mesa / main / texobj.c
1 /**
2 * \file texobj.c
3 * Texture object management.
4 */
5
6 /*
7 * Mesa 3-D graphics library
8 * Version: 7.1
9 *
10 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
11 *
12 * Permission is hereby granted, free of charge, to any person obtaining a
13 * copy of this software and associated documentation files (the "Software"),
14 * to deal in the Software without restriction, including without limitation
15 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
16 * and/or sell copies of the Software, and to permit persons to whom the
17 * Software is furnished to do so, subject to the following conditions:
18 *
19 * The above copyright notice and this permission notice shall be included
20 * in all copies or substantial portions of the Software.
21 *
22 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
23 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
24 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
25 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
26 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
27 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
28 */
29
30
31 #include "mfeatures.h"
32 #include "bufferobj.h"
33 #include "colortab.h"
34 #include "context.h"
35 #include "enums.h"
36 #include "fbobject.h"
37 #include "formats.h"
38 #include "hash.h"
39 #include "imports.h"
40 #include "macros.h"
41 #include "teximage.h"
42 #include "texobj.h"
43 #include "texstate.h"
44 #include "mtypes.h"
45 #include "program/prog_instruction.h"
46
47
48
49 /**********************************************************************/
50 /** \name Internal functions */
51 /*@{*/
52
53
54 /**
55 * Return the gl_texture_object for a given ID.
56 */
57 struct gl_texture_object *
58 _mesa_lookup_texture(struct gl_context *ctx, GLuint id)
59 {
60 return (struct gl_texture_object *)
61 _mesa_HashLookup(ctx->Shared->TexObjects, id);
62 }
63
64
65
66 /**
67 * Allocate and initialize a new texture object. But don't put it into the
68 * texture object hash table.
69 *
70 * Called via ctx->Driver.NewTextureObject, unless overridden by a device
71 * driver.
72 *
73 * \param shared the shared GL state structure to contain the texture object
74 * \param name integer name for the texture object
75 * \param target either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,
76 * GL_TEXTURE_CUBE_MAP_ARB or GL_TEXTURE_RECTANGLE_NV. zero is ok for the sake
77 * of GenTextures()
78 *
79 * \return pointer to new texture object.
80 */
81 struct gl_texture_object *
82 _mesa_new_texture_object( struct gl_context *ctx, GLuint name, GLenum target )
83 {
84 struct gl_texture_object *obj;
85 (void) ctx;
86 obj = MALLOC_STRUCT(gl_texture_object);
87 _mesa_initialize_texture_object(obj, name, target);
88 return obj;
89 }
90
91
92 /**
93 * Initialize a new texture object to default values.
94 * \param obj the texture object
95 * \param name the texture name
96 * \param target the texture target
97 */
98 void
99 _mesa_initialize_texture_object( struct gl_texture_object *obj,
100 GLuint name, GLenum target )
101 {
102 ASSERT(target == 0 ||
103 target == GL_TEXTURE_1D ||
104 target == GL_TEXTURE_2D ||
105 target == GL_TEXTURE_3D ||
106 target == GL_TEXTURE_CUBE_MAP_ARB ||
107 target == GL_TEXTURE_RECTANGLE_NV ||
108 target == GL_TEXTURE_1D_ARRAY_EXT ||
109 target == GL_TEXTURE_2D_ARRAY_EXT ||
110 target == GL_TEXTURE_EXTERNAL_OES ||
111 target == GL_TEXTURE_CUBE_MAP_ARRAY ||
112 target == GL_TEXTURE_BUFFER ||
113 target == GL_TEXTURE_2D_MULTISAMPLE ||
114 target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY);
115
116 memset(obj, 0, sizeof(*obj));
117 /* init the non-zero fields */
118 _glthread_INIT_MUTEX(obj->Mutex);
119 obj->RefCount = 1;
120 obj->Name = name;
121 obj->Target = target;
122 obj->Priority = 1.0F;
123 obj->BaseLevel = 0;
124 obj->MaxLevel = 1000;
125
126 /* must be one; no support for (YUV) planes in separate buffers */
127 obj->RequiredTextureImageUnits = 1;
128
129 /* sampler state */
130 if (target == GL_TEXTURE_RECTANGLE_NV ||
131 target == GL_TEXTURE_EXTERNAL_OES) {
132 obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
133 obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
134 obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
135 obj->Sampler.MinFilter = GL_LINEAR;
136 }
137 else {
138 obj->Sampler.WrapS = GL_REPEAT;
139 obj->Sampler.WrapT = GL_REPEAT;
140 obj->Sampler.WrapR = GL_REPEAT;
141 obj->Sampler.MinFilter = GL_NEAREST_MIPMAP_LINEAR;
142 }
143 obj->Sampler.MagFilter = GL_LINEAR;
144 obj->Sampler.MinLod = -1000.0;
145 obj->Sampler.MaxLod = 1000.0;
146 obj->Sampler.LodBias = 0.0;
147 obj->Sampler.MaxAnisotropy = 1.0;
148 obj->Sampler.CompareMode = GL_NONE; /* ARB_shadow */
149 obj->Sampler.CompareFunc = GL_LEQUAL; /* ARB_shadow */
150 obj->DepthMode = GL_LUMINANCE;
151 obj->Sampler.CubeMapSeamless = GL_FALSE;
152 obj->Swizzle[0] = GL_RED;
153 obj->Swizzle[1] = GL_GREEN;
154 obj->Swizzle[2] = GL_BLUE;
155 obj->Swizzle[3] = GL_ALPHA;
156 obj->_Swizzle = SWIZZLE_NOOP;
157 obj->Sampler.sRGBDecode = GL_DECODE_EXT;
158 obj->BufferObjectFormat = GL_LUMINANCE8;
159 obj->_BufferObjectFormat = MESA_FORMAT_L8;
160 }
161
162
163 /**
164 * Some texture initialization can't be finished until we know which
165 * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
166 */
167 static void
168 finish_texture_init(struct gl_context *ctx, GLenum target,
169 struct gl_texture_object *obj)
170 {
171 GLenum filter = GL_LINEAR;
172 assert(obj->Target == 0);
173
174 switch (target) {
175 case GL_TEXTURE_2D_MULTISAMPLE:
176 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
177 filter = GL_NEAREST;
178 /* fallthrough */
179
180 case GL_TEXTURE_RECTANGLE_NV:
181 case GL_TEXTURE_EXTERNAL_OES:
182 /* have to init wrap and filter state here - kind of klunky */
183 obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
184 obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
185 obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
186 obj->Sampler.MinFilter = filter;
187 obj->Sampler.MagFilter = filter;
188 if (ctx->Driver.TexParameter) {
189 static const GLfloat fparam_wrap[1] = {(GLfloat) GL_CLAMP_TO_EDGE};
190 const GLfloat fparam_filter[1] = {(GLfloat) filter};
191 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_S, fparam_wrap);
192 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_T, fparam_wrap);
193 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_R, fparam_wrap);
194 ctx->Driver.TexParameter(ctx, target, obj,
195 GL_TEXTURE_MIN_FILTER, fparam_filter);
196 ctx->Driver.TexParameter(ctx, target, obj,
197 GL_TEXTURE_MAG_FILTER, fparam_filter);
198 }
199 break;
200
201 default:
202 /* nothing needs done */
203 break;
204 }
205 }
206
207
208 /**
209 * Deallocate a texture object struct. It should have already been
210 * removed from the texture object pool.
211 * Called via ctx->Driver.DeleteTexture() if not overriden by a driver.
212 *
213 * \param shared the shared GL state to which the object belongs.
214 * \param texObj the texture object to delete.
215 */
216 void
217 _mesa_delete_texture_object(struct gl_context *ctx,
218 struct gl_texture_object *texObj)
219 {
220 GLuint i, face;
221
222 /* Set Target to an invalid value. With some assertions elsewhere
223 * we can try to detect possible use of deleted textures.
224 */
225 texObj->Target = 0x99;
226
227 /* free the texture images */
228 for (face = 0; face < 6; face++) {
229 for (i = 0; i < MAX_TEXTURE_LEVELS; i++) {
230 if (texObj->Image[face][i]) {
231 ctx->Driver.DeleteTextureImage(ctx, texObj->Image[face][i]);
232 }
233 }
234 }
235
236 _mesa_reference_buffer_object(ctx, &texObj->BufferObject, NULL);
237
238 /* destroy the mutex -- it may have allocated memory (eg on bsd) */
239 _glthread_DESTROY_MUTEX(texObj->Mutex);
240
241 /* free this object */
242 free(texObj);
243 }
244
245
246
247 /**
248 * Copy texture object state from one texture object to another.
249 * Use for glPush/PopAttrib.
250 *
251 * \param dest destination texture object.
252 * \param src source texture object.
253 */
254 void
255 _mesa_copy_texture_object( struct gl_texture_object *dest,
256 const struct gl_texture_object *src )
257 {
258 dest->Target = src->Target;
259 dest->Name = src->Name;
260 dest->Priority = src->Priority;
261 dest->Sampler.BorderColor.f[0] = src->Sampler.BorderColor.f[0];
262 dest->Sampler.BorderColor.f[1] = src->Sampler.BorderColor.f[1];
263 dest->Sampler.BorderColor.f[2] = src->Sampler.BorderColor.f[2];
264 dest->Sampler.BorderColor.f[3] = src->Sampler.BorderColor.f[3];
265 dest->Sampler.WrapS = src->Sampler.WrapS;
266 dest->Sampler.WrapT = src->Sampler.WrapT;
267 dest->Sampler.WrapR = src->Sampler.WrapR;
268 dest->Sampler.MinFilter = src->Sampler.MinFilter;
269 dest->Sampler.MagFilter = src->Sampler.MagFilter;
270 dest->Sampler.MinLod = src->Sampler.MinLod;
271 dest->Sampler.MaxLod = src->Sampler.MaxLod;
272 dest->Sampler.LodBias = src->Sampler.LodBias;
273 dest->BaseLevel = src->BaseLevel;
274 dest->MaxLevel = src->MaxLevel;
275 dest->Sampler.MaxAnisotropy = src->Sampler.MaxAnisotropy;
276 dest->Sampler.CompareMode = src->Sampler.CompareMode;
277 dest->Sampler.CompareFunc = src->Sampler.CompareFunc;
278 dest->Sampler.CubeMapSeamless = src->Sampler.CubeMapSeamless;
279 dest->DepthMode = src->DepthMode;
280 dest->Sampler.sRGBDecode = src->Sampler.sRGBDecode;
281 dest->_MaxLevel = src->_MaxLevel;
282 dest->_MaxLambda = src->_MaxLambda;
283 dest->GenerateMipmap = src->GenerateMipmap;
284 dest->_BaseComplete = src->_BaseComplete;
285 dest->_MipmapComplete = src->_MipmapComplete;
286 COPY_4V(dest->Swizzle, src->Swizzle);
287 dest->_Swizzle = src->_Swizzle;
288
289 dest->RequiredTextureImageUnits = src->RequiredTextureImageUnits;
290 }
291
292
293 /**
294 * Free all texture images of the given texture object.
295 *
296 * \param ctx GL context.
297 * \param t texture object.
298 *
299 * \sa _mesa_clear_texture_image().
300 */
301 void
302 _mesa_clear_texture_object(struct gl_context *ctx,
303 struct gl_texture_object *texObj)
304 {
305 GLuint i, j;
306
307 if (texObj->Target == 0)
308 return;
309
310 for (i = 0; i < MAX_FACES; i++) {
311 for (j = 0; j < MAX_TEXTURE_LEVELS; j++) {
312 struct gl_texture_image *texImage = texObj->Image[i][j];
313 if (texImage)
314 _mesa_clear_texture_image(ctx, texImage);
315 }
316 }
317 }
318
319
320 /**
321 * Check if the given texture object is valid by examining its Target field.
322 * For debugging only.
323 */
324 static GLboolean
325 valid_texture_object(const struct gl_texture_object *tex)
326 {
327 switch (tex->Target) {
328 case 0:
329 case GL_TEXTURE_1D:
330 case GL_TEXTURE_2D:
331 case GL_TEXTURE_3D:
332 case GL_TEXTURE_CUBE_MAP_ARB:
333 case GL_TEXTURE_RECTANGLE_NV:
334 case GL_TEXTURE_1D_ARRAY_EXT:
335 case GL_TEXTURE_2D_ARRAY_EXT:
336 case GL_TEXTURE_BUFFER:
337 case GL_TEXTURE_EXTERNAL_OES:
338 case GL_TEXTURE_CUBE_MAP_ARRAY:
339 case GL_TEXTURE_2D_MULTISAMPLE:
340 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
341 return GL_TRUE;
342 case 0x99:
343 _mesa_problem(NULL, "invalid reference to a deleted texture object");
344 return GL_FALSE;
345 default:
346 _mesa_problem(NULL, "invalid texture object Target 0x%x, Id = %u",
347 tex->Target, tex->Name);
348 return GL_FALSE;
349 }
350 }
351
352
353 /**
354 * Reference (or unreference) a texture object.
355 * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
356 * If 'tex' is non-null, increment its refcount.
357 * This is normally only called from the _mesa_reference_texobj() macro
358 * when there's a real pointer change.
359 */
360 void
361 _mesa_reference_texobj_(struct gl_texture_object **ptr,
362 struct gl_texture_object *tex)
363 {
364 assert(ptr);
365
366 if (*ptr) {
367 /* Unreference the old texture */
368 GLboolean deleteFlag = GL_FALSE;
369 struct gl_texture_object *oldTex = *ptr;
370
371 ASSERT(valid_texture_object(oldTex));
372 (void) valid_texture_object; /* silence warning in release builds */
373
374 _glthread_LOCK_MUTEX(oldTex->Mutex);
375 ASSERT(oldTex->RefCount > 0);
376 oldTex->RefCount--;
377
378 deleteFlag = (oldTex->RefCount == 0);
379 _glthread_UNLOCK_MUTEX(oldTex->Mutex);
380
381 if (deleteFlag) {
382 GET_CURRENT_CONTEXT(ctx);
383 if (ctx)
384 ctx->Driver.DeleteTexture(ctx, oldTex);
385 else
386 _mesa_problem(NULL, "Unable to delete texture, no context");
387 }
388
389 *ptr = NULL;
390 }
391 assert(!*ptr);
392
393 if (tex) {
394 /* reference new texture */
395 ASSERT(valid_texture_object(tex));
396 _glthread_LOCK_MUTEX(tex->Mutex);
397 if (tex->RefCount == 0) {
398 /* this texture's being deleted (look just above) */
399 /* Not sure this can every really happen. Warn if it does. */
400 _mesa_problem(NULL, "referencing deleted texture object");
401 *ptr = NULL;
402 }
403 else {
404 tex->RefCount++;
405 *ptr = tex;
406 }
407 _glthread_UNLOCK_MUTEX(tex->Mutex);
408 }
409 }
410
411
412 enum base_mipmap { BASE, MIPMAP };
413
414
415 /**
416 * Mark a texture object as incomplete. There are actually three kinds of
417 * (in)completeness:
418 * 1. "base incomplete": the base level of the texture is invalid so no
419 * texturing is possible.
420 * 2. "mipmap incomplete": a non-base level of the texture is invalid so
421 * mipmap filtering isn't possible, but non-mipmap filtering is.
422 * 3. "texture incompleteness": some combination of texture state and
423 * sampler state renders the texture incomplete.
424 *
425 * \param t texture object
426 * \param bm either BASE or MIPMAP to indicate what's incomplete
427 * \param fmt... string describing why it's incomplete (for debugging).
428 */
429 static void
430 incomplete(struct gl_texture_object *t, enum base_mipmap bm,
431 const char *fmt, ...)
432 {
433 if (MESA_DEBUG_FLAGS & DEBUG_INCOMPLETE_TEXTURE) {
434 va_list args;
435 char s[100];
436
437 va_start(args, fmt);
438 vsnprintf(s, sizeof(s), fmt, args);
439 va_end(args);
440
441 _mesa_debug(NULL, "Texture Obj %d incomplete because: %s\n", t->Name, s);
442 }
443
444 if (bm == BASE)
445 t->_BaseComplete = GL_FALSE;
446 t->_MipmapComplete = GL_FALSE;
447 }
448
449
450 /**
451 * Examine a texture object to determine if it is complete.
452 *
453 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
454 * accordingly.
455 *
456 * \param ctx GL context.
457 * \param t texture object.
458 *
459 * According to the texture target, verifies that each of the mipmaps is
460 * present and has the expected size.
461 */
462 void
463 _mesa_test_texobj_completeness( const struct gl_context *ctx,
464 struct gl_texture_object *t )
465 {
466 const GLint baseLevel = t->BaseLevel;
467 const struct gl_texture_image *baseImage;
468 GLint maxLevels = 0;
469
470 /* We'll set these to FALSE if tests fail below */
471 t->_BaseComplete = GL_TRUE;
472 t->_MipmapComplete = GL_TRUE;
473
474 if (t->Target == GL_TEXTURE_BUFFER) {
475 /* Buffer textures are always considered complete. The obvious case where
476 * they would be incomplete (no BO attached) is actually specced to be
477 * undefined rendering results.
478 */
479 return;
480 }
481
482 /* Detect cases where the application set the base level to an invalid
483 * value.
484 */
485 if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS)) {
486 incomplete(t, BASE, "base level = %d is invalid", baseLevel);
487 return;
488 }
489
490 if (t->MaxLevel < baseLevel) {
491 incomplete(t, MIPMAP, "MAX_LEVEL (%d) < BASE_LEVEL (%d)",
492 t->MaxLevel, baseLevel);
493 return;
494 }
495
496 baseImage = t->Image[0][baseLevel];
497
498 /* Always need the base level image */
499 if (!baseImage) {
500 incomplete(t, BASE, "Image[baseLevel=%d] == NULL", baseLevel);
501 return;
502 }
503
504 /* Check width/height/depth for zero */
505 if (baseImage->Width == 0 ||
506 baseImage->Height == 0 ||
507 baseImage->Depth == 0) {
508 incomplete(t, BASE, "texture width or height or depth = 0");
509 return;
510 }
511
512 /* Check if the texture values are integer */
513 {
514 GLenum datatype = _mesa_get_format_datatype(baseImage->TexFormat);
515 t->_IsIntegerFormat = datatype == GL_INT || datatype == GL_UNSIGNED_INT;
516 }
517
518 /* Compute _MaxLevel (the maximum mipmap level we'll sample from given the
519 * mipmap image sizes and GL_TEXTURE_MAX_LEVEL state).
520 */
521 switch (t->Target) {
522 case GL_TEXTURE_1D:
523 case GL_TEXTURE_1D_ARRAY_EXT:
524 maxLevels = ctx->Const.MaxTextureLevels;
525 break;
526 case GL_TEXTURE_2D:
527 case GL_TEXTURE_2D_ARRAY_EXT:
528 maxLevels = ctx->Const.MaxTextureLevels;
529 break;
530 case GL_TEXTURE_3D:
531 maxLevels = ctx->Const.Max3DTextureLevels;
532 break;
533 case GL_TEXTURE_CUBE_MAP_ARB:
534 case GL_TEXTURE_CUBE_MAP_ARRAY:
535 maxLevels = ctx->Const.MaxCubeTextureLevels;
536 break;
537 case GL_TEXTURE_RECTANGLE_NV:
538 case GL_TEXTURE_BUFFER:
539 case GL_TEXTURE_EXTERNAL_OES:
540 case GL_TEXTURE_2D_MULTISAMPLE:
541 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
542 maxLevels = 1; /* no mipmapping */
543 break;
544 default:
545 _mesa_problem(ctx, "Bad t->Target in _mesa_test_texobj_completeness");
546 return;
547 }
548
549 ASSERT(maxLevels > 0);
550
551 t->_MaxLevel =
552 baseLevel + baseImage->MaxNumLevels - 1; /* 'p' in the GL spec */
553 t->_MaxLevel = MIN2(t->_MaxLevel, t->MaxLevel);
554 t->_MaxLevel = MIN2(t->_MaxLevel, maxLevels - 1); /* 'q' in the GL spec */
555
556 /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
557 t->_MaxLambda = (GLfloat) (t->_MaxLevel - baseLevel);
558
559 if (t->Immutable) {
560 /* This texture object was created with glTexStorage1/2/3D() so we
561 * know that all the mipmap levels are the right size and all cube
562 * map faces are the same size.
563 * We don't need to do any of the additional checks below.
564 */
565 return;
566 }
567
568 if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
569 /* Make sure that all six cube map level 0 images are the same size.
570 * Note: we know that the image's width==height (we enforce that
571 * at glTexImage time) so we only need to test the width here.
572 */
573 GLuint face;
574 assert(baseImage->Width2 == baseImage->Height);
575 for (face = 1; face < 6; face++) {
576 assert(t->Image[face][baseLevel] == NULL ||
577 t->Image[face][baseLevel]->Width2 ==
578 t->Image[face][baseLevel]->Height2);
579 if (t->Image[face][baseLevel] == NULL ||
580 t->Image[face][baseLevel]->Width2 != baseImage->Width2) {
581 incomplete(t, BASE, "Cube face missing or mismatched size");
582 return;
583 }
584 }
585 }
586
587 /*
588 * Do mipmap consistency checking.
589 * Note: we don't care about the current texture sampler state here.
590 * To determine texture completeness we'll either look at _BaseComplete
591 * or _MipmapComplete depending on the current minification filter mode.
592 */
593 {
594 GLint i;
595 const GLint minLevel = baseLevel;
596 const GLint maxLevel = t->_MaxLevel;
597 const GLuint numFaces = _mesa_num_tex_faces(t->Target);
598 GLuint width, height, depth, face;
599
600 if (minLevel > maxLevel) {
601 incomplete(t, MIPMAP, "minLevel > maxLevel");
602 return;
603 }
604
605 /* Get the base image's dimensions */
606 width = baseImage->Width2;
607 height = baseImage->Height2;
608 depth = baseImage->Depth2;
609
610 /* Note: this loop will be a no-op for RECT, BUFFER, EXTERNAL,
611 * MULTISAMPLE and MULTISAMPLE_ARRAY textures
612 */
613 for (i = baseLevel + 1; i < maxLevels; i++) {
614 /* Compute the expected size of image at level[i] */
615 if (width > 1) {
616 width /= 2;
617 }
618 if (height > 1 && t->Target != GL_TEXTURE_1D_ARRAY) {
619 height /= 2;
620 }
621 if (depth > 1 && t->Target != GL_TEXTURE_2D_ARRAY && t->Target != GL_TEXTURE_CUBE_MAP_ARRAY) {
622 depth /= 2;
623 }
624
625 /* loop over cube faces (or single face otherwise) */
626 for (face = 0; face < numFaces; face++) {
627 if (i >= minLevel && i <= maxLevel) {
628 const struct gl_texture_image *img = t->Image[face][i];
629
630 if (!img) {
631 incomplete(t, MIPMAP, "TexImage[%d] is missing", i);
632 return;
633 }
634 if (img->TexFormat != baseImage->TexFormat) {
635 incomplete(t, MIPMAP, "Format[i] != Format[baseLevel]");
636 return;
637 }
638 if (img->Border != baseImage->Border) {
639 incomplete(t, MIPMAP, "Border[i] != Border[baseLevel]");
640 return;
641 }
642 if (img->Width2 != width) {
643 incomplete(t, MIPMAP, "TexImage[%d] bad width %u", i, img->Width2);
644 return;
645 }
646 if (img->Height2 != height) {
647 incomplete(t, MIPMAP, "TexImage[%d] bad height %u", i, img->Height2);
648 return;
649 }
650 if (img->Depth2 != depth) {
651 incomplete(t, MIPMAP, "TexImage[%d] bad depth %u", i, img->Depth2);
652 return;
653 }
654
655 /* Extra checks for cube textures */
656 if (face > 0) {
657 /* check that cube faces are the same size */
658 if (img->Width2 != t->Image[0][i]->Width2 ||
659 img->Height2 != t->Image[0][i]->Height2) {
660 incomplete(t, MIPMAP, "CubeMap Image[n][i] bad size");
661 return;
662 }
663 }
664 }
665 }
666
667 if (width == 1 && height == 1 && depth == 1) {
668 return; /* found smallest needed mipmap, all done! */
669 }
670 }
671 }
672 }
673
674
675 /**
676 * Check if the given cube map texture is "cube complete" as defined in
677 * the OpenGL specification.
678 */
679 GLboolean
680 _mesa_cube_complete(const struct gl_texture_object *texObj)
681 {
682 const GLint baseLevel = texObj->BaseLevel;
683 const struct gl_texture_image *img0, *img;
684 GLuint face;
685
686 if (texObj->Target != GL_TEXTURE_CUBE_MAP)
687 return GL_FALSE;
688
689 if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS))
690 return GL_FALSE;
691
692 /* check first face */
693 img0 = texObj->Image[0][baseLevel];
694 if (!img0 ||
695 img0->Width < 1 ||
696 img0->Width != img0->Height)
697 return GL_FALSE;
698
699 /* check remaining faces vs. first face */
700 for (face = 1; face < 6; face++) {
701 img = texObj->Image[face][baseLevel];
702 if (!img ||
703 img->Width != img0->Width ||
704 img->Height != img0->Height ||
705 img->TexFormat != img0->TexFormat)
706 return GL_FALSE;
707 }
708
709 return GL_TRUE;
710 }
711
712
713 /**
714 * Mark a texture object dirty. It forces the object to be incomplete
715 * and optionally forces the context to re-validate its state.
716 *
717 * \param ctx GL context.
718 * \param texObj texture object.
719 * \param invalidate_state also invalidate context state.
720 */
721 void
722 _mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj,
723 GLboolean invalidate_state)
724 {
725 texObj->_BaseComplete = GL_FALSE;
726 texObj->_MipmapComplete = GL_FALSE;
727 if (invalidate_state)
728 ctx->NewState |= _NEW_TEXTURE;
729 }
730
731
732 /**
733 * Return pointer to a default/fallback texture of the given type/target.
734 * The texture is an RGBA texture with all texels = (0,0,0,1).
735 * That's the value a GLSL sampler should get when sampling from an
736 * incomplete texture.
737 */
738 struct gl_texture_object *
739 _mesa_get_fallback_texture(struct gl_context *ctx, gl_texture_index tex)
740 {
741 if (!ctx->Shared->FallbackTex[tex]) {
742 /* create fallback texture now */
743 const GLsizei width = 1, height = 1, depth = 1;
744 GLubyte texel[4];
745 struct gl_texture_object *texObj;
746 struct gl_texture_image *texImage;
747 gl_format texFormat;
748 GLuint dims, face, numFaces = 1;
749 GLenum target;
750
751 texel[0] =
752 texel[1] =
753 texel[2] = 0x0;
754 texel[3] = 0xff;
755
756 switch (tex) {
757 case TEXTURE_2D_ARRAY_INDEX:
758 dims = 3;
759 target = GL_TEXTURE_2D_ARRAY;
760 break;
761 case TEXTURE_1D_ARRAY_INDEX:
762 dims = 2;
763 target = GL_TEXTURE_1D_ARRAY;
764 break;
765 case TEXTURE_CUBE_INDEX:
766 dims = 2;
767 target = GL_TEXTURE_CUBE_MAP;
768 numFaces = 6;
769 break;
770 case TEXTURE_3D_INDEX:
771 dims = 3;
772 target = GL_TEXTURE_3D;
773 break;
774 case TEXTURE_RECT_INDEX:
775 dims = 2;
776 target = GL_TEXTURE_RECTANGLE;
777 break;
778 case TEXTURE_2D_INDEX:
779 dims = 2;
780 target = GL_TEXTURE_2D;
781 break;
782 case TEXTURE_1D_INDEX:
783 dims = 1;
784 target = GL_TEXTURE_1D;
785 break;
786 case TEXTURE_BUFFER_INDEX:
787 dims = 0;
788 target = GL_TEXTURE_BUFFER;
789 break;
790 case TEXTURE_CUBE_ARRAY_INDEX:
791 dims = 3;
792 target = GL_TEXTURE_CUBE_MAP_ARRAY;
793 break;
794 case TEXTURE_EXTERNAL_INDEX:
795 dims = 2;
796 target = GL_TEXTURE_EXTERNAL_OES;
797 break;
798 case TEXTURE_2D_MULTISAMPLE_INDEX:
799 dims = 2;
800 target = GL_TEXTURE_2D_MULTISAMPLE;
801 break;
802 case TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX:
803 dims = 3;
804 target = GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
805 break;
806 default:
807 /* no-op */
808 return NULL;
809 }
810
811 /* create texture object */
812 texObj = ctx->Driver.NewTextureObject(ctx, 0, target);
813 if (!texObj)
814 return NULL;
815
816 assert(texObj->RefCount == 1);
817 texObj->Sampler.MinFilter = GL_NEAREST;
818 texObj->Sampler.MagFilter = GL_NEAREST;
819
820 texFormat = ctx->Driver.ChooseTextureFormat(ctx, target,
821 GL_RGBA, GL_RGBA,
822 GL_UNSIGNED_BYTE);
823
824 /* need a loop here just for cube maps */
825 for (face = 0; face < numFaces; face++) {
826 GLenum faceTarget;
827
828 if (target == GL_TEXTURE_CUBE_MAP)
829 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + face;
830 else
831 faceTarget = target;
832
833 /* initialize level[0] texture image */
834 texImage = _mesa_get_tex_image(ctx, texObj, faceTarget, 0);
835
836 _mesa_init_teximage_fields(ctx, texImage,
837 width,
838 (dims > 1) ? height : 1,
839 (dims > 2) ? depth : 1,
840 0, /* border */
841 GL_RGBA, texFormat);
842
843 ctx->Driver.TexImage(ctx, dims, texImage,
844 GL_RGBA, GL_UNSIGNED_BYTE, texel,
845 &ctx->DefaultPacking);
846 }
847
848 _mesa_test_texobj_completeness(ctx, texObj);
849 assert(texObj->_BaseComplete);
850 assert(texObj->_MipmapComplete);
851
852 ctx->Shared->FallbackTex[tex] = texObj;
853 }
854 return ctx->Shared->FallbackTex[tex];
855 }
856
857
858 /**
859 * Compute the size of the given texture object, in bytes.
860 */
861 static GLuint
862 texture_size(const struct gl_texture_object *texObj)
863 {
864 const GLuint numFaces = _mesa_num_tex_faces(texObj->Target);
865 GLuint face, level, size = 0;
866
867 for (face = 0; face < numFaces; face++) {
868 for (level = 0; level < MAX_TEXTURE_LEVELS; level++) {
869 const struct gl_texture_image *img = texObj->Image[face][level];
870 if (img) {
871 GLuint sz = _mesa_format_image_size(img->TexFormat, img->Width,
872 img->Height, img->Depth);
873 size += sz;
874 }
875 }
876 }
877
878 return size;
879 }
880
881
882 /**
883 * Callback called from _mesa_HashWalk()
884 */
885 static void
886 count_tex_size(GLuint key, void *data, void *userData)
887 {
888 const struct gl_texture_object *texObj =
889 (const struct gl_texture_object *) data;
890 GLuint *total = (GLuint *) userData;
891
892 *total = *total + texture_size(texObj);
893 }
894
895
896 /**
897 * Compute total size (in bytes) of all textures for the given context.
898 * For debugging purposes.
899 */
900 GLuint
901 _mesa_total_texture_memory(struct gl_context *ctx)
902 {
903 GLuint tgt, total = 0;
904
905 _mesa_HashWalk(ctx->Shared->TexObjects, count_tex_size, &total);
906
907 /* plus, the default texture objects */
908 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
909 total += texture_size(ctx->Shared->DefaultTex[tgt]);
910 }
911
912 return total;
913 }
914
915 static struct gl_texture_object *
916 invalidate_tex_image_error_check(struct gl_context *ctx, GLuint texture,
917 GLint level, const char *name)
918 {
919 /* The GL_ARB_invalidate_subdata spec says:
920 *
921 * "If <texture> is zero or is not the name of a texture, the error
922 * INVALID_VALUE is generated."
923 *
924 * This performs the error check in a different order than listed in the
925 * spec. We have to get the texture object before we can validate the
926 * other parameters against values in the texture object.
927 */
928 struct gl_texture_object *const t = _mesa_lookup_texture(ctx, texture);
929 if (texture == 0 || t == NULL) {
930 _mesa_error(ctx, GL_INVALID_VALUE, "%s(texture)", name);
931 return NULL;
932 }
933
934 /* The GL_ARB_invalidate_subdata spec says:
935 *
936 * "If <level> is less than zero or greater than the base 2 logarithm
937 * of the maximum texture width, height, or depth, the error
938 * INVALID_VALUE is generated."
939 */
940 if (level < 0 || level > t->MaxLevel) {
941 _mesa_error(ctx, GL_INVALID_VALUE, "%s(level)", name);
942 return NULL;
943 }
944
945 /* The GL_ARB_invalidate_subdata spec says:
946 *
947 * "If the target of <texture> is TEXTURE_RECTANGLE, TEXTURE_BUFFER,
948 * TEXTURE_2D_MULTISAMPLE, or TEXTURE_2D_MULTISAMPLE_ARRAY, and <level>
949 * is not zero, the error INVALID_VALUE is generated."
950 */
951 if (level != 0) {
952 switch (t->Target) {
953 case GL_TEXTURE_RECTANGLE:
954 case GL_TEXTURE_BUFFER:
955 case GL_TEXTURE_2D_MULTISAMPLE:
956 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
957 _mesa_error(ctx, GL_INVALID_VALUE, "%s(level)", name);
958 return NULL;
959
960 default:
961 break;
962 }
963 }
964
965 return t;
966 }
967
968 /*@}*/
969
970
971 /***********************************************************************/
972 /** \name API functions */
973 /*@{*/
974
975
976 /**
977 * Generate texture names.
978 *
979 * \param n number of texture names to be generated.
980 * \param textures an array in which will hold the generated texture names.
981 *
982 * \sa glGenTextures().
983 *
984 * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
985 * IDs which are stored in \p textures. Corresponding empty texture
986 * objects are also generated.
987 */
988 void GLAPIENTRY
989 _mesa_GenTextures( GLsizei n, GLuint *textures )
990 {
991 GET_CURRENT_CONTEXT(ctx);
992 GLuint first;
993 GLint i;
994
995 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
996 _mesa_debug(ctx, "glGenTextures %d\n", n);
997
998 if (n < 0) {
999 _mesa_error( ctx, GL_INVALID_VALUE, "glGenTextures" );
1000 return;
1001 }
1002
1003 if (!textures)
1004 return;
1005
1006 /*
1007 * This must be atomic (generation and allocation of texture IDs)
1008 */
1009 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1010
1011 first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n);
1012
1013 /* Allocate new, empty texture objects */
1014 for (i = 0; i < n; i++) {
1015 struct gl_texture_object *texObj;
1016 GLuint name = first + i;
1017 GLenum target = 0;
1018 texObj = ctx->Driver.NewTextureObject(ctx, name, target);
1019 if (!texObj) {
1020 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1021 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
1022 return;
1023 }
1024
1025 /* insert into hash table */
1026 _mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
1027
1028 textures[i] = name;
1029 }
1030
1031 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1032 }
1033
1034
1035 /**
1036 * Check if the given texture object is bound to the current draw or
1037 * read framebuffer. If so, Unbind it.
1038 */
1039 static void
1040 unbind_texobj_from_fbo(struct gl_context *ctx,
1041 struct gl_texture_object *texObj)
1042 {
1043 const GLuint n = (ctx->DrawBuffer == ctx->ReadBuffer) ? 1 : 2;
1044 GLuint i;
1045
1046 for (i = 0; i < n; i++) {
1047 struct gl_framebuffer *fb = (i == 0) ? ctx->DrawBuffer : ctx->ReadBuffer;
1048 if (_mesa_is_user_fbo(fb)) {
1049 GLuint j;
1050 for (j = 0; j < BUFFER_COUNT; j++) {
1051 if (fb->Attachment[j].Type == GL_TEXTURE &&
1052 fb->Attachment[j].Texture == texObj) {
1053 /* Vertices are already flushed by _mesa_DeleteTextures */
1054 ctx->NewState |= _NEW_BUFFERS;
1055 _mesa_remove_attachment(ctx, fb->Attachment + j);
1056 }
1057 }
1058 }
1059 }
1060 }
1061
1062
1063 /**
1064 * Check if the given texture object is bound to any texture image units and
1065 * unbind it if so (revert to default textures).
1066 */
1067 static void
1068 unbind_texobj_from_texunits(struct gl_context *ctx,
1069 struct gl_texture_object *texObj)
1070 {
1071 GLuint u, tex;
1072
1073 for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
1074 struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
1075 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
1076 if (texObj == unit->CurrentTex[tex]) {
1077 _mesa_reference_texobj(&unit->CurrentTex[tex],
1078 ctx->Shared->DefaultTex[tex]);
1079 ASSERT(unit->CurrentTex[tex]);
1080 break;
1081 }
1082 }
1083 }
1084 }
1085
1086
1087 /**
1088 * Delete named textures.
1089 *
1090 * \param n number of textures to be deleted.
1091 * \param textures array of texture IDs to be deleted.
1092 *
1093 * \sa glDeleteTextures().
1094 *
1095 * If we're about to delete a texture that's currently bound to any
1096 * texture unit, unbind the texture first. Decrement the reference
1097 * count on the texture object and delete it if it's zero.
1098 * Recall that texture objects can be shared among several rendering
1099 * contexts.
1100 */
1101 void GLAPIENTRY
1102 _mesa_DeleteTextures( GLsizei n, const GLuint *textures)
1103 {
1104 GET_CURRENT_CONTEXT(ctx);
1105 GLint i;
1106
1107 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1108 _mesa_debug(ctx, "glDeleteTextures %d\n", n);
1109
1110 FLUSH_VERTICES(ctx, 0); /* too complex */
1111
1112 if (!textures)
1113 return;
1114
1115 for (i = 0; i < n; i++) {
1116 if (textures[i] > 0) {
1117 struct gl_texture_object *delObj
1118 = _mesa_lookup_texture(ctx, textures[i]);
1119
1120 if (delObj) {
1121 _mesa_lock_texture(ctx, delObj);
1122
1123 /* Check if texture is bound to any framebuffer objects.
1124 * If so, unbind.
1125 * See section 4.4.2.3 of GL_EXT_framebuffer_object.
1126 */
1127 unbind_texobj_from_fbo(ctx, delObj);
1128
1129 /* Check if this texture is currently bound to any texture units.
1130 * If so, unbind it.
1131 */
1132 unbind_texobj_from_texunits(ctx, delObj);
1133
1134 _mesa_unlock_texture(ctx, delObj);
1135
1136 ctx->NewState |= _NEW_TEXTURE;
1137
1138 /* The texture _name_ is now free for re-use.
1139 * Remove it from the hash table now.
1140 */
1141 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1142 _mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name);
1143 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1144
1145 /* Unreference the texobj. If refcount hits zero, the texture
1146 * will be deleted.
1147 */
1148 _mesa_reference_texobj(&delObj, NULL);
1149 }
1150 }
1151 }
1152 }
1153
1154
1155 /**
1156 * Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
1157 * into the corresponding Mesa texture target index.
1158 * Note that proxy targets are not valid here.
1159 * \return TEXTURE_x_INDEX or -1 if target is invalid
1160 */
1161 static GLint
1162 target_enum_to_index(struct gl_context *ctx, GLenum target)
1163 {
1164 switch (target) {
1165 case GL_TEXTURE_1D:
1166 return _mesa_is_desktop_gl(ctx) ? TEXTURE_1D_INDEX : -1;
1167 case GL_TEXTURE_2D:
1168 return TEXTURE_2D_INDEX;
1169 case GL_TEXTURE_3D:
1170 return TEXTURE_3D_INDEX;
1171 case GL_TEXTURE_CUBE_MAP_ARB:
1172 return ctx->Extensions.ARB_texture_cube_map
1173 ? TEXTURE_CUBE_INDEX : -1;
1174 case GL_TEXTURE_RECTANGLE_NV:
1175 return _mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle
1176 ? TEXTURE_RECT_INDEX : -1;
1177 case GL_TEXTURE_1D_ARRAY_EXT:
1178 return _mesa_is_desktop_gl(ctx)
1179 && (ctx->Extensions.EXT_texture_array
1180 || ctx->Extensions.MESA_texture_array)
1181 ? TEXTURE_1D_ARRAY_INDEX : -1;
1182 case GL_TEXTURE_2D_ARRAY_EXT:
1183 return (_mesa_is_desktop_gl(ctx)
1184 && (ctx->Extensions.EXT_texture_array
1185 || ctx->Extensions.MESA_texture_array))
1186 || _mesa_is_gles3(ctx)
1187 ? TEXTURE_2D_ARRAY_INDEX : -1;
1188 case GL_TEXTURE_BUFFER_ARB:
1189 return ctx->API == API_OPENGL_CORE &&
1190 ctx->Extensions.ARB_texture_buffer_object ?
1191 TEXTURE_BUFFER_INDEX : -1;
1192 case GL_TEXTURE_EXTERNAL_OES:
1193 return _mesa_is_gles(ctx) && ctx->Extensions.OES_EGL_image_external
1194 ? TEXTURE_EXTERNAL_INDEX : -1;
1195 case GL_TEXTURE_CUBE_MAP_ARRAY:
1196 return TEXTURE_CUBE_ARRAY_INDEX;
1197 case GL_TEXTURE_2D_MULTISAMPLE:
1198 return _mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_multisample
1199 ? TEXTURE_2D_MULTISAMPLE_INDEX: -1;
1200 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
1201 return _mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_multisample
1202 ? TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX: -1;
1203 default:
1204 return -1;
1205 }
1206 }
1207
1208
1209 /**
1210 * Bind a named texture to a texturing target.
1211 *
1212 * \param target texture target.
1213 * \param texName texture name.
1214 *
1215 * \sa glBindTexture().
1216 *
1217 * Determines the old texture object bound and returns immediately if rebinding
1218 * the same texture. Get the current texture which is either a default texture
1219 * if name is null, a named texture from the hash, or a new texture if the
1220 * given texture name is new. Increments its reference count, binds it, and
1221 * calls dd_function_table::BindTexture. Decrements the old texture reference
1222 * count and deletes it if it reaches zero.
1223 */
1224 void GLAPIENTRY
1225 _mesa_BindTexture( GLenum target, GLuint texName )
1226 {
1227 GET_CURRENT_CONTEXT(ctx);
1228 struct gl_texture_unit *texUnit = _mesa_get_current_tex_unit(ctx);
1229 struct gl_texture_object *newTexObj = NULL;
1230 GLint targetIndex;
1231
1232 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1233 _mesa_debug(ctx, "glBindTexture %s %d\n",
1234 _mesa_lookup_enum_by_nr(target), (GLint) texName);
1235
1236 targetIndex = target_enum_to_index(ctx, target);
1237 if (targetIndex < 0) {
1238 _mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)");
1239 return;
1240 }
1241 assert(targetIndex < NUM_TEXTURE_TARGETS);
1242
1243 /*
1244 * Get pointer to new texture object (newTexObj)
1245 */
1246 if (texName == 0) {
1247 /* Use a default texture object */
1248 newTexObj = ctx->Shared->DefaultTex[targetIndex];
1249 }
1250 else {
1251 /* non-default texture object */
1252 newTexObj = _mesa_lookup_texture(ctx, texName);
1253 if (newTexObj) {
1254 /* error checking */
1255 if (newTexObj->Target != 0 && newTexObj->Target != target) {
1256 /* the named texture object's target doesn't match the given target */
1257 _mesa_error( ctx, GL_INVALID_OPERATION,
1258 "glBindTexture(target mismatch)" );
1259 return;
1260 }
1261 if (newTexObj->Target == 0) {
1262 finish_texture_init(ctx, target, newTexObj);
1263 }
1264 }
1265 else {
1266 if (ctx->API == API_OPENGL_CORE) {
1267 _mesa_error(ctx, GL_INVALID_OPERATION, "glBindTexture(non-gen name)");
1268 return;
1269 }
1270
1271 /* if this is a new texture id, allocate a texture object now */
1272 newTexObj = ctx->Driver.NewTextureObject(ctx, texName, target);
1273 if (!newTexObj) {
1274 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
1275 return;
1276 }
1277
1278 /* and insert it into hash table */
1279 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1280 _mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj);
1281 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1282 }
1283 newTexObj->Target = target;
1284 }
1285
1286 assert(valid_texture_object(newTexObj));
1287
1288 /* Check if this texture is only used by this context and is already bound.
1289 * If so, just return.
1290 */
1291 {
1292 GLboolean early_out;
1293 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1294 early_out = ((ctx->Shared->RefCount == 1)
1295 && (newTexObj == texUnit->CurrentTex[targetIndex]));
1296 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1297 if (early_out) {
1298 return;
1299 }
1300 }
1301
1302 /* flush before changing binding */
1303 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1304
1305 /* Do the actual binding. The refcount on the previously bound
1306 * texture object will be decremented. It'll be deleted if the
1307 * count hits zero.
1308 */
1309 _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], newTexObj);
1310 ASSERT(texUnit->CurrentTex[targetIndex]);
1311
1312 /* Pass BindTexture call to device driver */
1313 if (ctx->Driver.BindTexture)
1314 ctx->Driver.BindTexture(ctx, target, newTexObj);
1315 }
1316
1317
1318 /**
1319 * Set texture priorities.
1320 *
1321 * \param n number of textures.
1322 * \param texName texture names.
1323 * \param priorities corresponding texture priorities.
1324 *
1325 * \sa glPrioritizeTextures().
1326 *
1327 * Looks up each texture in the hash, clamps the corresponding priority between
1328 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
1329 */
1330 void GLAPIENTRY
1331 _mesa_PrioritizeTextures( GLsizei n, const GLuint *texName,
1332 const GLclampf *priorities )
1333 {
1334 GET_CURRENT_CONTEXT(ctx);
1335 GLint i;
1336
1337 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1338 _mesa_debug(ctx, "glPrioritizeTextures %d\n", n);
1339
1340 FLUSH_VERTICES(ctx, 0);
1341
1342 if (n < 0) {
1343 _mesa_error( ctx, GL_INVALID_VALUE, "glPrioritizeTextures" );
1344 return;
1345 }
1346
1347 if (!priorities)
1348 return;
1349
1350 for (i = 0; i < n; i++) {
1351 if (texName[i] > 0) {
1352 struct gl_texture_object *t = _mesa_lookup_texture(ctx, texName[i]);
1353 if (t) {
1354 t->Priority = CLAMP( priorities[i], 0.0F, 1.0F );
1355 }
1356 }
1357 }
1358
1359 ctx->NewState |= _NEW_TEXTURE;
1360 }
1361
1362
1363
1364 /**
1365 * See if textures are loaded in texture memory.
1366 *
1367 * \param n number of textures to query.
1368 * \param texName array with the texture names.
1369 * \param residences array which will hold the residence status.
1370 *
1371 * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
1372 *
1373 * Note: we assume all textures are always resident
1374 */
1375 GLboolean GLAPIENTRY
1376 _mesa_AreTexturesResident(GLsizei n, const GLuint *texName,
1377 GLboolean *residences)
1378 {
1379 GET_CURRENT_CONTEXT(ctx);
1380 GLboolean allResident = GL_TRUE;
1381 GLint i;
1382 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1383
1384 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1385 _mesa_debug(ctx, "glAreTexturesResident %d\n", n);
1386
1387 if (n < 0) {
1388 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)");
1389 return GL_FALSE;
1390 }
1391
1392 if (!texName || !residences)
1393 return GL_FALSE;
1394
1395 /* We only do error checking on the texture names */
1396 for (i = 0; i < n; i++) {
1397 struct gl_texture_object *t;
1398 if (texName[i] == 0) {
1399 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1400 return GL_FALSE;
1401 }
1402 t = _mesa_lookup_texture(ctx, texName[i]);
1403 if (!t) {
1404 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1405 return GL_FALSE;
1406 }
1407 }
1408
1409 return allResident;
1410 }
1411
1412
1413 /**
1414 * See if a name corresponds to a texture.
1415 *
1416 * \param texture texture name.
1417 *
1418 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
1419 * otherwise.
1420 *
1421 * \sa glIsTexture().
1422 *
1423 * Calls _mesa_HashLookup().
1424 */
1425 GLboolean GLAPIENTRY
1426 _mesa_IsTexture( GLuint texture )
1427 {
1428 struct gl_texture_object *t;
1429 GET_CURRENT_CONTEXT(ctx);
1430 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1431
1432 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1433 _mesa_debug(ctx, "glIsTexture %d\n", texture);
1434
1435 if (!texture)
1436 return GL_FALSE;
1437
1438 t = _mesa_lookup_texture(ctx, texture);
1439
1440 /* IsTexture is true only after object has been bound once. */
1441 return t && t->Target;
1442 }
1443
1444
1445 /**
1446 * Simplest implementation of texture locking: grab the shared tex
1447 * mutex. Examine the shared context state timestamp and if there has
1448 * been a change, set the appropriate bits in ctx->NewState.
1449 *
1450 * This is used to deal with synchronizing things when a texture object
1451 * is used/modified by different contexts (or threads) which are sharing
1452 * the texture.
1453 *
1454 * See also _mesa_lock/unlock_texture() in teximage.h
1455 */
1456 void
1457 _mesa_lock_context_textures( struct gl_context *ctx )
1458 {
1459 _glthread_LOCK_MUTEX(ctx->Shared->TexMutex);
1460
1461 if (ctx->Shared->TextureStateStamp != ctx->TextureStateTimestamp) {
1462 ctx->NewState |= _NEW_TEXTURE;
1463 ctx->TextureStateTimestamp = ctx->Shared->TextureStateStamp;
1464 }
1465 }
1466
1467
1468 void
1469 _mesa_unlock_context_textures( struct gl_context *ctx )
1470 {
1471 assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp);
1472 _glthread_UNLOCK_MUTEX(ctx->Shared->TexMutex);
1473 }
1474
1475 void GLAPIENTRY
1476 _mesa_InvalidateTexSubImage(GLuint texture, GLint level, GLint xoffset,
1477 GLint yoffset, GLint zoffset, GLsizei width,
1478 GLsizei height, GLsizei depth)
1479 {
1480 struct gl_texture_object *t;
1481 struct gl_texture_image *image;
1482 GET_CURRENT_CONTEXT(ctx);
1483
1484 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1485 _mesa_debug(ctx, "glInvalidateTexSubImage %d\n", texture);
1486
1487 t = invalidate_tex_image_error_check(ctx, texture, level,
1488 "glInvalidateTexSubImage");
1489
1490 /* The GL_ARB_invalidate_subdata spec says:
1491 *
1492 * "...the specified subregion must be between -<b> and <dim>+<b> where
1493 * <dim> is the size of the dimension of the texture image, and <b> is
1494 * the size of the border of that texture image, otherwise
1495 * INVALID_VALUE is generated (border is not applied to dimensions that
1496 * don't exist in a given texture target)."
1497 */
1498 image = t->Image[0][level];
1499 if (image) {
1500 int xBorder;
1501 int yBorder;
1502 int zBorder;
1503 int imageWidth;
1504 int imageHeight;
1505 int imageDepth;
1506
1507 /* The GL_ARB_invalidate_subdata spec says:
1508 *
1509 * "For texture targets that don't have certain dimensions, this
1510 * command treats those dimensions as having a size of 1. For
1511 * example, to invalidate a portion of a two-dimensional texture,
1512 * the application would use <zoffset> equal to zero and <depth>
1513 * equal to one."
1514 */
1515 switch (t->Target) {
1516 case GL_TEXTURE_BUFFER:
1517 xBorder = 0;
1518 yBorder = 0;
1519 zBorder = 0;
1520 imageWidth = 1;
1521 imageHeight = 1;
1522 imageDepth = 1;
1523 break;
1524 case GL_TEXTURE_1D:
1525 xBorder = image->Border;
1526 yBorder = 0;
1527 zBorder = 0;
1528 imageWidth = image->Width;
1529 imageHeight = 1;
1530 imageDepth = 1;
1531 break;
1532 case GL_TEXTURE_1D_ARRAY:
1533 xBorder = image->Border;
1534 yBorder = 0;
1535 zBorder = 0;
1536 imageWidth = image->Width;
1537 imageHeight = image->Height;
1538 imageDepth = 1;
1539 break;
1540 case GL_TEXTURE_2D:
1541 case GL_TEXTURE_CUBE_MAP:
1542 case GL_TEXTURE_RECTANGLE:
1543 case GL_TEXTURE_2D_MULTISAMPLE:
1544 xBorder = image->Border;
1545 yBorder = image->Border;
1546 zBorder = 0;
1547 imageWidth = image->Width;
1548 imageHeight = image->Height;
1549 imageDepth = 1;
1550 break;
1551 case GL_TEXTURE_2D_ARRAY:
1552 case GL_TEXTURE_CUBE_MAP_ARRAY:
1553 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
1554 xBorder = image->Border;
1555 yBorder = image->Border;
1556 zBorder = 0;
1557 imageWidth = image->Width;
1558 imageHeight = image->Height;
1559 imageDepth = image->Depth;
1560 break;
1561 case GL_TEXTURE_3D:
1562 xBorder = image->Border;
1563 yBorder = image->Border;
1564 zBorder = image->Border;
1565 imageWidth = image->Width;
1566 imageHeight = image->Height;
1567 imageDepth = image->Depth;
1568 break;
1569 default:
1570 assert(!"Should not get here.");
1571 xBorder = 0;
1572 yBorder = 0;
1573 zBorder = 0;
1574 imageWidth = 0;
1575 imageHeight = 0;
1576 imageDepth = 0;
1577 break;
1578 }
1579
1580 if (xoffset < -xBorder) {
1581 _mesa_error(ctx, GL_INVALID_VALUE, "glInvalidateSubTexImage(xoffset)");
1582 return;
1583 }
1584
1585 if (xoffset + width > imageWidth + xBorder) {
1586 _mesa_error(ctx, GL_INVALID_VALUE,
1587 "glInvalidateSubTexImage(xoffset+width)");
1588 return;
1589 }
1590
1591 if (yoffset < -yBorder) {
1592 _mesa_error(ctx, GL_INVALID_VALUE, "glInvalidateSubTexImage(yoffset)");
1593 return;
1594 }
1595
1596 if (yoffset + height > imageHeight + yBorder) {
1597 _mesa_error(ctx, GL_INVALID_VALUE,
1598 "glInvalidateSubTexImage(yoffset+height)");
1599 return;
1600 }
1601
1602 if (zoffset < -zBorder) {
1603 _mesa_error(ctx, GL_INVALID_VALUE,
1604 "glInvalidateSubTexImage(zoffset)");
1605 return;
1606 }
1607
1608 if (zoffset + depth > imageDepth + zBorder) {
1609 _mesa_error(ctx, GL_INVALID_VALUE,
1610 "glInvalidateSubTexImage(zoffset+depth)");
1611 return;
1612 }
1613 }
1614
1615 /* We don't actually do anything for this yet. Just return after
1616 * validating the parameters and generating the required errors.
1617 */
1618 return;
1619 }
1620
1621 void GLAPIENTRY
1622 _mesa_InvalidateTexImage(GLuint texture, GLint level)
1623 {
1624 GET_CURRENT_CONTEXT(ctx);
1625
1626 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1627 _mesa_debug(ctx, "glInvalidateTexImage(%d, %d)\n", texture, level);
1628
1629 invalidate_tex_image_error_check(ctx, texture, level,
1630 "glInvalidateTexImage");
1631
1632 /* We don't actually do anything for this yet. Just return after
1633 * validating the parameters and generating the required errors.
1634 */
1635 return;
1636 }
1637
1638 /*@}*/