diff options
Diffstat (limited to 'mesalib/src/mesa/main/texobj.c')
-rw-r--r-- | mesalib/src/mesa/main/texobj.c | 2552 |
1 files changed, 1276 insertions, 1276 deletions
diff --git a/mesalib/src/mesa/main/texobj.c b/mesalib/src/mesa/main/texobj.c index 0a940d72d..1168f1842 100644 --- a/mesalib/src/mesa/main/texobj.c +++ b/mesalib/src/mesa/main/texobj.c @@ -1,1276 +1,1276 @@ -/**
- * \file texobj.c
- * Texture object management.
- */
-
-/*
- * Mesa 3-D graphics library
- * Version: 7.1
- *
- * Copyright (C) 1999-2007 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 "mfeatures.h"
-#include "bufferobj.h"
-#include "colortab.h"
-#include "context.h"
-#include "enums.h"
-#include "fbobject.h"
-#include "formats.h"
-#include "hash.h"
-#include "imports.h"
-#include "macros.h"
-#include "teximage.h"
-#include "texobj.h"
-#include "texstate.h"
-#include "mtypes.h"
-#include "program/prog_instruction.h"
-
-
-
-/**********************************************************************/
-/** \name Internal functions */
-/*@{*/
-
-
-/**
- * Return the gl_texture_object for a given ID.
- */
-struct gl_texture_object *
-_mesa_lookup_texture(struct gl_context *ctx, GLuint id)
-{
- return (struct gl_texture_object *)
- _mesa_HashLookup(ctx->Shared->TexObjects, id);
-}
-
-
-
-/**
- * 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( struct gl_context *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 ||
- target == GL_TEXTURE_1D_ARRAY_EXT ||
- target == GL_TEXTURE_2D_ARRAY_EXT ||
- target == GL_TEXTURE_BUFFER);
-
- memset(obj, 0, 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;
- obj->BaseLevel = 0;
- obj->MaxLevel = 1000;
-
- /* sampler state */
- if (target == GL_TEXTURE_RECTANGLE_NV) {
- obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
- obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
- obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
- obj->Sampler.MinFilter = GL_LINEAR;
- }
- else {
- obj->Sampler.WrapS = GL_REPEAT;
- obj->Sampler.WrapT = GL_REPEAT;
- obj->Sampler.WrapR = GL_REPEAT;
- obj->Sampler.MinFilter = GL_NEAREST_MIPMAP_LINEAR;
- }
- obj->Sampler.MagFilter = GL_LINEAR;
- obj->Sampler.MinLod = -1000.0;
- obj->Sampler.MaxLod = 1000.0;
- obj->Sampler.LodBias = 0.0;
- obj->Sampler.MaxAnisotropy = 1.0;
- obj->Sampler.CompareMode = GL_NONE; /* ARB_shadow */
- obj->Sampler.CompareFunc = GL_LEQUAL; /* ARB_shadow */
- obj->Sampler.CompareFailValue = 0.0F; /* ARB_shadow_ambient */
- obj->Sampler.DepthMode = GL_LUMINANCE; /* ARB_depth_texture */
- obj->Sampler.CubeMapSeamless = GL_FALSE;
- obj->Swizzle[0] = GL_RED;
- obj->Swizzle[1] = GL_GREEN;
- obj->Swizzle[2] = GL_BLUE;
- obj->Swizzle[3] = GL_ALPHA;
- obj->_Swizzle = SWIZZLE_NOOP;
- obj->Sampler.sRGBDecode = GL_DECODE_EXT;
-}
-
-
-/**
- * Some texture initialization can't be finished until we know which
- * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
- */
-static void
-finish_texture_init(struct gl_context *ctx, GLenum target,
- struct gl_texture_object *obj)
-{
- assert(obj->Target == 0);
-
- if (target == GL_TEXTURE_RECTANGLE_NV) {
- /* have to init wrap and filter state here - kind of klunky */
- obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
- obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
- obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
- obj->Sampler.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, obj, GL_TEXTURE_WRAP_S, fparam_wrap);
- ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_T, fparam_wrap);
- ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_R, fparam_wrap);
- ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_MIN_FILTER, fparam_filter);
- }
- }
-}
-
-
-/**
- * Deallocate a texture object struct. It should have already been
- * removed from the texture object pool.
- * Called via ctx->Driver.DeleteTexture() if not overriden by a driver.
- *
- * \param shared the shared GL state to which the object belongs.
- * \param texObj the texture object to delete.
- */
-void
-_mesa_delete_texture_object(struct gl_context *ctx,
- struct gl_texture_object *texObj)
-{
- GLuint i, face;
-
- /* Set Target to an invalid value. With some assertions elsewhere
- * we can try to detect possible use of deleted textures.
- */
- texObj->Target = 0x99;
-
- /* 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] );
- }
- }
- }
-
- _mesa_reference_buffer_object(ctx, &texObj->BufferObject, NULL);
-
- /* destroy the mutex -- it may have allocated memory (eg on bsd) */
- _glthread_DESTROY_MUTEX(texObj->Mutex);
-
- /* free this object */
- 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->Target = src->Target;
- dest->Name = src->Name;
- dest->Priority = src->Priority;
- dest->Sampler.BorderColor.f[0] = src->Sampler.BorderColor.f[0];
- dest->Sampler.BorderColor.f[1] = src->Sampler.BorderColor.f[1];
- dest->Sampler.BorderColor.f[2] = src->Sampler.BorderColor.f[2];
- dest->Sampler.BorderColor.f[3] = src->Sampler.BorderColor.f[3];
- dest->Sampler.WrapS = src->Sampler.WrapS;
- dest->Sampler.WrapT = src->Sampler.WrapT;
- dest->Sampler.WrapR = src->Sampler.WrapR;
- dest->Sampler.MinFilter = src->Sampler.MinFilter;
- dest->Sampler.MagFilter = src->Sampler.MagFilter;
- dest->Sampler.MinLod = src->Sampler.MinLod;
- dest->Sampler.MaxLod = src->Sampler.MaxLod;
- dest->Sampler.LodBias = src->Sampler.LodBias;
- dest->BaseLevel = src->BaseLevel;
- dest->MaxLevel = src->MaxLevel;
- dest->Sampler.MaxAnisotropy = src->Sampler.MaxAnisotropy;
- dest->Sampler.CompareMode = src->Sampler.CompareMode;
- dest->Sampler.CompareFunc = src->Sampler.CompareFunc;
- dest->Sampler.CompareFailValue = src->Sampler.CompareFailValue;
- dest->Sampler.CubeMapSeamless = src->Sampler.CubeMapSeamless;
- dest->Sampler.DepthMode = src->Sampler.DepthMode;
- dest->Sampler.sRGBDecode = src->Sampler.sRGBDecode;
- dest->_MaxLevel = src->_MaxLevel;
- dest->_MaxLambda = src->_MaxLambda;
- dest->GenerateMipmap = src->GenerateMipmap;
- dest->_Complete = src->_Complete;
- COPY_4V(dest->Swizzle, src->Swizzle);
- dest->_Swizzle = src->_Swizzle;
-}
-
-
-/**
- * Free all texture images of the given texture object.
- *
- * \param ctx GL context.
- * \param t texture object.
- *
- * \sa _mesa_clear_texture_image().
- */
-void
-_mesa_clear_texture_object(struct gl_context *ctx,
- struct gl_texture_object *texObj)
-{
- GLuint i, j;
-
- if (texObj->Target == 0)
- return;
-
- for (i = 0; i < MAX_FACES; i++) {
- for (j = 0; j < MAX_TEXTURE_LEVELS; j++) {
- struct gl_texture_image *texImage = texObj->Image[i][j];
- if (texImage)
- _mesa_clear_texture_image(ctx, texImage);
- }
- }
-}
-
-
-/**
- * Check if the given texture object is valid by examining its Target field.
- * For debugging only.
- */
-static GLboolean
-valid_texture_object(const struct gl_texture_object *tex)
-{
- switch (tex->Target) {
- case 0:
- case GL_TEXTURE_1D:
- case GL_TEXTURE_2D:
- case GL_TEXTURE_3D:
- case GL_TEXTURE_CUBE_MAP_ARB:
- case GL_TEXTURE_RECTANGLE_NV:
- case GL_TEXTURE_1D_ARRAY_EXT:
- case GL_TEXTURE_2D_ARRAY_EXT:
- case GL_TEXTURE_BUFFER:
- return GL_TRUE;
- case 0x99:
- _mesa_problem(NULL, "invalid reference to a deleted texture object");
- return GL_FALSE;
- default:
- _mesa_problem(NULL, "invalid texture object Target 0x%x, Id = %u",
- tex->Target, tex->Name);
- return GL_FALSE;
- }
-}
-
-
-/**
- * Reference (or unreference) a texture object.
- * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
- * If 'tex' is non-null, increment its refcount.
- * This is normally only called from the _mesa_reference_texobj() macro
- * when there's a real pointer change.
- */
-void
-_mesa_reference_texobj_(struct gl_texture_object **ptr,
- struct gl_texture_object *tex)
-{
- assert(ptr);
-
- if (*ptr) {
- /* Unreference the old texture */
- GLboolean deleteFlag = GL_FALSE;
- struct gl_texture_object *oldTex = *ptr;
-
- ASSERT(valid_texture_object(oldTex));
- (void) valid_texture_object; /* silence warning in release builds */
-
- _glthread_LOCK_MUTEX(oldTex->Mutex);
- ASSERT(oldTex->RefCount > 0);
- oldTex->RefCount--;
-
- deleteFlag = (oldTex->RefCount == 0);
- _glthread_UNLOCK_MUTEX(oldTex->Mutex);
-
- if (deleteFlag) {
- GET_CURRENT_CONTEXT(ctx);
- if (ctx)
- ctx->Driver.DeleteTexture(ctx, oldTex);
- else
- _mesa_problem(NULL, "Unable to delete texture, no context");
- }
-
- *ptr = NULL;
- }
- assert(!*ptr);
-
- if (tex) {
- /* reference new texture */
- ASSERT(valid_texture_object(tex));
- _glthread_LOCK_MUTEX(tex->Mutex);
- if (tex->RefCount == 0) {
- /* this texture's being deleted (look just above) */
- /* Not sure this can every really happen. Warn if it does. */
- _mesa_problem(NULL, "referencing deleted texture object");
- *ptr = NULL;
- }
- else {
- tex->RefCount++;
- *ptr = tex;
- }
- _glthread_UNLOCK_MUTEX(tex->Mutex);
- }
-}
-
-
-
-/**
- * Mark a texture object as incomplete.
- * \param t texture object
- * \param fmt... string describing why it's incomplete (for debugging).
- */
-static void
-incomplete(struct gl_texture_object *t, const char *fmt, ...)
-{
-#if 0
- va_list args;
- char s[100];
-
- va_start(args, fmt);
- vsnprintf(s, sizeof(s), fmt, args);
- va_end(args);
-
- printf("Texture Obj %d incomplete because: %s\n", t->Name, s);
-#endif
- t->_Complete = GL_FALSE;
-}
-
-
-/**
- * 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 struct gl_context *ctx,
- struct gl_texture_object *t )
-{
- const GLint baseLevel = t->BaseLevel;
- GLint maxLog2 = 0, maxLevels = 0;
-
- t->_Complete = GL_TRUE; /* be optimistic */
-
- /* Detect cases where the application set the base level to an invalid
- * value.
- */
- if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS)) {
- incomplete(t, "base level = %d is invalid", baseLevel);
- return;
- }
-
- /* Always need the base level image */
- if (!t->Image[0][baseLevel]) {
- incomplete(t, "Image[baseLevel=%d] == NULL", baseLevel);
- 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");
- return;
- }
-
- /* Compute _MaxLevel */
- if ((t->Target == GL_TEXTURE_1D) ||
- (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) {
- maxLog2 = t->Image[0][baseLevel]->WidthLog2;
- maxLevels = ctx->Const.MaxTextureLevels;
- }
- else if ((t->Target == GL_TEXTURE_2D) ||
- (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) {
- 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);
-
- if (t->MaxLevel < t->BaseLevel) {
- incomplete(t, "MAX_LEVEL (%d) < BASE_LEVEL (%d)",
- t->MaxLevel, t->BaseLevel);
- return;
- }
-
- 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) {
- incomplete(t, "Cube face missing or mismatched size");
- return;
- }
- }
- }
-
- /* extra checking for mipmaps */
- if (t->Sampler.MinFilter != GL_NEAREST && t->Sampler.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) {
- 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) {
- incomplete(t, "Format[i] != Format[baseLevel]");
- return;
- }
- if (t->Image[0][i]->Border != t->Image[0][baseLevel]->Border) {
- incomplete(t, "Border[i] != Border[baseLevel]");
- return;
- }
- }
- }
-
- /* Test things which depend on number of texture image dimensions */
- if ((t->Target == GL_TEXTURE_1D) ||
- (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) {
- /* 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]) {
- incomplete(t, "1D Image[0][i] == NULL");
- return;
- }
- if (t->Image[0][i]->Width2 != width ) {
- 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) ||
- (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) {
- /* 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]) {
- incomplete(t, "2D Image[0][i] == NULL");
- return;
- }
- if (t->Image[0][i]->Width2 != width) {
- incomplete(t, "2D Image[0][i] bad width");
- return;
- }
- if (t->Image[0][i]->Height2 != height) {
- 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");
- return;
- }
- if (t->Image[0][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
- incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
- return;
- }
- if (t->Image[0][i]->Width2 != width) {
- incomplete(t, "3D Image[0][i] bad width");
- return;
- }
- if (t->Image[0][i]->Height2 != height) {
- incomplete(t, "3D Image[0][i] bad height");
- return;
- }
- if (t->Image[0][i]->Depth2 != depth) {
- 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]) {
- incomplete(t, "CubeMap Image[n][i] == NULL");
- return;
- }
- /* Don't support GL_DEPTH_COMPONENT for cube maps */
- if (t->Image[face][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
- 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) {
- 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");
- }
- }
-}
-
-
-/**
- * Check if the given cube map texture is "cube complete" as defined in
- * the OpenGL specification.
- */
-GLboolean
-_mesa_cube_complete(const struct gl_texture_object *texObj)
-{
- const GLint baseLevel = texObj->BaseLevel;
- const struct gl_texture_image *img0, *img;
- GLuint face;
-
- if (texObj->Target != GL_TEXTURE_CUBE_MAP)
- return GL_FALSE;
-
- if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS))
- return GL_FALSE;
-
- /* check first face */
- img0 = texObj->Image[0][baseLevel];
- if (!img0 ||
- img0->Width < 1 ||
- img0->Width != img0->Height)
- return GL_FALSE;
-
- /* check remaining faces vs. first face */
- for (face = 1; face < 6; face++) {
- img = texObj->Image[face][baseLevel];
- if (!img ||
- img->Width != img0->Width ||
- img->Height != img0->Height ||
- img->TexFormat != img0->TexFormat)
- return GL_FALSE;
- }
-
- return GL_TRUE;
-}
-
-
-/**
- * Mark a texture object dirty. It forces the object to be incomplete
- * and optionally forces the context to re-validate its state.
- *
- * \param ctx GL context.
- * \param texObj texture object.
- * \param invalidate_state also invalidate context state.
- */
-void
-_mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj,
- GLboolean invalidate_state)
-{
- texObj->_Complete = GL_FALSE;
- if (invalidate_state)
- ctx->NewState |= _NEW_TEXTURE;
-}
-
-
-/**
- * Return pointer to a default/fallback texture.
- * The texture is a 2D 8x8 RGBA texture with all texels = (0,0,0,1).
- * That's the value a sampler should get when sampling from an
- * incomplete texture.
- */
-struct gl_texture_object *
-_mesa_get_fallback_texture(struct gl_context *ctx)
-{
- if (!ctx->Shared->FallbackTex) {
- /* create fallback texture now */
- static GLubyte texels[8 * 8][4];
- struct gl_texture_object *texObj;
- struct gl_texture_image *texImage;
- gl_format texFormat;
- GLuint i;
-
- for (i = 0; i < 8 * 8; i++) {
- texels[i][0] =
- texels[i][1] =
- texels[i][2] = 0x0;
- texels[i][3] = 0xff;
- }
-
- /* create texture object */
- texObj = ctx->Driver.NewTextureObject(ctx, 0, GL_TEXTURE_2D);
- assert(texObj->RefCount == 1);
- texObj->Sampler.MinFilter = GL_NEAREST;
- texObj->Sampler.MagFilter = GL_NEAREST;
-
- /* create level[0] texture image */
- texImage = _mesa_get_tex_image(ctx, texObj, GL_TEXTURE_2D, 0);
-
- texFormat = ctx->Driver.ChooseTextureFormat(ctx, GL_RGBA, GL_RGBA,
- GL_UNSIGNED_BYTE);
-
- /* init the image fields */
- _mesa_init_teximage_fields(ctx, GL_TEXTURE_2D, texImage,
- 8, 8, 1, 0, GL_RGBA, texFormat);
-
- ASSERT(texImage->TexFormat != MESA_FORMAT_NONE);
-
- /* set image data */
- ctx->Driver.TexImage2D(ctx, GL_TEXTURE_2D, 0, GL_RGBA,
- 8, 8, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, texels,
- &ctx->DefaultPacking, texObj, texImage);
-
- _mesa_test_texobj_completeness(ctx, texObj);
- assert(texObj->_Complete);
-
- ctx->Shared->FallbackTex = texObj;
- }
- return ctx->Shared->FallbackTex;
-}
-
-
-/*@}*/
-
-
-/***********************************************************************/
-/** \name API functions */
-/*@{*/
-
-
-/**
- * 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().
- *
- * 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(ctx->Shared->Mutex);
-
- 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(ctx->Shared->Mutex);
- _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
- return;
- }
-
- /* insert into hash table */
- _mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
-
- textures[i] = name;
- }
-
- _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
-}
-
-
-/**
- * Check if the given texture object is bound to the current draw or
- * read framebuffer. If so, Unbind it.
- */
-static void
-unbind_texobj_from_fbo(struct gl_context *ctx,
- struct gl_texture_object *texObj)
-{
- const GLuint n = (ctx->DrawBuffer == ctx->ReadBuffer) ? 1 : 2;
- GLuint i;
-
- for (i = 0; i < n; i++) {
- struct gl_framebuffer *fb = (i == 0) ? ctx->DrawBuffer : ctx->ReadBuffer;
- if (fb->Name) {
- GLuint j;
- for (j = 0; j < BUFFER_COUNT; j++) {
- if (fb->Attachment[j].Type == GL_TEXTURE &&
- fb->Attachment[j].Texture == texObj) {
- /* Vertices are already flushed by _mesa_DeleteTextures */
- ctx->NewState |= _NEW_BUFFERS;
- _mesa_remove_attachment(ctx, fb->Attachment + j);
- }
- }
- }
- }
-}
-
-
-/**
- * Check if the given texture object is bound to any texture image units and
- * unbind it if so (revert to default textures).
- */
-static void
-unbind_texobj_from_texunits(struct gl_context *ctx,
- struct gl_texture_object *texObj)
-{
- GLuint u, tex;
-
- for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
- struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
- for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
- if (texObj == unit->CurrentTex[tex]) {
- _mesa_reference_texobj(&unit->CurrentTex[tex],
- ctx->Shared->DefaultTex[tex]);
- ASSERT(unit->CurrentTex[tex]);
- break;
- }
- }
- }
-}
-
-
-/**
- * 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
- = _mesa_lookup_texture(ctx, textures[i]);
-
- if (delObj) {
- _mesa_lock_texture(ctx, delObj);
-
- /* Check if texture is bound to any framebuffer objects.
- * If so, unbind.
- * See section 4.4.2.3 of GL_EXT_framebuffer_object.
- */
- unbind_texobj_from_fbo(ctx, delObj);
-
- /* Check if this texture is currently bound to any texture units.
- * If so, unbind it.
- */
- unbind_texobj_from_texunits(ctx, delObj);
-
- _mesa_unlock_texture(ctx, delObj);
-
- 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);
-
- /* Unreference the texobj. If refcount hits zero, the texture
- * will be deleted.
- */
- _mesa_reference_texobj(&delObj, NULL);
- }
- }
- }
-}
-
-
-/**
- * Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
- * into the corresponding Mesa texture target index.
- * Note that proxy targets are not valid here.
- * \return TEXTURE_x_INDEX or -1 if target is invalid
- */
-static GLint
-target_enum_to_index(GLenum target)
-{
- switch (target) {
- case GL_TEXTURE_1D:
- return TEXTURE_1D_INDEX;
- case GL_TEXTURE_2D:
- return TEXTURE_2D_INDEX;
- case GL_TEXTURE_3D:
- return TEXTURE_3D_INDEX;
- case GL_TEXTURE_CUBE_MAP_ARB:
- return TEXTURE_CUBE_INDEX;
- case GL_TEXTURE_RECTANGLE_NV:
- return TEXTURE_RECT_INDEX;
- case GL_TEXTURE_1D_ARRAY_EXT:
- return TEXTURE_1D_ARRAY_INDEX;
- case GL_TEXTURE_2D_ARRAY_EXT:
- return TEXTURE_2D_ARRAY_INDEX;
- case GL_TEXTURE_BUFFER_ARB:
- return TEXTURE_BUFFER_INDEX;
- default:
- return -1;
- }
-}
-
-
-/**
- * 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);
- struct gl_texture_unit *texUnit = _mesa_get_current_tex_unit(ctx);
- struct gl_texture_object *newTexObj = NULL;
- GLint targetIndex;
- 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);
-
- targetIndex = target_enum_to_index(target);
- if (targetIndex < 0) {
- _mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)");
- return;
- }
- assert(targetIndex < NUM_TEXTURE_TARGETS);
-
- /*
- * Get pointer to new texture object (newTexObj)
- */
- if (texName == 0) {
- /* Use a default texture object */
- newTexObj = ctx->Shared->DefaultTex[targetIndex];
- }
- else {
- /* non-default texture object */
- newTexObj = _mesa_lookup_texture(ctx, texName);
- if (newTexObj) {
- /* error checking */
- if (newTexObj->Target != 0 && newTexObj->Target != target) {
- /* the named texture object's target doesn't match the given target */
- _mesa_error( ctx, GL_INVALID_OPERATION,
- "glBindTexture(target mismatch)" );
- return;
- }
- if (newTexObj->Target == 0) {
- finish_texture_init(ctx, target, newTexObj);
- }
- }
- 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;
- }
-
- assert(valid_texture_object(newTexObj));
-
- /* Check if this texture is only used by this context and is already bound.
- * If so, just return.
- */
- {
- GLboolean early_out;
- _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
- early_out = ((ctx->Shared->RefCount == 1)
- && (newTexObj == texUnit->CurrentTex[targetIndex]));
- _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
- if (early_out) {
- return;
- }
- }
-
- /* flush before changing binding */
- FLUSH_VERTICES(ctx, _NEW_TEXTURE);
-
- /* Do the actual binding. The refcount on the previously bound
- * texture object will be decremented. It'll be deleted if the
- * count hits zero.
- */
- _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], newTexObj);
- ASSERT(texUnit->CurrentTex[targetIndex]);
-
- /* Pass BindTexture call to device driver */
- if (ctx->Driver.BindTexture)
- ctx->Driver.BindTexture(ctx, target, newTexObj);
-}
-
-
-/**
- * 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 = _mesa_lookup_texture(ctx, texName[i]);
- if (t) {
- t->Priority = CLAMP( priorities[i], 0.0F, 1.0F );
- }
- }
- }
-
- 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 = _mesa_lookup_texture(ctx, 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 = _mesa_lookup_texture(ctx, texture);
-
- /* IsTexture is true only after object has been bound once. */
- return t && t->Target;
-}
-
-
-/**
- * Simplest implementation of texture locking: grab the shared tex
- * mutex. Examine the shared context state timestamp and if there has
- * been a change, set the appropriate bits in ctx->NewState.
- *
- * This is used to deal with synchronizing things when a texture object
- * is used/modified by different contexts (or threads) which are sharing
- * the texture.
- *
- * See also _mesa_lock/unlock_texture() in teximage.h
- */
-void
-_mesa_lock_context_textures( struct gl_context *ctx )
-{
- _glthread_LOCK_MUTEX(ctx->Shared->TexMutex);
-
- if (ctx->Shared->TextureStateStamp != ctx->TextureStateTimestamp) {
- ctx->NewState |= _NEW_TEXTURE;
- ctx->TextureStateTimestamp = ctx->Shared->TextureStateStamp;
- }
-}
-
-
-void
-_mesa_unlock_context_textures( struct gl_context *ctx )
-{
- assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp);
- _glthread_UNLOCK_MUTEX(ctx->Shared->TexMutex);
-}
-
-/*@}*/
+/** + * \file texobj.c + * Texture object management. + */ + +/* + * Mesa 3-D graphics library + * Version: 7.1 + * + * Copyright (C) 1999-2007 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 "mfeatures.h" +#include "bufferobj.h" +#include "colortab.h" +#include "context.h" +#include "enums.h" +#include "fbobject.h" +#include "formats.h" +#include "hash.h" +#include "imports.h" +#include "macros.h" +#include "teximage.h" +#include "texobj.h" +#include "texstate.h" +#include "mtypes.h" +#include "program/prog_instruction.h" + + + +/**********************************************************************/ +/** \name Internal functions */ +/*@{*/ + + +/** + * Return the gl_texture_object for a given ID. + */ +struct gl_texture_object * +_mesa_lookup_texture(struct gl_context *ctx, GLuint id) +{ + return (struct gl_texture_object *) + _mesa_HashLookup(ctx->Shared->TexObjects, id); +} + + + +/** + * 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( struct gl_context *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 || + target == GL_TEXTURE_1D_ARRAY_EXT || + target == GL_TEXTURE_2D_ARRAY_EXT || + target == GL_TEXTURE_BUFFER); + + memset(obj, 0, 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; + obj->BaseLevel = 0; + obj->MaxLevel = 1000; + + /* sampler state */ + if (target == GL_TEXTURE_RECTANGLE_NV) { + obj->Sampler.WrapS = GL_CLAMP_TO_EDGE; + obj->Sampler.WrapT = GL_CLAMP_TO_EDGE; + obj->Sampler.WrapR = GL_CLAMP_TO_EDGE; + obj->Sampler.MinFilter = GL_LINEAR; + } + else { + obj->Sampler.WrapS = GL_REPEAT; + obj->Sampler.WrapT = GL_REPEAT; + obj->Sampler.WrapR = GL_REPEAT; + obj->Sampler.MinFilter = GL_NEAREST_MIPMAP_LINEAR; + } + obj->Sampler.MagFilter = GL_LINEAR; + obj->Sampler.MinLod = -1000.0; + obj->Sampler.MaxLod = 1000.0; + obj->Sampler.LodBias = 0.0; + obj->Sampler.MaxAnisotropy = 1.0; + obj->Sampler.CompareMode = GL_NONE; /* ARB_shadow */ + obj->Sampler.CompareFunc = GL_LEQUAL; /* ARB_shadow */ + obj->Sampler.CompareFailValue = 0.0F; /* ARB_shadow_ambient */ + obj->Sampler.DepthMode = GL_LUMINANCE; /* ARB_depth_texture */ + obj->Sampler.CubeMapSeamless = GL_FALSE; + obj->Swizzle[0] = GL_RED; + obj->Swizzle[1] = GL_GREEN; + obj->Swizzle[2] = GL_BLUE; + obj->Swizzle[3] = GL_ALPHA; + obj->_Swizzle = SWIZZLE_NOOP; + obj->Sampler.sRGBDecode = GL_DECODE_EXT; +} + + +/** + * Some texture initialization can't be finished until we know which + * target it's getting bound to (GL_TEXTURE_1D/2D/etc). + */ +static void +finish_texture_init(struct gl_context *ctx, GLenum target, + struct gl_texture_object *obj) +{ + assert(obj->Target == 0); + + if (target == GL_TEXTURE_RECTANGLE_NV) { + /* have to init wrap and filter state here - kind of klunky */ + obj->Sampler.WrapS = GL_CLAMP_TO_EDGE; + obj->Sampler.WrapT = GL_CLAMP_TO_EDGE; + obj->Sampler.WrapR = GL_CLAMP_TO_EDGE; + obj->Sampler.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, obj, GL_TEXTURE_WRAP_S, fparam_wrap); + ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_T, fparam_wrap); + ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_R, fparam_wrap); + ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_MIN_FILTER, fparam_filter); + } + } +} + + +/** + * Deallocate a texture object struct. It should have already been + * removed from the texture object pool. + * Called via ctx->Driver.DeleteTexture() if not overriden by a driver. + * + * \param shared the shared GL state to which the object belongs. + * \param texObj the texture object to delete. + */ +void +_mesa_delete_texture_object(struct gl_context *ctx, + struct gl_texture_object *texObj) +{ + GLuint i, face; + + /* Set Target to an invalid value. With some assertions elsewhere + * we can try to detect possible use of deleted textures. + */ + texObj->Target = 0x99; + + /* 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] ); + } + } + } + + _mesa_reference_buffer_object(ctx, &texObj->BufferObject, NULL); + + /* destroy the mutex -- it may have allocated memory (eg on bsd) */ + _glthread_DESTROY_MUTEX(texObj->Mutex); + + /* free this object */ + 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->Target = src->Target; + dest->Name = src->Name; + dest->Priority = src->Priority; + dest->Sampler.BorderColor.f[0] = src->Sampler.BorderColor.f[0]; + dest->Sampler.BorderColor.f[1] = src->Sampler.BorderColor.f[1]; + dest->Sampler.BorderColor.f[2] = src->Sampler.BorderColor.f[2]; + dest->Sampler.BorderColor.f[3] = src->Sampler.BorderColor.f[3]; + dest->Sampler.WrapS = src->Sampler.WrapS; + dest->Sampler.WrapT = src->Sampler.WrapT; + dest->Sampler.WrapR = src->Sampler.WrapR; + dest->Sampler.MinFilter = src->Sampler.MinFilter; + dest->Sampler.MagFilter = src->Sampler.MagFilter; + dest->Sampler.MinLod = src->Sampler.MinLod; + dest->Sampler.MaxLod = src->Sampler.MaxLod; + dest->Sampler.LodBias = src->Sampler.LodBias; + dest->BaseLevel = src->BaseLevel; + dest->MaxLevel = src->MaxLevel; + dest->Sampler.MaxAnisotropy = src->Sampler.MaxAnisotropy; + dest->Sampler.CompareMode = src->Sampler.CompareMode; + dest->Sampler.CompareFunc = src->Sampler.CompareFunc; + dest->Sampler.CompareFailValue = src->Sampler.CompareFailValue; + dest->Sampler.CubeMapSeamless = src->Sampler.CubeMapSeamless; + dest->Sampler.DepthMode = src->Sampler.DepthMode; + dest->Sampler.sRGBDecode = src->Sampler.sRGBDecode; + dest->_MaxLevel = src->_MaxLevel; + dest->_MaxLambda = src->_MaxLambda; + dest->GenerateMipmap = src->GenerateMipmap; + dest->_Complete = src->_Complete; + COPY_4V(dest->Swizzle, src->Swizzle); + dest->_Swizzle = src->_Swizzle; +} + + +/** + * Free all texture images of the given texture object. + * + * \param ctx GL context. + * \param t texture object. + * + * \sa _mesa_clear_texture_image(). + */ +void +_mesa_clear_texture_object(struct gl_context *ctx, + struct gl_texture_object *texObj) +{ + GLuint i, j; + + if (texObj->Target == 0) + return; + + for (i = 0; i < MAX_FACES; i++) { + for (j = 0; j < MAX_TEXTURE_LEVELS; j++) { + struct gl_texture_image *texImage = texObj->Image[i][j]; + if (texImage) + _mesa_clear_texture_image(ctx, texImage); + } + } +} + + +/** + * Check if the given texture object is valid by examining its Target field. + * For debugging only. + */ +static GLboolean +valid_texture_object(const struct gl_texture_object *tex) +{ + switch (tex->Target) { + case 0: + case GL_TEXTURE_1D: + case GL_TEXTURE_2D: + case GL_TEXTURE_3D: + case GL_TEXTURE_CUBE_MAP_ARB: + case GL_TEXTURE_RECTANGLE_NV: + case GL_TEXTURE_1D_ARRAY_EXT: + case GL_TEXTURE_2D_ARRAY_EXT: + case GL_TEXTURE_BUFFER: + return GL_TRUE; + case 0x99: + _mesa_problem(NULL, "invalid reference to a deleted texture object"); + return GL_FALSE; + default: + _mesa_problem(NULL, "invalid texture object Target 0x%x, Id = %u", + tex->Target, tex->Name); + return GL_FALSE; + } +} + + +/** + * Reference (or unreference) a texture object. + * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero). + * If 'tex' is non-null, increment its refcount. + * This is normally only called from the _mesa_reference_texobj() macro + * when there's a real pointer change. + */ +void +_mesa_reference_texobj_(struct gl_texture_object **ptr, + struct gl_texture_object *tex) +{ + assert(ptr); + + if (*ptr) { + /* Unreference the old texture */ + GLboolean deleteFlag = GL_FALSE; + struct gl_texture_object *oldTex = *ptr; + + ASSERT(valid_texture_object(oldTex)); + (void) valid_texture_object; /* silence warning in release builds */ + + _glthread_LOCK_MUTEX(oldTex->Mutex); + ASSERT(oldTex->RefCount > 0); + oldTex->RefCount--; + + deleteFlag = (oldTex->RefCount == 0); + _glthread_UNLOCK_MUTEX(oldTex->Mutex); + + if (deleteFlag) { + GET_CURRENT_CONTEXT(ctx); + if (ctx) + ctx->Driver.DeleteTexture(ctx, oldTex); + else + _mesa_problem(NULL, "Unable to delete texture, no context"); + } + + *ptr = NULL; + } + assert(!*ptr); + + if (tex) { + /* reference new texture */ + ASSERT(valid_texture_object(tex)); + _glthread_LOCK_MUTEX(tex->Mutex); + if (tex->RefCount == 0) { + /* this texture's being deleted (look just above) */ + /* Not sure this can every really happen. Warn if it does. */ + _mesa_problem(NULL, "referencing deleted texture object"); + *ptr = NULL; + } + else { + tex->RefCount++; + *ptr = tex; + } + _glthread_UNLOCK_MUTEX(tex->Mutex); + } +} + + + +/** + * Mark a texture object as incomplete. + * \param t texture object + * \param fmt... string describing why it's incomplete (for debugging). + */ +static void +incomplete(struct gl_texture_object *t, const char *fmt, ...) +{ +#if 0 + va_list args; + char s[100]; + + va_start(args, fmt); + vsnprintf(s, sizeof(s), fmt, args); + va_end(args); + + printf("Texture Obj %d incomplete because: %s\n", t->Name, s); +#endif + t->_Complete = GL_FALSE; +} + + +/** + * 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 struct gl_context *ctx, + struct gl_texture_object *t ) +{ + const GLint baseLevel = t->BaseLevel; + GLint maxLog2 = 0, maxLevels = 0; + + t->_Complete = GL_TRUE; /* be optimistic */ + + /* Detect cases where the application set the base level to an invalid + * value. + */ + if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS)) { + incomplete(t, "base level = %d is invalid", baseLevel); + return; + } + + /* Always need the base level image */ + if (!t->Image[0][baseLevel]) { + incomplete(t, "Image[baseLevel=%d] == NULL", baseLevel); + 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"); + return; + } + + /* Compute _MaxLevel */ + if ((t->Target == GL_TEXTURE_1D) || + (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) { + maxLog2 = t->Image[0][baseLevel]->WidthLog2; + maxLevels = ctx->Const.MaxTextureLevels; + } + else if ((t->Target == GL_TEXTURE_2D) || + (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) { + 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); + + if (t->MaxLevel < t->BaseLevel) { + incomplete(t, "MAX_LEVEL (%d) < BASE_LEVEL (%d)", + t->MaxLevel, t->BaseLevel); + return; + } + + 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) { + incomplete(t, "Cube face missing or mismatched size"); + return; + } + } + } + + /* extra checking for mipmaps */ + if (t->Sampler.MinFilter != GL_NEAREST && t->Sampler.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) { + 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) { + incomplete(t, "Format[i] != Format[baseLevel]"); + return; + } + if (t->Image[0][i]->Border != t->Image[0][baseLevel]->Border) { + incomplete(t, "Border[i] != Border[baseLevel]"); + return; + } + } + } + + /* Test things which depend on number of texture image dimensions */ + if ((t->Target == GL_TEXTURE_1D) || + (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) { + /* 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]) { + incomplete(t, "1D Image[0][i] == NULL"); + return; + } + if (t->Image[0][i]->Width2 != width ) { + 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) || + (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) { + /* 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]) { + incomplete(t, "2D Image[0][i] == NULL"); + return; + } + if (t->Image[0][i]->Width2 != width) { + incomplete(t, "2D Image[0][i] bad width"); + return; + } + if (t->Image[0][i]->Height2 != height) { + 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"); + return; + } + if (t->Image[0][i]->_BaseFormat == GL_DEPTH_COMPONENT) { + incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex"); + return; + } + if (t->Image[0][i]->Width2 != width) { + incomplete(t, "3D Image[0][i] bad width"); + return; + } + if (t->Image[0][i]->Height2 != height) { + incomplete(t, "3D Image[0][i] bad height"); + return; + } + if (t->Image[0][i]->Depth2 != depth) { + 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]) { + incomplete(t, "CubeMap Image[n][i] == NULL"); + return; + } + /* Don't support GL_DEPTH_COMPONENT for cube maps */ + if (t->Image[face][i]->_BaseFormat == GL_DEPTH_COMPONENT) { + 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) { + 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"); + } + } +} + + +/** + * Check if the given cube map texture is "cube complete" as defined in + * the OpenGL specification. + */ +GLboolean +_mesa_cube_complete(const struct gl_texture_object *texObj) +{ + const GLint baseLevel = texObj->BaseLevel; + const struct gl_texture_image *img0, *img; + GLuint face; + + if (texObj->Target != GL_TEXTURE_CUBE_MAP) + return GL_FALSE; + + if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS)) + return GL_FALSE; + + /* check first face */ + img0 = texObj->Image[0][baseLevel]; + if (!img0 || + img0->Width < 1 || + img0->Width != img0->Height) + return GL_FALSE; + + /* check remaining faces vs. first face */ + for (face = 1; face < 6; face++) { + img = texObj->Image[face][baseLevel]; + if (!img || + img->Width != img0->Width || + img->Height != img0->Height || + img->TexFormat != img0->TexFormat) + return GL_FALSE; + } + + return GL_TRUE; +} + + +/** + * Mark a texture object dirty. It forces the object to be incomplete + * and optionally forces the context to re-validate its state. + * + * \param ctx GL context. + * \param texObj texture object. + * \param invalidate_state also invalidate context state. + */ +void +_mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj, + GLboolean invalidate_state) +{ + texObj->_Complete = GL_FALSE; + if (invalidate_state) + ctx->NewState |= _NEW_TEXTURE; +} + + +/** + * Return pointer to a default/fallback texture. + * The texture is a 2D 8x8 RGBA texture with all texels = (0,0,0,1). + * That's the value a sampler should get when sampling from an + * incomplete texture. + */ +struct gl_texture_object * +_mesa_get_fallback_texture(struct gl_context *ctx) +{ + if (!ctx->Shared->FallbackTex) { + /* create fallback texture now */ + static GLubyte texels[8 * 8][4]; + struct gl_texture_object *texObj; + struct gl_texture_image *texImage; + gl_format texFormat; + GLuint i; + + for (i = 0; i < 8 * 8; i++) { + texels[i][0] = + texels[i][1] = + texels[i][2] = 0x0; + texels[i][3] = 0xff; + } + + /* create texture object */ + texObj = ctx->Driver.NewTextureObject(ctx, 0, GL_TEXTURE_2D); + assert(texObj->RefCount == 1); + texObj->Sampler.MinFilter = GL_NEAREST; + texObj->Sampler.MagFilter = GL_NEAREST; + + /* create level[0] texture image */ + texImage = _mesa_get_tex_image(ctx, texObj, GL_TEXTURE_2D, 0); + + texFormat = ctx->Driver.ChooseTextureFormat(ctx, GL_RGBA, GL_RGBA, + GL_UNSIGNED_BYTE); + + /* init the image fields */ + _mesa_init_teximage_fields(ctx, GL_TEXTURE_2D, texImage, + 8, 8, 1, 0, GL_RGBA, texFormat); + + ASSERT(texImage->TexFormat != MESA_FORMAT_NONE); + + /* set image data */ + ctx->Driver.TexImage2D(ctx, GL_TEXTURE_2D, 0, GL_RGBA, + 8, 8, 0, + GL_RGBA, GL_UNSIGNED_BYTE, texels, + &ctx->DefaultPacking, texObj, texImage); + + _mesa_test_texobj_completeness(ctx, texObj); + assert(texObj->_Complete); + + ctx->Shared->FallbackTex = texObj; + } + return ctx->Shared->FallbackTex; +} + + +/*@}*/ + + +/***********************************************************************/ +/** \name API functions */ +/*@{*/ + + +/** + * 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(). + * + * 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(ctx->Shared->Mutex); + + 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(ctx->Shared->Mutex); + _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures"); + return; + } + + /* insert into hash table */ + _mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj); + + textures[i] = name; + } + + _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex); +} + + +/** + * Check if the given texture object is bound to the current draw or + * read framebuffer. If so, Unbind it. + */ +static void +unbind_texobj_from_fbo(struct gl_context *ctx, + struct gl_texture_object *texObj) +{ + const GLuint n = (ctx->DrawBuffer == ctx->ReadBuffer) ? 1 : 2; + GLuint i; + + for (i = 0; i < n; i++) { + struct gl_framebuffer *fb = (i == 0) ? ctx->DrawBuffer : ctx->ReadBuffer; + if (fb->Name) { + GLuint j; + for (j = 0; j < BUFFER_COUNT; j++) { + if (fb->Attachment[j].Type == GL_TEXTURE && + fb->Attachment[j].Texture == texObj) { + /* Vertices are already flushed by _mesa_DeleteTextures */ + ctx->NewState |= _NEW_BUFFERS; + _mesa_remove_attachment(ctx, fb->Attachment + j); + } + } + } + } +} + + +/** + * Check if the given texture object is bound to any texture image units and + * unbind it if so (revert to default textures). + */ +static void +unbind_texobj_from_texunits(struct gl_context *ctx, + struct gl_texture_object *texObj) +{ + GLuint u, tex; + + for (u = 0; u < Elements(ctx->Texture.Unit); u++) { + struct gl_texture_unit *unit = &ctx->Texture.Unit[u]; + for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { + if (texObj == unit->CurrentTex[tex]) { + _mesa_reference_texobj(&unit->CurrentTex[tex], + ctx->Shared->DefaultTex[tex]); + ASSERT(unit->CurrentTex[tex]); + break; + } + } + } +} + + +/** + * 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 + = _mesa_lookup_texture(ctx, textures[i]); + + if (delObj) { + _mesa_lock_texture(ctx, delObj); + + /* Check if texture is bound to any framebuffer objects. + * If so, unbind. + * See section 4.4.2.3 of GL_EXT_framebuffer_object. + */ + unbind_texobj_from_fbo(ctx, delObj); + + /* Check if this texture is currently bound to any texture units. + * If so, unbind it. + */ + unbind_texobj_from_texunits(ctx, delObj); + + _mesa_unlock_texture(ctx, delObj); + + 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); + + /* Unreference the texobj. If refcount hits zero, the texture + * will be deleted. + */ + _mesa_reference_texobj(&delObj, NULL); + } + } + } +} + + +/** + * Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D + * into the corresponding Mesa texture target index. + * Note that proxy targets are not valid here. + * \return TEXTURE_x_INDEX or -1 if target is invalid + */ +static GLint +target_enum_to_index(GLenum target) +{ + switch (target) { + case GL_TEXTURE_1D: + return TEXTURE_1D_INDEX; + case GL_TEXTURE_2D: + return TEXTURE_2D_INDEX; + case GL_TEXTURE_3D: + return TEXTURE_3D_INDEX; + case GL_TEXTURE_CUBE_MAP_ARB: + return TEXTURE_CUBE_INDEX; + case GL_TEXTURE_RECTANGLE_NV: + return TEXTURE_RECT_INDEX; + case GL_TEXTURE_1D_ARRAY_EXT: + return TEXTURE_1D_ARRAY_INDEX; + case GL_TEXTURE_2D_ARRAY_EXT: + return TEXTURE_2D_ARRAY_INDEX; + case GL_TEXTURE_BUFFER_ARB: + return TEXTURE_BUFFER_INDEX; + default: + return -1; + } +} + + +/** + * 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); + struct gl_texture_unit *texUnit = _mesa_get_current_tex_unit(ctx); + struct gl_texture_object *newTexObj = NULL; + GLint targetIndex; + 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); + + targetIndex = target_enum_to_index(target); + if (targetIndex < 0) { + _mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)"); + return; + } + assert(targetIndex < NUM_TEXTURE_TARGETS); + + /* + * Get pointer to new texture object (newTexObj) + */ + if (texName == 0) { + /* Use a default texture object */ + newTexObj = ctx->Shared->DefaultTex[targetIndex]; + } + else { + /* non-default texture object */ + newTexObj = _mesa_lookup_texture(ctx, texName); + if (newTexObj) { + /* error checking */ + if (newTexObj->Target != 0 && newTexObj->Target != target) { + /* the named texture object's target doesn't match the given target */ + _mesa_error( ctx, GL_INVALID_OPERATION, + "glBindTexture(target mismatch)" ); + return; + } + if (newTexObj->Target == 0) { + finish_texture_init(ctx, target, newTexObj); + } + } + 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; + } + + assert(valid_texture_object(newTexObj)); + + /* Check if this texture is only used by this context and is already bound. + * If so, just return. + */ + { + GLboolean early_out; + _glthread_LOCK_MUTEX(ctx->Shared->Mutex); + early_out = ((ctx->Shared->RefCount == 1) + && (newTexObj == texUnit->CurrentTex[targetIndex])); + _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex); + if (early_out) { + return; + } + } + + /* flush before changing binding */ + FLUSH_VERTICES(ctx, _NEW_TEXTURE); + + /* Do the actual binding. The refcount on the previously bound + * texture object will be decremented. It'll be deleted if the + * count hits zero. + */ + _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], newTexObj); + ASSERT(texUnit->CurrentTex[targetIndex]); + + /* Pass BindTexture call to device driver */ + if (ctx->Driver.BindTexture) + ctx->Driver.BindTexture(ctx, target, newTexObj); +} + + +/** + * 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 = _mesa_lookup_texture(ctx, texName[i]); + if (t) { + t->Priority = CLAMP( priorities[i], 0.0F, 1.0F ); + } + } + } + + 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 = _mesa_lookup_texture(ctx, 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 = _mesa_lookup_texture(ctx, texture); + + /* IsTexture is true only after object has been bound once. */ + return t && t->Target; +} + + +/** + * Simplest implementation of texture locking: grab the shared tex + * mutex. Examine the shared context state timestamp and if there has + * been a change, set the appropriate bits in ctx->NewState. + * + * This is used to deal with synchronizing things when a texture object + * is used/modified by different contexts (or threads) which are sharing + * the texture. + * + * See also _mesa_lock/unlock_texture() in teximage.h + */ +void +_mesa_lock_context_textures( struct gl_context *ctx ) +{ + _glthread_LOCK_MUTEX(ctx->Shared->TexMutex); + + if (ctx->Shared->TextureStateStamp != ctx->TextureStateTimestamp) { + ctx->NewState |= _NEW_TEXTURE; + ctx->TextureStateTimestamp = ctx->Shared->TextureStateStamp; + } +} + + +void +_mesa_unlock_context_textures( struct gl_context *ctx ) +{ + assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp); + _glthread_UNLOCK_MUTEX(ctx->Shared->TexMutex); +} + +/*@}*/ |