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author | Reinhard Tartler <siretart@tauware.de> | 2011-10-10 17:43:39 +0200 |
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committer | Reinhard Tartler <siretart@tauware.de> | 2011-10-10 17:43:39 +0200 |
commit | f4092abdf94af6a99aff944d6264bc1284e8bdd4 (patch) | |
tree | 2ac1c9cc16ceb93edb2c4382c088dac5aeafdf0f /nx-X11/extras/Mesa/src/mesa/main/texobj.c | |
parent | a840692edc9c6d19cd7c057f68e39c7d95eb767d (diff) | |
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Imported nx-X11-3.1.0-1.tar.gznx-X11/3.1.0-1
Summary: Imported nx-X11-3.1.0-1.tar.gz
Keywords:
Imported nx-X11-3.1.0-1.tar.gz
into Git repository
Diffstat (limited to 'nx-X11/extras/Mesa/src/mesa/main/texobj.c')
-rw-r--r-- | nx-X11/extras/Mesa/src/mesa/main/texobj.c | 1000 |
1 files changed, 1000 insertions, 0 deletions
diff --git a/nx-X11/extras/Mesa/src/mesa/main/texobj.c b/nx-X11/extras/Mesa/src/mesa/main/texobj.c new file mode 100644 index 000000000..5594cd938 --- /dev/null +++ b/nx-X11/extras/Mesa/src/mesa/main/texobj.c @@ -0,0 +1,1000 @@ +/** + * \file texobj.c + * Texture object management. + */ + +/* + * Mesa 3-D graphics library + * Version: 6.3 + * + * Copyright (C) 1999-2005 Brian Paul All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + + +#include "glheader.h" +#include "colortab.h" +#include "context.h" +#include "enums.h" +#include "hash.h" +#include "imports.h" +#include "macros.h" +#include "teximage.h" +#include "texstate.h" +#include "texobj.h" +#include "mtypes.h" + + +/**********************************************************************/ +/** \name Internal functions */ +/*@{*/ + +/** + * Allocate and initialize a new texture object. But don't put it into the + * texture object hash table. + * + * Called via ctx->Driver.NewTextureObject, unless overridden by a device + * driver. + * + * \param shared the shared GL state structure to contain the texture object + * \param name integer name for the texture object + * \param target either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, + * GL_TEXTURE_CUBE_MAP_ARB or GL_TEXTURE_RECTANGLE_NV. zero is ok for the sake + * of GenTextures() + * + * \return pointer to new texture object. + */ +struct gl_texture_object * +_mesa_new_texture_object( GLcontext *ctx, GLuint name, GLenum target ) +{ + struct gl_texture_object *obj; + (void) ctx; + obj = MALLOC_STRUCT(gl_texture_object); + _mesa_initialize_texture_object(obj, name, target); + return obj; +} + + +/** + * Initialize a new texture object to default values. + * \param obj the texture object + * \param name the texture name + * \param target the texture target + */ +void +_mesa_initialize_texture_object( struct gl_texture_object *obj, + GLuint name, GLenum target ) +{ + ASSERT(target == 0 || + target == GL_TEXTURE_1D || + target == GL_TEXTURE_2D || + target == GL_TEXTURE_3D || + target == GL_TEXTURE_CUBE_MAP_ARB || + target == GL_TEXTURE_RECTANGLE_NV); + + _mesa_bzero(obj, sizeof(*obj)); + /* init the non-zero fields */ + _glthread_INIT_MUTEX(obj->Mutex); + obj->RefCount = 1; + obj->Name = name; + obj->Target = target; + obj->Priority = 1.0F; + if (target == GL_TEXTURE_RECTANGLE_NV) { + obj->WrapS = GL_CLAMP_TO_EDGE; + obj->WrapT = GL_CLAMP_TO_EDGE; + obj->WrapR = GL_CLAMP_TO_EDGE; + obj->MinFilter = GL_LINEAR; + } + else { + obj->WrapS = GL_REPEAT; + obj->WrapT = GL_REPEAT; + obj->WrapR = GL_REPEAT; + obj->MinFilter = GL_NEAREST_MIPMAP_LINEAR; + } + obj->MagFilter = GL_LINEAR; + obj->MinLod = -1000.0; + obj->MaxLod = 1000.0; + obj->LodBias = 0.0; + obj->BaseLevel = 0; + obj->MaxLevel = 1000; + obj->MaxAnisotropy = 1.0; + obj->CompareFlag = GL_FALSE; /* SGIX_shadow */ + obj->CompareOperator = GL_TEXTURE_LEQUAL_R_SGIX; /* SGIX_shadow */ + obj->CompareMode = GL_NONE; /* ARB_shadow */ + obj->CompareFunc = GL_LEQUAL; /* ARB_shadow */ + obj->DepthMode = GL_LUMINANCE; /* ARB_depth_texture */ + obj->ShadowAmbient = 0.0F; /* ARB/SGIX_shadow_ambient */ + _mesa_init_colortable(&obj->Palette); +} + + +/** + * Deallocate a texture object struct. It should have already been + * removed from the texture object pool. + * + * \param shared the shared GL state to which the object belongs. + * \param texOjb the texture object to delete. + */ +void +_mesa_delete_texture_object( GLcontext *ctx, struct gl_texture_object *texObj ) +{ + GLuint i, face; + + (void) ctx; + + _mesa_free_colortable_data(&texObj->Palette); + + /* free the texture images */ + for (face = 0; face < 6; face++) { + for (i = 0; i < MAX_TEXTURE_LEVELS; i++) { + if (texObj->Image[face][i]) { + _mesa_delete_texture_image( ctx, texObj->Image[face][i] ); + } + } + } + + /* destroy the mutex -- it may have allocated memory (eg on bsd) */ + _glthread_DESTROY_MUTEX(texObj->Mutex); + + /* free this object */ + _mesa_free(texObj); +} + + + + +/** + * Copy texture object state from one texture object to another. + * Use for glPush/PopAttrib. + * + * \param dest destination texture object. + * \param src source texture object. + */ +void +_mesa_copy_texture_object( struct gl_texture_object *dest, + const struct gl_texture_object *src ) +{ + dest->Name = src->Name; + dest->Priority = src->Priority; + dest->BorderColor[0] = src->BorderColor[0]; + dest->BorderColor[1] = src->BorderColor[1]; + dest->BorderColor[2] = src->BorderColor[2]; + dest->BorderColor[3] = src->BorderColor[3]; + dest->WrapS = src->WrapS; + dest->WrapT = src->WrapT; + dest->WrapR = src->WrapR; + dest->MinFilter = src->MinFilter; + dest->MagFilter = src->MagFilter; + dest->MinLod = src->MinLod; + dest->MaxLod = src->MaxLod; + dest->LodBias = src->LodBias; + dest->BaseLevel = src->BaseLevel; + dest->MaxLevel = src->MaxLevel; + dest->MaxAnisotropy = src->MaxAnisotropy; + dest->CompareFlag = src->CompareFlag; + dest->CompareOperator = src->CompareOperator; + dest->ShadowAmbient = src->ShadowAmbient; + dest->CompareMode = src->CompareMode; + dest->CompareFunc = src->CompareFunc; + dest->DepthMode = src->DepthMode; + dest->_MaxLevel = src->_MaxLevel; + dest->_MaxLambda = src->_MaxLambda; + dest->GenerateMipmap = src->GenerateMipmap; + dest->Palette = src->Palette; + dest->Complete = src->Complete; + dest->_IsPowerOfTwo = src->_IsPowerOfTwo; +} + + +/** + * Report why a texture object is incomplete. + * + * \param t texture object. + * \param why string describing why it's incomplete. + * + * \note For debug purposes only. + */ +#if 0 +static void +incomplete(const struct gl_texture_object *t, const char *why) +{ + _mesa_printf("Texture Obj %d incomplete because: %s\n", t->Name, why); +} +#else +#define incomplete(t, why) +#endif + + +/** + * Examine a texture object to determine if it is complete. + * + * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE + * accordingly. + * + * \param ctx GL context. + * \param t texture object. + * + * According to the texture target, verifies that each of the mipmaps is + * present and has the expected size. + */ +void +_mesa_test_texobj_completeness( const GLcontext *ctx, + struct gl_texture_object *t ) +{ + const GLint baseLevel = t->BaseLevel; + GLint maxLog2 = 0, maxLevels = 0; + + t->Complete = GL_TRUE; /* be optimistic */ + t->_IsPowerOfTwo = GL_TRUE; /* may be set FALSE below */ + + /* Always need the base level image */ + if (!t->Image[0][baseLevel]) { + char s[100]; + sprintf(s, "obj %p (%d) Image[baseLevel=%d] == NULL", + (void *) t, t->Name, baseLevel); + incomplete(t, s); + t->Complete = GL_FALSE; + return; + } + + /* Check width/height/depth for zero */ + if (t->Image[0][baseLevel]->Width == 0 || + t->Image[0][baseLevel]->Height == 0 || + t->Image[0][baseLevel]->Depth == 0) { + incomplete(t, "texture width = 0"); + t->Complete = GL_FALSE; + return; + } + + /* Compute _MaxLevel */ + if (t->Target == GL_TEXTURE_1D) { + maxLog2 = t->Image[0][baseLevel]->WidthLog2; + maxLevels = ctx->Const.MaxTextureLevels; + } + else if (t->Target == GL_TEXTURE_2D) { + maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2, + t->Image[0][baseLevel]->HeightLog2); + maxLevels = ctx->Const.MaxTextureLevels; + } + else if (t->Target == GL_TEXTURE_3D) { + GLint max = MAX2(t->Image[0][baseLevel]->WidthLog2, + t->Image[0][baseLevel]->HeightLog2); + maxLog2 = MAX2(max, (GLint)(t->Image[0][baseLevel]->DepthLog2)); + maxLevels = ctx->Const.Max3DTextureLevels; + } + else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) { + maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2, + t->Image[0][baseLevel]->HeightLog2); + maxLevels = ctx->Const.MaxCubeTextureLevels; + } + else if (t->Target == GL_TEXTURE_RECTANGLE_NV) { + maxLog2 = 0; /* not applicable */ + maxLevels = 1; /* no mipmapping */ + } + else { + _mesa_problem(ctx, "Bad t->Target in _mesa_test_texobj_completeness"); + return; + } + + ASSERT(maxLevels > 0); + + t->_MaxLevel = baseLevel + maxLog2; + t->_MaxLevel = MIN2(t->_MaxLevel, t->MaxLevel); + t->_MaxLevel = MIN2(t->_MaxLevel, maxLevels - 1); + + /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */ + t->_MaxLambda = (GLfloat) (t->_MaxLevel - t->BaseLevel); + + if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) { + /* make sure that all six cube map level 0 images are the same size */ + const GLuint w = t->Image[0][baseLevel]->Width2; + const GLuint h = t->Image[0][baseLevel]->Height2; + GLuint face; + for (face = 1; face < 6; face++) { + if (t->Image[face][baseLevel] == NULL || + t->Image[face][baseLevel]->Width2 != w || + t->Image[face][baseLevel]->Height2 != h) { + t->Complete = GL_FALSE; + incomplete(t, "Non-quare cubemap image"); + return; + } + } + } + + /* check for non power of two */ + if (!t->Image[0][baseLevel]->_IsPowerOfTwo) { + t->_IsPowerOfTwo = GL_FALSE; + } + + /* extra checking for mipmaps */ + if (t->MinFilter != GL_NEAREST && t->MinFilter != GL_LINEAR) { + /* + * Mipmapping: determine if we have a complete set of mipmaps + */ + GLint i; + GLint minLevel = baseLevel; + GLint maxLevel = t->_MaxLevel; + + if (minLevel > maxLevel) { + t->Complete = GL_FALSE; + incomplete(t, "minLevel > maxLevel"); + return; + } + + /* Test dimension-independent attributes */ + for (i = minLevel; i <= maxLevel; i++) { + if (t->Image[0][i]) { + if (t->Image[0][i]->TexFormat != t->Image[0][baseLevel]->TexFormat) { + t->Complete = GL_FALSE; + incomplete(t, "Format[i] != Format[baseLevel]"); + return; + } + if (t->Image[0][i]->Border != t->Image[0][baseLevel]->Border) { + t->Complete = GL_FALSE; + incomplete(t, "Border[i] != Border[baseLevel]"); + return; + } + } + } + + /* Test things which depend on number of texture image dimensions */ + if (t->Target == GL_TEXTURE_1D) { + /* Test 1-D mipmaps */ + GLuint width = t->Image[0][baseLevel]->Width2; + for (i = baseLevel + 1; i < maxLevels; i++) { + if (width > 1) { + width /= 2; + } + if (i >= minLevel && i <= maxLevel) { + if (!t->Image[0][i]) { + t->Complete = GL_FALSE; + incomplete(t, "1D Image[0][i] == NULL"); + return; + } + if (t->Image[0][i]->Width2 != width ) { + t->Complete = GL_FALSE; + incomplete(t, "1D Image[0][i] bad width"); + return; + } + } + if (width == 1) { + return; /* found smallest needed mipmap, all done! */ + } + } + } + else if (t->Target == GL_TEXTURE_2D) { + /* Test 2-D mipmaps */ + GLuint width = t->Image[0][baseLevel]->Width2; + GLuint height = t->Image[0][baseLevel]->Height2; + for (i = baseLevel + 1; i < maxLevels; i++) { + if (width > 1) { + width /= 2; + } + if (height > 1) { + height /= 2; + } + if (i >= minLevel && i <= maxLevel) { + if (!t->Image[0][i]) { + t->Complete = GL_FALSE; + incomplete(t, "2D Image[0][i] == NULL"); + return; + } + if (t->Image[0][i]->Width2 != width) { + t->Complete = GL_FALSE; + incomplete(t, "2D Image[0][i] bad width"); + return; + } + if (t->Image[0][i]->Height2 != height) { + t->Complete = GL_FALSE; + incomplete(t, "2D Image[0][i] bad height"); + return; + } + if (width==1 && height==1) { + return; /* found smallest needed mipmap, all done! */ + } + } + } + } + else if (t->Target == GL_TEXTURE_3D) { + /* Test 3-D mipmaps */ + GLuint width = t->Image[0][baseLevel]->Width2; + GLuint height = t->Image[0][baseLevel]->Height2; + GLuint depth = t->Image[0][baseLevel]->Depth2; + for (i = baseLevel + 1; i < maxLevels; i++) { + if (width > 1) { + width /= 2; + } + if (height > 1) { + height /= 2; + } + if (depth > 1) { + depth /= 2; + } + if (i >= minLevel && i <= maxLevel) { + if (!t->Image[0][i]) { + incomplete(t, "3D Image[0][i] == NULL"); + t->Complete = GL_FALSE; + return; + } + if (t->Image[0][i]->Format == GL_DEPTH_COMPONENT) { + t->Complete = GL_FALSE; + incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex"); + return; + } + if (t->Image[0][i]->Width2 != width) { + t->Complete = GL_FALSE; + incomplete(t, "3D Image[0][i] bad width"); + return; + } + if (t->Image[0][i]->Height2 != height) { + t->Complete = GL_FALSE; + incomplete(t, "3D Image[0][i] bad height"); + return; + } + if (t->Image[0][i]->Depth2 != depth) { + t->Complete = GL_FALSE; + incomplete(t, "3D Image[0][i] bad depth"); + return; + } + } + if (width == 1 && height == 1 && depth == 1) { + return; /* found smallest needed mipmap, all done! */ + } + } + } + else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) { + /* make sure 6 cube faces are consistant */ + GLuint width = t->Image[0][baseLevel]->Width2; + GLuint height = t->Image[0][baseLevel]->Height2; + for (i = baseLevel + 1; i < maxLevels; i++) { + if (width > 1) { + width /= 2; + } + if (height > 1) { + height /= 2; + } + if (i >= minLevel && i <= maxLevel) { + GLuint face; + for (face = 0; face < 6; face++) { + /* check that we have images defined */ + if (!t->Image[face][i]) { + t->Complete = GL_FALSE; + incomplete(t, "CubeMap Image[n][i] == NULL"); + return; + } + /* Don't support GL_DEPTH_COMPONENT for cube maps */ + if (t->Image[face][i]->Format == GL_DEPTH_COMPONENT) { + t->Complete = GL_FALSE; + incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex"); + return; + } + /* check that all six images have same size */ + if (t->Image[face][i]->Width2!=width || + t->Image[face][i]->Height2!=height) { + t->Complete = GL_FALSE; + incomplete(t, "CubeMap Image[n][i] bad size"); + return; + } + } + } + if (width == 1 && height == 1) { + return; /* found smallest needed mipmap, all done! */ + } + } + } + else if (t->Target == GL_TEXTURE_RECTANGLE_NV) { + /* XXX special checking? */ + } + else { + /* Target = ??? */ + _mesa_problem(ctx, "Bug in gl_test_texture_object_completeness\n"); + } + } +} + +/*@}*/ + + +/***********************************************************************/ +/** \name API functions */ +/*@{*/ + +/** + * Texture name generation lock. + * + * Used by _mesa_GenTextures() to guarantee that the generation and allocation + * of texture IDs is atomic. + */ +_glthread_DECLARE_STATIC_MUTEX(GenTexturesLock); + +/** + * Generate texture names. + * + * \param n number of texture names to be generated. + * \param textures an array in which will hold the generated texture names. + * + * \sa glGenTextures(). + * + * While holding the GenTexturesLock lock, calls _mesa_HashFindFreeKeyBlock() + * to find a block of free texture IDs which are stored in \p textures. + * Corresponding empty texture objects are also generated. + */ +void GLAPIENTRY +_mesa_GenTextures( GLsizei n, GLuint *textures ) +{ + GET_CURRENT_CONTEXT(ctx); + GLuint first; + GLint i; + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (n < 0) { + _mesa_error( ctx, GL_INVALID_VALUE, "glGenTextures" ); + return; + } + + if (!textures) + return; + + /* + * This must be atomic (generation and allocation of texture IDs) + */ + _glthread_LOCK_MUTEX(GenTexturesLock); + + first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n); + + /* Allocate new, empty texture objects */ + for (i = 0; i < n; i++) { + struct gl_texture_object *texObj; + GLuint name = first + i; + GLenum target = 0; + texObj = (*ctx->Driver.NewTextureObject)( ctx, name, target); + if (!texObj) { + _glthread_UNLOCK_MUTEX(GenTexturesLock); + _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures"); + return; + } + + /* insert into hash table */ + _glthread_LOCK_MUTEX(ctx->Shared->Mutex); + _mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj); + _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex); + + textures[i] = name; + } + + _glthread_UNLOCK_MUTEX(GenTexturesLock); +} + + +/** + * Delete named textures. + * + * \param n number of textures to be deleted. + * \param textures array of texture IDs to be deleted. + * + * \sa glDeleteTextures(). + * + * If we're about to delete a texture that's currently bound to any + * texture unit, unbind the texture first. Decrement the reference + * count on the texture object and delete it if it's zero. + * Recall that texture objects can be shared among several rendering + * contexts. + */ +void GLAPIENTRY +_mesa_DeleteTextures( GLsizei n, const GLuint *textures) +{ + GET_CURRENT_CONTEXT(ctx); + GLint i; + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* too complex */ + + if (!textures) + return; + + for (i = 0; i < n; i++) { + if (textures[i] > 0) { + struct gl_texture_object *delObj = (struct gl_texture_object *) + _mesa_HashLookup(ctx->Shared->TexObjects, textures[i]); + if (delObj) { + /* First check if this texture is currently bound. + * If so, unbind it and decrement the reference count. + * XXX all RefCount accesses should be protected by a mutex. + */ + GLuint u; + for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++) { + struct gl_texture_unit *unit = &ctx->Texture.Unit[u]; + if (delObj == unit->Current1D) { + unit->Current1D = ctx->Shared->Default1D; + ctx->Shared->Default1D->RefCount++; + delObj->RefCount--; + if (delObj == unit->_Current) + unit->_Current = unit->Current1D; + } + else if (delObj == unit->Current2D) { + unit->Current2D = ctx->Shared->Default2D; + ctx->Shared->Default2D->RefCount++; + delObj->RefCount--; + if (delObj == unit->_Current) + unit->_Current = unit->Current2D; + } + else if (delObj == unit->Current3D) { + unit->Current3D = ctx->Shared->Default3D; + ctx->Shared->Default3D->RefCount++; + delObj->RefCount--; + if (delObj == unit->_Current) + unit->_Current = unit->Current3D; + } + else if (delObj == unit->CurrentCubeMap) { + unit->CurrentCubeMap = ctx->Shared->DefaultCubeMap; + ctx->Shared->DefaultCubeMap->RefCount++; + delObj->RefCount--; + if (delObj == unit->_Current) + unit->_Current = unit->CurrentCubeMap; + } + else if (delObj == unit->CurrentRect) { + unit->CurrentRect = ctx->Shared->DefaultRect; + ctx->Shared->DefaultRect->RefCount++; + delObj->RefCount--; + if (delObj == unit->_Current) + unit->_Current = unit->CurrentRect; + } + } + ctx->NewState |= _NEW_TEXTURE; + + /* The texture _name_ is now free for re-use. + * Remove it from the hash table now. + */ + _glthread_LOCK_MUTEX(ctx->Shared->Mutex); + _mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name); + _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex); + + /* The actual texture object will not be freed until it's no + * longer bound in any context. + * XXX all RefCount accesses should be protected by a mutex. + */ + delObj->RefCount--; + if (delObj->RefCount == 0) { + ASSERT(delObj->Name != 0); /* Never delete default tex objs */ + ASSERT(ctx->Driver.DeleteTexture); + (*ctx->Driver.DeleteTexture)(ctx, delObj); + } + } + } + } +} + + +/** + * Bind a named texture to a texturing target. + * + * \param target texture target. + * \param texName texture name. + * + * \sa glBindTexture(). + * + * Determines the old texture object bound and returns immediately if rebinding + * the same texture. Get the current texture which is either a default texture + * if name is null, a named texture from the hash, or a new texture if the + * given texture name is new. Increments its reference count, binds it, and + * calls dd_function_table::BindTexture. Decrements the old texture reference + * count and deletes it if it reaches zero. + */ +void GLAPIENTRY +_mesa_BindTexture( GLenum target, GLuint texName ) +{ + GET_CURRENT_CONTEXT(ctx); + GLuint unit = ctx->Texture.CurrentUnit; + struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; + struct gl_texture_object *oldTexObj; + struct gl_texture_object *newTexObj = NULL; + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE)) + _mesa_debug(ctx, "glBindTexture %s %d\n", + _mesa_lookup_enum_by_nr(target), (GLint) texName); + + /* + * Get pointer to currently bound texture object (oldTexObj) + */ + switch (target) { + case GL_TEXTURE_1D: + oldTexObj = texUnit->Current1D; + break; + case GL_TEXTURE_2D: + oldTexObj = texUnit->Current2D; + break; + case GL_TEXTURE_3D: + oldTexObj = texUnit->Current3D; + break; + case GL_TEXTURE_CUBE_MAP_ARB: + if (!ctx->Extensions.ARB_texture_cube_map) { + _mesa_error( ctx, GL_INVALID_ENUM, "glBindTexture(target)" ); + return; + } + oldTexObj = texUnit->CurrentCubeMap; + break; + case GL_TEXTURE_RECTANGLE_NV: + if (!ctx->Extensions.NV_texture_rectangle) { + _mesa_error( ctx, GL_INVALID_ENUM, "glBindTexture(target)" ); + return; + } + oldTexObj = texUnit->CurrentRect; + break; + default: + _mesa_error( ctx, GL_INVALID_ENUM, "glBindTexture(target)" ); + return; + } + + if (oldTexObj->Name == texName) + /* XXX this might be wrong. If the texobj is in use by another + * context and a texobj parameter was changed, this might be our + * only chance to update this context's hardware state. + */ + return; /* rebinding the same texture- no change */ + + /* + * Get pointer to new texture object (newTexObj) + */ + if (texName == 0) { + /* newTexObj = a default texture object */ + switch (target) { + case GL_TEXTURE_1D: + newTexObj = ctx->Shared->Default1D; + break; + case GL_TEXTURE_2D: + newTexObj = ctx->Shared->Default2D; + break; + case GL_TEXTURE_3D: + newTexObj = ctx->Shared->Default3D; + break; + case GL_TEXTURE_CUBE_MAP_ARB: + newTexObj = ctx->Shared->DefaultCubeMap; + break; + case GL_TEXTURE_RECTANGLE_NV: + newTexObj = ctx->Shared->DefaultRect; + break; + default: + ; /* Bad targets are caught above */ + } + } + else { + /* non-default texture object */ + const struct _mesa_HashTable *hash = ctx->Shared->TexObjects; + newTexObj = (struct gl_texture_object *) _mesa_HashLookup(hash, texName); + if (newTexObj) { + /* error checking */ + if (newTexObj->Target != 0 && newTexObj->Target != target) { + /* the named texture object's dimensions don't match the target */ + _mesa_error( ctx, GL_INVALID_OPERATION, + "glBindTexture(wrong dimensionality)" ); + return; + } + if (newTexObj->Target == 0 && target == GL_TEXTURE_RECTANGLE_NV) { + /* have to init wrap and filter state here - kind of klunky */ + newTexObj->WrapS = GL_CLAMP_TO_EDGE; + newTexObj->WrapT = GL_CLAMP_TO_EDGE; + newTexObj->WrapR = GL_CLAMP_TO_EDGE; + newTexObj->MinFilter = GL_LINEAR; + if (ctx->Driver.TexParameter) { + static const GLfloat fparam_wrap[1] = {(GLfloat) GL_CLAMP_TO_EDGE}; + static const GLfloat fparam_filter[1] = {(GLfloat) GL_LINEAR}; + (*ctx->Driver.TexParameter)( ctx, target, newTexObj, GL_TEXTURE_WRAP_S, fparam_wrap ); + (*ctx->Driver.TexParameter)( ctx, target, newTexObj, GL_TEXTURE_WRAP_T, fparam_wrap ); + (*ctx->Driver.TexParameter)( ctx, target, newTexObj, GL_TEXTURE_WRAP_R, fparam_wrap ); + (*ctx->Driver.TexParameter)( ctx, target, newTexObj, GL_TEXTURE_MIN_FILTER, fparam_filter ); + } + } + } + else { + /* if this is a new texture id, allocate a texture object now */ + newTexObj = (*ctx->Driver.NewTextureObject)(ctx, texName, target); + if (!newTexObj) { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture"); + return; + } + + /* and insert it into hash table */ + _glthread_LOCK_MUTEX(ctx->Shared->Mutex); + _mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj); + _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex); + } + newTexObj->Target = target; + } + + /* XXX all RefCount accesses should be protected by a mutex. */ + newTexObj->RefCount++; + + /* do the actual binding, but first flush outstanding vertices: + */ + FLUSH_VERTICES(ctx, _NEW_TEXTURE); + + switch (target) { + case GL_TEXTURE_1D: + texUnit->Current1D = newTexObj; + break; + case GL_TEXTURE_2D: + texUnit->Current2D = newTexObj; + break; + case GL_TEXTURE_3D: + texUnit->Current3D = newTexObj; + break; + case GL_TEXTURE_CUBE_MAP_ARB: + texUnit->CurrentCubeMap = newTexObj; + break; + case GL_TEXTURE_RECTANGLE_NV: + texUnit->CurrentRect = newTexObj; + break; + default: + _mesa_problem(ctx, "bad target in BindTexture"); + return; + } + + /* Pass BindTexture call to device driver */ + if (ctx->Driver.BindTexture) + (*ctx->Driver.BindTexture)( ctx, target, newTexObj ); + + /* Decrement the reference count on the old texture and check if it's + * time to delete it. + */ + /* XXX all RefCount accesses should be protected by a mutex. */ + oldTexObj->RefCount--; + ASSERT(oldTexObj->RefCount >= 0); + if (oldTexObj->RefCount == 0) { + ASSERT(oldTexObj->Name != 0); + ASSERT(ctx->Driver.DeleteTexture); + (*ctx->Driver.DeleteTexture)( ctx, oldTexObj ); + } +} + + +/** + * Set texture priorities. + * + * \param n number of textures. + * \param texName texture names. + * \param priorities corresponding texture priorities. + * + * \sa glPrioritizeTextures(). + * + * Looks up each texture in the hash, clamps the corresponding priority between + * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture. + */ +void GLAPIENTRY +_mesa_PrioritizeTextures( GLsizei n, const GLuint *texName, + const GLclampf *priorities ) +{ + GET_CURRENT_CONTEXT(ctx); + GLint i; + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); + + if (n < 0) { + _mesa_error( ctx, GL_INVALID_VALUE, "glPrioritizeTextures" ); + return; + } + + if (!priorities) + return; + + for (i = 0; i < n; i++) { + if (texName[i] > 0) { + struct gl_texture_object *t = (struct gl_texture_object *) + _mesa_HashLookup(ctx->Shared->TexObjects, texName[i]); + if (t) { + t->Priority = CLAMP( priorities[i], 0.0F, 1.0F ); + if (ctx->Driver.PrioritizeTexture) + ctx->Driver.PrioritizeTexture( ctx, t, t->Priority ); + } + } + } + + ctx->NewState |= _NEW_TEXTURE; +} + +/** + * See if textures are loaded in texture memory. + * + * \param n number of textures to query. + * \param texName array with the texture names. + * \param residences array which will hold the residence status. + * + * \return GL_TRUE if all textures are resident and \p residences is left unchanged, + * + * \sa glAreTexturesResident(). + * + * Looks up each texture in the hash and calls + * dd_function_table::IsTextureResident. + */ +GLboolean GLAPIENTRY +_mesa_AreTexturesResident(GLsizei n, const GLuint *texName, + GLboolean *residences) +{ + GET_CURRENT_CONTEXT(ctx); + GLboolean allResident = GL_TRUE; + GLint i, j; + ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE); + + if (n < 0) { + _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)"); + return GL_FALSE; + } + + if (!texName || !residences) + return GL_FALSE; + + for (i = 0; i < n; i++) { + struct gl_texture_object *t; + if (texName[i] == 0) { + _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident"); + return GL_FALSE; + } + t = (struct gl_texture_object *) + _mesa_HashLookup(ctx->Shared->TexObjects, texName[i]); + if (!t) { + _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident"); + return GL_FALSE; + } + if (!ctx->Driver.IsTextureResident || + ctx->Driver.IsTextureResident(ctx, t)) { + /* The texture is resident */ + if (!allResident) + residences[i] = GL_TRUE; + } + else { + /* The texture is not resident */ + if (allResident) { + allResident = GL_FALSE; + for (j = 0; j < i; j++) + residences[j] = GL_TRUE; + } + residences[i] = GL_FALSE; + } + } + + return allResident; +} + +/** + * See if a name corresponds to a texture. + * + * \param texture texture name. + * + * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE + * otherwise. + * + * \sa glIsTexture(). + * + * Calls _mesa_HashLookup(). + */ +GLboolean GLAPIENTRY +_mesa_IsTexture( GLuint texture ) +{ + struct gl_texture_object *t; + GET_CURRENT_CONTEXT(ctx); + ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE); + + if (!texture) + return GL_FALSE; + + t = (struct gl_texture_object *) + _mesa_HashLookup(ctx->Shared->TexObjects, texture); + + /* IsTexture is true only after object has been bound once. */ + return t && t->Target; +} + +/*@}*/ |