mesa: use new baseImage var to simplify _mesa_test_texobj_completeness()
[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_BUFFER);
112
113 memset(obj, 0, sizeof(*obj));
114 /* init the non-zero fields */
115 _glthread_INIT_MUTEX(obj->Mutex);
116 obj->RefCount = 1;
117 obj->Name = name;
118 obj->Target = target;
119 obj->Priority = 1.0F;
120 obj->BaseLevel = 0;
121 obj->MaxLevel = 1000;
122
123 /* must be one; no support for (YUV) planes in separate buffers */
124 obj->RequiredTextureImageUnits = 1;
125
126 /* sampler state */
127 if (target == GL_TEXTURE_RECTANGLE_NV ||
128 target == GL_TEXTURE_EXTERNAL_OES) {
129 obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
130 obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
131 obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
132 obj->Sampler.MinFilter = GL_LINEAR;
133 }
134 else {
135 obj->Sampler.WrapS = GL_REPEAT;
136 obj->Sampler.WrapT = GL_REPEAT;
137 obj->Sampler.WrapR = GL_REPEAT;
138 obj->Sampler.MinFilter = GL_NEAREST_MIPMAP_LINEAR;
139 }
140 obj->Sampler.MagFilter = GL_LINEAR;
141 obj->Sampler.MinLod = -1000.0;
142 obj->Sampler.MaxLod = 1000.0;
143 obj->Sampler.LodBias = 0.0;
144 obj->Sampler.MaxAnisotropy = 1.0;
145 obj->Sampler.CompareMode = GL_NONE; /* ARB_shadow */
146 obj->Sampler.CompareFunc = GL_LEQUAL; /* ARB_shadow */
147 obj->Sampler.CompareFailValue = 0.0F; /* ARB_shadow_ambient */
148 obj->Sampler.DepthMode = GL_LUMINANCE; /* ARB_depth_texture */
149 obj->Sampler.CubeMapSeamless = GL_FALSE;
150 obj->Swizzle[0] = GL_RED;
151 obj->Swizzle[1] = GL_GREEN;
152 obj->Swizzle[2] = GL_BLUE;
153 obj->Swizzle[3] = GL_ALPHA;
154 obj->_Swizzle = SWIZZLE_NOOP;
155 obj->Sampler.sRGBDecode = GL_DECODE_EXT;
156 }
157
158
159 /**
160 * Some texture initialization can't be finished until we know which
161 * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
162 */
163 static void
164 finish_texture_init(struct gl_context *ctx, GLenum target,
165 struct gl_texture_object *obj)
166 {
167 assert(obj->Target == 0);
168
169 if (target == GL_TEXTURE_RECTANGLE_NV ||
170 target == GL_TEXTURE_EXTERNAL_OES) {
171 /* have to init wrap and filter state here - kind of klunky */
172 obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
173 obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
174 obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
175 obj->Sampler.MinFilter = GL_LINEAR;
176 if (ctx->Driver.TexParameter) {
177 static const GLfloat fparam_wrap[1] = {(GLfloat) GL_CLAMP_TO_EDGE};
178 static const GLfloat fparam_filter[1] = {(GLfloat) GL_LINEAR};
179 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_S, fparam_wrap);
180 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_T, fparam_wrap);
181 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_R, fparam_wrap);
182 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_MIN_FILTER, fparam_filter);
183 }
184 }
185 }
186
187
188 /**
189 * Deallocate a texture object struct. It should have already been
190 * removed from the texture object pool.
191 * Called via ctx->Driver.DeleteTexture() if not overriden by a driver.
192 *
193 * \param shared the shared GL state to which the object belongs.
194 * \param texObj the texture object to delete.
195 */
196 void
197 _mesa_delete_texture_object(struct gl_context *ctx,
198 struct gl_texture_object *texObj)
199 {
200 GLuint i, face;
201
202 /* Set Target to an invalid value. With some assertions elsewhere
203 * we can try to detect possible use of deleted textures.
204 */
205 texObj->Target = 0x99;
206
207 /* free the texture images */
208 for (face = 0; face < 6; face++) {
209 for (i = 0; i < MAX_TEXTURE_LEVELS; i++) {
210 if (texObj->Image[face][i]) {
211 ctx->Driver.DeleteTextureImage(ctx, texObj->Image[face][i]);
212 }
213 }
214 }
215
216 _mesa_reference_buffer_object(ctx, &texObj->BufferObject, NULL);
217
218 /* destroy the mutex -- it may have allocated memory (eg on bsd) */
219 _glthread_DESTROY_MUTEX(texObj->Mutex);
220
221 /* free this object */
222 free(texObj);
223 }
224
225
226
227 /**
228 * Copy texture object state from one texture object to another.
229 * Use for glPush/PopAttrib.
230 *
231 * \param dest destination texture object.
232 * \param src source texture object.
233 */
234 void
235 _mesa_copy_texture_object( struct gl_texture_object *dest,
236 const struct gl_texture_object *src )
237 {
238 dest->Target = src->Target;
239 dest->Name = src->Name;
240 dest->Priority = src->Priority;
241 dest->Sampler.BorderColor.f[0] = src->Sampler.BorderColor.f[0];
242 dest->Sampler.BorderColor.f[1] = src->Sampler.BorderColor.f[1];
243 dest->Sampler.BorderColor.f[2] = src->Sampler.BorderColor.f[2];
244 dest->Sampler.BorderColor.f[3] = src->Sampler.BorderColor.f[3];
245 dest->Sampler.WrapS = src->Sampler.WrapS;
246 dest->Sampler.WrapT = src->Sampler.WrapT;
247 dest->Sampler.WrapR = src->Sampler.WrapR;
248 dest->Sampler.MinFilter = src->Sampler.MinFilter;
249 dest->Sampler.MagFilter = src->Sampler.MagFilter;
250 dest->Sampler.MinLod = src->Sampler.MinLod;
251 dest->Sampler.MaxLod = src->Sampler.MaxLod;
252 dest->Sampler.LodBias = src->Sampler.LodBias;
253 dest->BaseLevel = src->BaseLevel;
254 dest->MaxLevel = src->MaxLevel;
255 dest->Sampler.MaxAnisotropy = src->Sampler.MaxAnisotropy;
256 dest->Sampler.CompareMode = src->Sampler.CompareMode;
257 dest->Sampler.CompareFunc = src->Sampler.CompareFunc;
258 dest->Sampler.CompareFailValue = src->Sampler.CompareFailValue;
259 dest->Sampler.CubeMapSeamless = src->Sampler.CubeMapSeamless;
260 dest->Sampler.DepthMode = src->Sampler.DepthMode;
261 dest->Sampler.sRGBDecode = src->Sampler.sRGBDecode;
262 dest->_MaxLevel = src->_MaxLevel;
263 dest->_MaxLambda = src->_MaxLambda;
264 dest->GenerateMipmap = src->GenerateMipmap;
265 dest->_Complete = src->_Complete;
266 COPY_4V(dest->Swizzle, src->Swizzle);
267 dest->_Swizzle = src->_Swizzle;
268
269 dest->RequiredTextureImageUnits = src->RequiredTextureImageUnits;
270 }
271
272
273 /**
274 * Free all texture images of the given texture object.
275 *
276 * \param ctx GL context.
277 * \param t texture object.
278 *
279 * \sa _mesa_clear_texture_image().
280 */
281 void
282 _mesa_clear_texture_object(struct gl_context *ctx,
283 struct gl_texture_object *texObj)
284 {
285 GLuint i, j;
286
287 if (texObj->Target == 0)
288 return;
289
290 for (i = 0; i < MAX_FACES; i++) {
291 for (j = 0; j < MAX_TEXTURE_LEVELS; j++) {
292 struct gl_texture_image *texImage = texObj->Image[i][j];
293 if (texImage)
294 _mesa_clear_texture_image(ctx, texImage);
295 }
296 }
297 }
298
299
300 /**
301 * Check if the given texture object is valid by examining its Target field.
302 * For debugging only.
303 */
304 static GLboolean
305 valid_texture_object(const struct gl_texture_object *tex)
306 {
307 switch (tex->Target) {
308 case 0:
309 case GL_TEXTURE_1D:
310 case GL_TEXTURE_2D:
311 case GL_TEXTURE_3D:
312 case GL_TEXTURE_CUBE_MAP_ARB:
313 case GL_TEXTURE_RECTANGLE_NV:
314 case GL_TEXTURE_1D_ARRAY_EXT:
315 case GL_TEXTURE_2D_ARRAY_EXT:
316 case GL_TEXTURE_BUFFER:
317 case GL_TEXTURE_EXTERNAL_OES:
318 return GL_TRUE;
319 case 0x99:
320 _mesa_problem(NULL, "invalid reference to a deleted texture object");
321 return GL_FALSE;
322 default:
323 _mesa_problem(NULL, "invalid texture object Target 0x%x, Id = %u",
324 tex->Target, tex->Name);
325 return GL_FALSE;
326 }
327 }
328
329
330 /**
331 * Reference (or unreference) a texture object.
332 * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
333 * If 'tex' is non-null, increment its refcount.
334 * This is normally only called from the _mesa_reference_texobj() macro
335 * when there's a real pointer change.
336 */
337 void
338 _mesa_reference_texobj_(struct gl_texture_object **ptr,
339 struct gl_texture_object *tex)
340 {
341 assert(ptr);
342
343 if (*ptr) {
344 /* Unreference the old texture */
345 GLboolean deleteFlag = GL_FALSE;
346 struct gl_texture_object *oldTex = *ptr;
347
348 ASSERT(valid_texture_object(oldTex));
349 (void) valid_texture_object; /* silence warning in release builds */
350
351 _glthread_LOCK_MUTEX(oldTex->Mutex);
352 ASSERT(oldTex->RefCount > 0);
353 oldTex->RefCount--;
354
355 deleteFlag = (oldTex->RefCount == 0);
356 _glthread_UNLOCK_MUTEX(oldTex->Mutex);
357
358 if (deleteFlag) {
359 GET_CURRENT_CONTEXT(ctx);
360 if (ctx)
361 ctx->Driver.DeleteTexture(ctx, oldTex);
362 else
363 _mesa_problem(NULL, "Unable to delete texture, no context");
364 }
365
366 *ptr = NULL;
367 }
368 assert(!*ptr);
369
370 if (tex) {
371 /* reference new texture */
372 ASSERT(valid_texture_object(tex));
373 _glthread_LOCK_MUTEX(tex->Mutex);
374 if (tex->RefCount == 0) {
375 /* this texture's being deleted (look just above) */
376 /* Not sure this can every really happen. Warn if it does. */
377 _mesa_problem(NULL, "referencing deleted texture object");
378 *ptr = NULL;
379 }
380 else {
381 tex->RefCount++;
382 *ptr = tex;
383 }
384 _glthread_UNLOCK_MUTEX(tex->Mutex);
385 }
386 }
387
388
389
390 /**
391 * Mark a texture object as incomplete.
392 * \param t texture object
393 * \param fmt... string describing why it's incomplete (for debugging).
394 */
395 static void
396 incomplete(struct gl_texture_object *t, const char *fmt, ...)
397 {
398 #if 0
399 va_list args;
400 char s[100];
401
402 va_start(args, fmt);
403 vsnprintf(s, sizeof(s), fmt, args);
404 va_end(args);
405
406 printf("Texture Obj %d incomplete because: %s\n", t->Name, s);
407 #endif
408 t->_Complete = GL_FALSE;
409 }
410
411
412 /**
413 * Examine a texture object to determine if it is complete.
414 *
415 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
416 * accordingly.
417 *
418 * \param ctx GL context.
419 * \param t texture object.
420 *
421 * According to the texture target, verifies that each of the mipmaps is
422 * present and has the expected size.
423 */
424 void
425 _mesa_test_texobj_completeness( const struct gl_context *ctx,
426 struct gl_texture_object *t )
427 {
428 const GLint baseLevel = t->BaseLevel;
429 const struct gl_texture_image *baseImage;
430 GLint maxLog2 = 0, maxLevels = 0;
431
432 t->_Complete = GL_TRUE; /* be optimistic */
433
434 /* Detect cases where the application set the base level to an invalid
435 * value.
436 */
437 if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS)) {
438 incomplete(t, "base level = %d is invalid", baseLevel);
439 return;
440 }
441
442 if (t->MaxLevel < baseLevel) {
443 incomplete(t, "MAX_LEVEL (%d) < BASE_LEVEL (%d)",
444 t->MaxLevel, baseLevel);
445 return;
446 }
447
448 baseImage = t->Image[0][baseLevel];
449
450 /* Always need the base level image */
451 if (!baseImage) {
452 incomplete(t, "Image[baseLevel=%d] == NULL", baseLevel);
453 return;
454 }
455
456 /* Check width/height/depth for zero */
457 if (baseImage->Width == 0 ||
458 baseImage->Height == 0 ||
459 baseImage->Depth == 0) {
460 incomplete(t, "texture width or height or depth = 0");
461 return;
462 }
463
464 /* Compute _MaxLevel (the maximum mipmap level we'll sample from given the
465 * mipmap image sizes and GL_TEXTURE_MAX_LEVEL state).
466 */
467 switch (t->Target) {
468 case GL_TEXTURE_1D:
469 case GL_TEXTURE_1D_ARRAY_EXT:
470 maxLog2 = baseImage->WidthLog2;
471 maxLevels = ctx->Const.MaxTextureLevels;
472 break;
473 case GL_TEXTURE_2D:
474 case GL_TEXTURE_2D_ARRAY_EXT:
475 maxLog2 = MAX2(baseImage->WidthLog2,
476 baseImage->HeightLog2);
477 maxLevels = ctx->Const.MaxTextureLevels;
478 break;
479 case GL_TEXTURE_3D:
480 maxLog2 = MAX3(baseImage->WidthLog2,
481 baseImage->HeightLog2,
482 baseImage->DepthLog2);
483 maxLevels = ctx->Const.Max3DTextureLevels;
484 break;
485 case GL_TEXTURE_CUBE_MAP_ARB:
486 maxLog2 = MAX2(baseImage->WidthLog2,
487 baseImage->HeightLog2);
488 maxLevels = ctx->Const.MaxCubeTextureLevels;
489 break;
490 case GL_TEXTURE_RECTANGLE_NV:
491 case GL_TEXTURE_BUFFER:
492 case GL_TEXTURE_EXTERNAL_OES:
493 maxLog2 = 0; /* not applicable */
494 maxLevels = 1; /* no mipmapping */
495 break;
496 default:
497 _mesa_problem(ctx, "Bad t->Target in _mesa_test_texobj_completeness");
498 return;
499 }
500
501 ASSERT(maxLevels > 0);
502
503 t->_MaxLevel = baseLevel + maxLog2; /* 'p' in the GL spec */
504 t->_MaxLevel = MIN2(t->_MaxLevel, t->MaxLevel);
505 t->_MaxLevel = MIN2(t->_MaxLevel, maxLevels - 1); /* 'q' in the GL spec */
506
507 /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
508 t->_MaxLambda = (GLfloat) (t->_MaxLevel - baseLevel);
509
510 if (t->Immutable) {
511 /* This texture object was created with glTexStorage1/2/3D() so we
512 * know that all the mipmap levels are the right size and all cube
513 * map faces are the same size.
514 * We don't need to do any of the additional checks below.
515 */
516 return;
517 }
518
519 if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
520 /* make sure that all six cube map level 0 images are the same size */
521 const GLuint w = baseImage->Width2;
522 const GLuint h = baseImage->Height2;
523 GLuint face;
524 for (face = 1; face < 6; face++) {
525 if (t->Image[face][baseLevel] == NULL ||
526 t->Image[face][baseLevel]->Width2 != w ||
527 t->Image[face][baseLevel]->Height2 != h) {
528 incomplete(t, "Cube face missing or mismatched size");
529 return;
530 }
531 }
532 }
533
534 /* extra checking for mipmaps */
535 if (t->Sampler.MinFilter != GL_NEAREST && t->Sampler.MinFilter != GL_LINEAR) {
536 /*
537 * Mipmapping: determine if we have a complete set of mipmaps
538 */
539 GLint i;
540 GLint minLevel = baseLevel;
541 GLint maxLevel = t->_MaxLevel;
542
543 if (minLevel > maxLevel) {
544 incomplete(t, "minLevel > maxLevel");
545 return;
546 }
547
548 /* Test dimension-independent attributes */
549 for (i = minLevel; i <= maxLevel; i++) {
550 if (t->Image[0][i]) {
551 if (t->Image[0][i]->TexFormat != baseImage->TexFormat) {
552 incomplete(t, "Format[i] != Format[baseLevel]");
553 return;
554 }
555 if (t->Image[0][i]->Border != baseImage->Border) {
556 incomplete(t, "Border[i] != Border[baseLevel]");
557 return;
558 }
559 }
560 }
561
562 /* Test things which depend on number of texture image dimensions */
563 if ((t->Target == GL_TEXTURE_1D) ||
564 (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) {
565 /* Test 1-D mipmaps */
566 GLuint width = baseImage->Width2;
567 for (i = baseLevel + 1; i < maxLevels; i++) {
568 if (width > 1) {
569 width /= 2;
570 }
571 if (i >= minLevel && i <= maxLevel) {
572 const struct gl_texture_image *img = t->Image[0][i];
573 if (!img) {
574 incomplete(t, "1D Image[%d] is missing", i);
575 return;
576 }
577 if (img->Width2 != width ) {
578 incomplete(t, "1D Image[%d] bad width %u", i, img->Width2);
579 return;
580 }
581 }
582 if (width == 1) {
583 return; /* found smallest needed mipmap, all done! */
584 }
585 }
586 }
587 else if ((t->Target == GL_TEXTURE_2D) ||
588 (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) {
589 /* Test 2-D mipmaps */
590 GLuint width = baseImage->Width2;
591 GLuint height = baseImage->Height2;
592 for (i = baseLevel + 1; i < maxLevels; i++) {
593 if (width > 1) {
594 width /= 2;
595 }
596 if (height > 1) {
597 height /= 2;
598 }
599 if (i >= minLevel && i <= maxLevel) {
600 const struct gl_texture_image *img = t->Image[0][i];
601 if (!img) {
602 incomplete(t, "2D Image[%d of %d] is missing", i, maxLevel);
603 return;
604 }
605 if (img->Width2 != width) {
606 incomplete(t, "2D Image[%d] bad width %u", i, img->Width2);
607 return;
608 }
609 if (img->Height2 != height) {
610 incomplete(t, "2D Image[i] bad height %u", i, img->Height2);
611 return;
612 }
613 if (width==1 && height==1) {
614 return; /* found smallest needed mipmap, all done! */
615 }
616 }
617 }
618 }
619 else if (t->Target == GL_TEXTURE_3D) {
620 /* Test 3-D mipmaps */
621 GLuint width = baseImage->Width2;
622 GLuint height = baseImage->Height2;
623 GLuint depth = baseImage->Depth2;
624 for (i = baseLevel + 1; i < maxLevels; i++) {
625 if (width > 1) {
626 width /= 2;
627 }
628 if (height > 1) {
629 height /= 2;
630 }
631 if (depth > 1) {
632 depth /= 2;
633 }
634 if (i >= minLevel && i <= maxLevel) {
635 const struct gl_texture_image *img = t->Image[0][i];
636 if (!img) {
637 incomplete(t, "3D Image[%d] is missing", i);
638 return;
639 }
640 if (img->_BaseFormat == GL_DEPTH_COMPONENT) {
641 incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
642 return;
643 }
644 if (img->Width2 != width) {
645 incomplete(t, "3D Image[%d] bad width %u", i, img->Width2);
646 return;
647 }
648 if (img->Height2 != height) {
649 incomplete(t, "3D Image[%d] bad height %u", i, img->Height2);
650 return;
651 }
652 if (img->Depth2 != depth) {
653 incomplete(t, "3D Image[%d] bad depth %u", i, img->Depth2);
654 return;
655 }
656 }
657 if (width == 1 && height == 1 && depth == 1) {
658 return; /* found smallest needed mipmap, all done! */
659 }
660 }
661 }
662 else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
663 /* make sure 6 cube faces are consistant */
664 GLuint width = baseImage->Width2;
665 GLuint height = baseImage->Height2;
666 for (i = baseLevel + 1; i < maxLevels; i++) {
667 if (width > 1) {
668 width /= 2;
669 }
670 if (height > 1) {
671 height /= 2;
672 }
673 if (i >= minLevel && i <= maxLevel) {
674 GLuint face;
675 for (face = 0; face < 6; face++) {
676 /* check that we have images defined */
677 if (!t->Image[face][i]) {
678 incomplete(t, "CubeMap Image[n][i] == NULL");
679 return;
680 }
681 /* Don't support GL_DEPTH_COMPONENT for cube maps */
682 if (ctx->VersionMajor < 3 && !ctx->Extensions.EXT_gpu_shader4) {
683 if (t->Image[face][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
684 incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
685 return;
686 }
687 }
688 /* check that all six images have same size */
689 if (t->Image[face][i]->Width2 != width ||
690 t->Image[face][i]->Height2 != height) {
691 incomplete(t, "CubeMap Image[n][i] bad size");
692 return;
693 }
694 }
695 }
696 if (width == 1 && height == 1) {
697 return; /* found smallest needed mipmap, all done! */
698 }
699 }
700 }
701 else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
702 /* XXX special checking? */
703 }
704 else {
705 /* Target = ??? */
706 _mesa_problem(ctx, "Bug in gl_test_texture_object_completeness\n");
707 }
708 }
709 }
710
711
712 /**
713 * Check if the given cube map texture is "cube complete" as defined in
714 * the OpenGL specification.
715 */
716 GLboolean
717 _mesa_cube_complete(const struct gl_texture_object *texObj)
718 {
719 const GLint baseLevel = texObj->BaseLevel;
720 const struct gl_texture_image *img0, *img;
721 GLuint face;
722
723 if (texObj->Target != GL_TEXTURE_CUBE_MAP)
724 return GL_FALSE;
725
726 if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS))
727 return GL_FALSE;
728
729 /* check first face */
730 img0 = texObj->Image[0][baseLevel];
731 if (!img0 ||
732 img0->Width < 1 ||
733 img0->Width != img0->Height)
734 return GL_FALSE;
735
736 /* check remaining faces vs. first face */
737 for (face = 1; face < 6; face++) {
738 img = texObj->Image[face][baseLevel];
739 if (!img ||
740 img->Width != img0->Width ||
741 img->Height != img0->Height ||
742 img->TexFormat != img0->TexFormat)
743 return GL_FALSE;
744 }
745
746 return GL_TRUE;
747 }
748
749
750 /**
751 * Mark a texture object dirty. It forces the object to be incomplete
752 * and optionally forces the context to re-validate its state.
753 *
754 * \param ctx GL context.
755 * \param texObj texture object.
756 * \param invalidate_state also invalidate context state.
757 */
758 void
759 _mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj,
760 GLboolean invalidate_state)
761 {
762 texObj->_Complete = GL_FALSE;
763 if (invalidate_state)
764 ctx->NewState |= _NEW_TEXTURE;
765 }
766
767
768 /**
769 * Return pointer to a default/fallback texture of the given type/target.
770 * The texture is an RGBA texture with all texels = (0,0,0,1).
771 * That's the value a GLSL sampler should get when sampling from an
772 * incomplete texture.
773 */
774 struct gl_texture_object *
775 _mesa_get_fallback_texture(struct gl_context *ctx, gl_texture_index tex)
776 {
777 if (!ctx->Shared->FallbackTex[tex]) {
778 /* create fallback texture now */
779 const GLsizei width = 1, height = 1, depth = 1;
780 GLubyte texel[4];
781 struct gl_texture_object *texObj;
782 struct gl_texture_image *texImage;
783 gl_format texFormat;
784 GLuint dims, face, numFaces = 1;
785 GLenum target;
786
787 texel[0] =
788 texel[1] =
789 texel[2] = 0x0;
790 texel[3] = 0xff;
791
792 switch (tex) {
793 case TEXTURE_2D_ARRAY_INDEX:
794 dims = 3;
795 target = GL_TEXTURE_2D_ARRAY;
796 break;
797 case TEXTURE_1D_ARRAY_INDEX:
798 dims = 2;
799 target = GL_TEXTURE_1D_ARRAY;
800 break;
801 case TEXTURE_CUBE_INDEX:
802 dims = 2;
803 target = GL_TEXTURE_CUBE_MAP;
804 numFaces = 6;
805 break;
806 case TEXTURE_3D_INDEX:
807 dims = 3;
808 target = GL_TEXTURE_3D;
809 break;
810 case TEXTURE_RECT_INDEX:
811 dims = 2;
812 target = GL_TEXTURE_RECTANGLE;
813 break;
814 case TEXTURE_2D_INDEX:
815 dims = 2;
816 target = GL_TEXTURE_2D;
817 break;
818 case TEXTURE_1D_INDEX:
819 dims = 1;
820 target = GL_TEXTURE_1D;
821 break;
822 case TEXTURE_BUFFER_INDEX:
823 case TEXTURE_EXTERNAL_INDEX:
824 default:
825 /* no-op */
826 return NULL;
827 }
828
829 /* create texture object */
830 texObj = ctx->Driver.NewTextureObject(ctx, 0, target);
831 if (!texObj)
832 return NULL;
833
834 assert(texObj->RefCount == 1);
835 texObj->Sampler.MinFilter = GL_NEAREST;
836 texObj->Sampler.MagFilter = GL_NEAREST;
837
838 texFormat = ctx->Driver.ChooseTextureFormat(ctx, GL_RGBA, GL_RGBA,
839 GL_UNSIGNED_BYTE);
840
841 /* need a loop here just for cube maps */
842 for (face = 0; face < numFaces; face++) {
843 GLenum faceTarget;
844
845 if (target == GL_TEXTURE_CUBE_MAP)
846 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + face;
847 else
848 faceTarget = target;
849
850 /* initialize level[0] texture image */
851 texImage = _mesa_get_tex_image(ctx, texObj, faceTarget, 0);
852
853 _mesa_init_teximage_fields(ctx, texImage,
854 width,
855 (dims > 1) ? height : 1,
856 (dims > 2) ? depth : 1,
857 0, /* border */
858 GL_RGBA, texFormat);
859
860 switch (dims) {
861 case 1:
862 ctx->Driver.TexImage1D(ctx, texImage, GL_RGBA,
863 width, 0,
864 GL_RGBA, GL_UNSIGNED_BYTE, texel,
865 &ctx->DefaultPacking);
866 break;
867 case 2:
868 ctx->Driver.TexImage2D(ctx, texImage, GL_RGBA,
869 width, height, 0,
870 GL_RGBA, GL_UNSIGNED_BYTE, texel,
871 &ctx->DefaultPacking);
872 break;
873 case 3:
874 ctx->Driver.TexImage3D(ctx, texImage, GL_RGBA,
875 width, height, depth, 0,
876 GL_RGBA, GL_UNSIGNED_BYTE, texel,
877 &ctx->DefaultPacking);
878 break;
879 default:
880 _mesa_problem(ctx, "bad dims in _mesa_get_fallback_texture()");
881 }
882 }
883
884 _mesa_test_texobj_completeness(ctx, texObj);
885 assert(texObj->_Complete);
886
887 ctx->Shared->FallbackTex[tex] = texObj;
888 }
889 return ctx->Shared->FallbackTex[tex];
890 }
891
892
893 /*@}*/
894
895
896 /***********************************************************************/
897 /** \name API functions */
898 /*@{*/
899
900
901 /**
902 * Generate texture names.
903 *
904 * \param n number of texture names to be generated.
905 * \param textures an array in which will hold the generated texture names.
906 *
907 * \sa glGenTextures().
908 *
909 * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
910 * IDs which are stored in \p textures. Corresponding empty texture
911 * objects are also generated.
912 */
913 void GLAPIENTRY
914 _mesa_GenTextures( GLsizei n, GLuint *textures )
915 {
916 GET_CURRENT_CONTEXT(ctx);
917 GLuint first;
918 GLint i;
919 ASSERT_OUTSIDE_BEGIN_END(ctx);
920
921 if (n < 0) {
922 _mesa_error( ctx, GL_INVALID_VALUE, "glGenTextures" );
923 return;
924 }
925
926 if (!textures)
927 return;
928
929 /*
930 * This must be atomic (generation and allocation of texture IDs)
931 */
932 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
933
934 first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n);
935
936 /* Allocate new, empty texture objects */
937 for (i = 0; i < n; i++) {
938 struct gl_texture_object *texObj;
939 GLuint name = first + i;
940 GLenum target = 0;
941 texObj = ctx->Driver.NewTextureObject(ctx, name, target);
942 if (!texObj) {
943 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
944 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
945 return;
946 }
947
948 /* insert into hash table */
949 _mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
950
951 textures[i] = name;
952 }
953
954 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
955 }
956
957
958 /**
959 * Check if the given texture object is bound to the current draw or
960 * read framebuffer. If so, Unbind it.
961 */
962 static void
963 unbind_texobj_from_fbo(struct gl_context *ctx,
964 struct gl_texture_object *texObj)
965 {
966 const GLuint n = (ctx->DrawBuffer == ctx->ReadBuffer) ? 1 : 2;
967 GLuint i;
968
969 for (i = 0; i < n; i++) {
970 struct gl_framebuffer *fb = (i == 0) ? ctx->DrawBuffer : ctx->ReadBuffer;
971 if (_mesa_is_user_fbo(fb)) {
972 GLuint j;
973 for (j = 0; j < BUFFER_COUNT; j++) {
974 if (fb->Attachment[j].Type == GL_TEXTURE &&
975 fb->Attachment[j].Texture == texObj) {
976 /* Vertices are already flushed by _mesa_DeleteTextures */
977 ctx->NewState |= _NEW_BUFFERS;
978 _mesa_remove_attachment(ctx, fb->Attachment + j);
979 }
980 }
981 }
982 }
983 }
984
985
986 /**
987 * Check if the given texture object is bound to any texture image units and
988 * unbind it if so (revert to default textures).
989 */
990 static void
991 unbind_texobj_from_texunits(struct gl_context *ctx,
992 struct gl_texture_object *texObj)
993 {
994 GLuint u, tex;
995
996 for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
997 struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
998 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
999 if (texObj == unit->CurrentTex[tex]) {
1000 _mesa_reference_texobj(&unit->CurrentTex[tex],
1001 ctx->Shared->DefaultTex[tex]);
1002 ASSERT(unit->CurrentTex[tex]);
1003 break;
1004 }
1005 }
1006 }
1007 }
1008
1009
1010 /**
1011 * Delete named textures.
1012 *
1013 * \param n number of textures to be deleted.
1014 * \param textures array of texture IDs to be deleted.
1015 *
1016 * \sa glDeleteTextures().
1017 *
1018 * If we're about to delete a texture that's currently bound to any
1019 * texture unit, unbind the texture first. Decrement the reference
1020 * count on the texture object and delete it if it's zero.
1021 * Recall that texture objects can be shared among several rendering
1022 * contexts.
1023 */
1024 void GLAPIENTRY
1025 _mesa_DeleteTextures( GLsizei n, const GLuint *textures)
1026 {
1027 GET_CURRENT_CONTEXT(ctx);
1028 GLint i;
1029 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* too complex */
1030
1031 if (!textures)
1032 return;
1033
1034 for (i = 0; i < n; i++) {
1035 if (textures[i] > 0) {
1036 struct gl_texture_object *delObj
1037 = _mesa_lookup_texture(ctx, textures[i]);
1038
1039 if (delObj) {
1040 _mesa_lock_texture(ctx, delObj);
1041
1042 /* Check if texture is bound to any framebuffer objects.
1043 * If so, unbind.
1044 * See section 4.4.2.3 of GL_EXT_framebuffer_object.
1045 */
1046 unbind_texobj_from_fbo(ctx, delObj);
1047
1048 /* Check if this texture is currently bound to any texture units.
1049 * If so, unbind it.
1050 */
1051 unbind_texobj_from_texunits(ctx, delObj);
1052
1053 _mesa_unlock_texture(ctx, delObj);
1054
1055 ctx->NewState |= _NEW_TEXTURE;
1056
1057 /* The texture _name_ is now free for re-use.
1058 * Remove it from the hash table now.
1059 */
1060 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1061 _mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name);
1062 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1063
1064 /* Unreference the texobj. If refcount hits zero, the texture
1065 * will be deleted.
1066 */
1067 _mesa_reference_texobj(&delObj, NULL);
1068 }
1069 }
1070 }
1071 }
1072
1073
1074 /**
1075 * Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
1076 * into the corresponding Mesa texture target index.
1077 * Note that proxy targets are not valid here.
1078 * \return TEXTURE_x_INDEX or -1 if target is invalid
1079 */
1080 static GLint
1081 target_enum_to_index(GLenum target)
1082 {
1083 switch (target) {
1084 case GL_TEXTURE_1D:
1085 return TEXTURE_1D_INDEX;
1086 case GL_TEXTURE_2D:
1087 return TEXTURE_2D_INDEX;
1088 case GL_TEXTURE_3D:
1089 return TEXTURE_3D_INDEX;
1090 case GL_TEXTURE_CUBE_MAP_ARB:
1091 return TEXTURE_CUBE_INDEX;
1092 case GL_TEXTURE_RECTANGLE_NV:
1093 return TEXTURE_RECT_INDEX;
1094 case GL_TEXTURE_1D_ARRAY_EXT:
1095 return TEXTURE_1D_ARRAY_INDEX;
1096 case GL_TEXTURE_2D_ARRAY_EXT:
1097 return TEXTURE_2D_ARRAY_INDEX;
1098 case GL_TEXTURE_BUFFER_ARB:
1099 return TEXTURE_BUFFER_INDEX;
1100 case GL_TEXTURE_EXTERNAL_OES:
1101 return TEXTURE_EXTERNAL_INDEX;
1102 default:
1103 return -1;
1104 }
1105 }
1106
1107
1108 /**
1109 * Bind a named texture to a texturing target.
1110 *
1111 * \param target texture target.
1112 * \param texName texture name.
1113 *
1114 * \sa glBindTexture().
1115 *
1116 * Determines the old texture object bound and returns immediately if rebinding
1117 * the same texture. Get the current texture which is either a default texture
1118 * if name is null, a named texture from the hash, or a new texture if the
1119 * given texture name is new. Increments its reference count, binds it, and
1120 * calls dd_function_table::BindTexture. Decrements the old texture reference
1121 * count and deletes it if it reaches zero.
1122 */
1123 void GLAPIENTRY
1124 _mesa_BindTexture( GLenum target, GLuint texName )
1125 {
1126 GET_CURRENT_CONTEXT(ctx);
1127 struct gl_texture_unit *texUnit = _mesa_get_current_tex_unit(ctx);
1128 struct gl_texture_object *newTexObj = NULL;
1129 GLint targetIndex;
1130 ASSERT_OUTSIDE_BEGIN_END(ctx);
1131
1132 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1133 _mesa_debug(ctx, "glBindTexture %s %d\n",
1134 _mesa_lookup_enum_by_nr(target), (GLint) texName);
1135
1136 targetIndex = target_enum_to_index(target);
1137 if (targetIndex < 0) {
1138 _mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)");
1139 return;
1140 }
1141 assert(targetIndex < NUM_TEXTURE_TARGETS);
1142
1143 /*
1144 * Get pointer to new texture object (newTexObj)
1145 */
1146 if (texName == 0) {
1147 /* Use a default texture object */
1148 newTexObj = ctx->Shared->DefaultTex[targetIndex];
1149 }
1150 else {
1151 /* non-default texture object */
1152 newTexObj = _mesa_lookup_texture(ctx, texName);
1153 if (newTexObj) {
1154 /* error checking */
1155 if (newTexObj->Target != 0 && newTexObj->Target != target) {
1156 /* the named texture object's target doesn't match the given target */
1157 _mesa_error( ctx, GL_INVALID_OPERATION,
1158 "glBindTexture(target mismatch)" );
1159 return;
1160 }
1161 if (newTexObj->Target == 0) {
1162 finish_texture_init(ctx, target, newTexObj);
1163 }
1164 }
1165 else {
1166 /* if this is a new texture id, allocate a texture object now */
1167 newTexObj = ctx->Driver.NewTextureObject(ctx, texName, target);
1168 if (!newTexObj) {
1169 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
1170 return;
1171 }
1172
1173 /* and insert it into hash table */
1174 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1175 _mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj);
1176 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1177 }
1178 newTexObj->Target = target;
1179 }
1180
1181 assert(valid_texture_object(newTexObj));
1182
1183 /* Check if this texture is only used by this context and is already bound.
1184 * If so, just return.
1185 */
1186 {
1187 GLboolean early_out;
1188 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1189 early_out = ((ctx->Shared->RefCount == 1)
1190 && (newTexObj == texUnit->CurrentTex[targetIndex]));
1191 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1192 if (early_out) {
1193 return;
1194 }
1195 }
1196
1197 /* flush before changing binding */
1198 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1199
1200 /* Do the actual binding. The refcount on the previously bound
1201 * texture object will be decremented. It'll be deleted if the
1202 * count hits zero.
1203 */
1204 _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], newTexObj);
1205 ASSERT(texUnit->CurrentTex[targetIndex]);
1206
1207 /* Pass BindTexture call to device driver */
1208 if (ctx->Driver.BindTexture)
1209 ctx->Driver.BindTexture(ctx, target, newTexObj);
1210 }
1211
1212
1213 /**
1214 * Set texture priorities.
1215 *
1216 * \param n number of textures.
1217 * \param texName texture names.
1218 * \param priorities corresponding texture priorities.
1219 *
1220 * \sa glPrioritizeTextures().
1221 *
1222 * Looks up each texture in the hash, clamps the corresponding priority between
1223 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
1224 */
1225 void GLAPIENTRY
1226 _mesa_PrioritizeTextures( GLsizei n, const GLuint *texName,
1227 const GLclampf *priorities )
1228 {
1229 GET_CURRENT_CONTEXT(ctx);
1230 GLint i;
1231 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1232
1233 if (n < 0) {
1234 _mesa_error( ctx, GL_INVALID_VALUE, "glPrioritizeTextures" );
1235 return;
1236 }
1237
1238 if (!priorities)
1239 return;
1240
1241 for (i = 0; i < n; i++) {
1242 if (texName[i] > 0) {
1243 struct gl_texture_object *t = _mesa_lookup_texture(ctx, texName[i]);
1244 if (t) {
1245 t->Priority = CLAMP( priorities[i], 0.0F, 1.0F );
1246 }
1247 }
1248 }
1249
1250 ctx->NewState |= _NEW_TEXTURE;
1251 }
1252
1253
1254
1255 /**
1256 * See if textures are loaded in texture memory.
1257 *
1258 * \param n number of textures to query.
1259 * \param texName array with the texture names.
1260 * \param residences array which will hold the residence status.
1261 *
1262 * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
1263 *
1264 * Note: we assume all textures are always resident
1265 */
1266 GLboolean GLAPIENTRY
1267 _mesa_AreTexturesResident(GLsizei n, const GLuint *texName,
1268 GLboolean *residences)
1269 {
1270 GET_CURRENT_CONTEXT(ctx);
1271 GLboolean allResident = GL_TRUE;
1272 GLint i;
1273 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1274
1275 if (n < 0) {
1276 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)");
1277 return GL_FALSE;
1278 }
1279
1280 if (!texName || !residences)
1281 return GL_FALSE;
1282
1283 /* We only do error checking on the texture names */
1284 for (i = 0; i < n; i++) {
1285 struct gl_texture_object *t;
1286 if (texName[i] == 0) {
1287 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1288 return GL_FALSE;
1289 }
1290 t = _mesa_lookup_texture(ctx, texName[i]);
1291 if (!t) {
1292 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1293 return GL_FALSE;
1294 }
1295 }
1296
1297 return allResident;
1298 }
1299
1300
1301 /**
1302 * See if a name corresponds to a texture.
1303 *
1304 * \param texture texture name.
1305 *
1306 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
1307 * otherwise.
1308 *
1309 * \sa glIsTexture().
1310 *
1311 * Calls _mesa_HashLookup().
1312 */
1313 GLboolean GLAPIENTRY
1314 _mesa_IsTexture( GLuint texture )
1315 {
1316 struct gl_texture_object *t;
1317 GET_CURRENT_CONTEXT(ctx);
1318 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1319
1320 if (!texture)
1321 return GL_FALSE;
1322
1323 t = _mesa_lookup_texture(ctx, texture);
1324
1325 /* IsTexture is true only after object has been bound once. */
1326 return t && t->Target;
1327 }
1328
1329
1330 /**
1331 * Simplest implementation of texture locking: grab the shared tex
1332 * mutex. Examine the shared context state timestamp and if there has
1333 * been a change, set the appropriate bits in ctx->NewState.
1334 *
1335 * This is used to deal with synchronizing things when a texture object
1336 * is used/modified by different contexts (or threads) which are sharing
1337 * the texture.
1338 *
1339 * See also _mesa_lock/unlock_texture() in teximage.h
1340 */
1341 void
1342 _mesa_lock_context_textures( struct gl_context *ctx )
1343 {
1344 _glthread_LOCK_MUTEX(ctx->Shared->TexMutex);
1345
1346 if (ctx->Shared->TextureStateStamp != ctx->TextureStateTimestamp) {
1347 ctx->NewState |= _NEW_TEXTURE;
1348 ctx->TextureStateTimestamp = ctx->Shared->TextureStateStamp;
1349 }
1350 }
1351
1352
1353 void
1354 _mesa_unlock_context_textures( struct gl_context *ctx )
1355 {
1356 assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp);
1357 _glthread_UNLOCK_MUTEX(ctx->Shared->TexMutex);
1358 }
1359
1360 /*@}*/