/** * \file texobj.c * Texture object management. */ /* * Mesa 3-D graphics library * Version: 6.5 * * Copyright (C) 1999-2006 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 "fbobject.h" #include "hash.h" #include "imports.h" #include "macros.h" #include "teximage.h" #include "texstate.h" #include "texobj.h" #include "mtypes.h" #ifdef __VMS #define _mesa_sprintf sprintf #endif /**********************************************************************/ /** \name Internal functions */ /*@{*/ /** * Return the gl_texture_object for a given ID. */ struct gl_texture_object * _mesa_lookup_texture(GLcontext *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( 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; } /** * 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 */ /* Always need the base level image */ if (!t->Image[0][baseLevel]) { char s[100]; _mesa_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; } } } /* 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]->_BaseFormat == 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]->_BaseFormat == 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); } /** * 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(GLcontext *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) { _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. * XXX all RefCount accesses should be protected by a mutex. */ static void unbind_texobj_from_texunits(GLcontext *ctx, struct gl_texture_object *texObj) { GLuint u; for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++) { struct gl_texture_unit *unit = &ctx->Texture.Unit[u]; struct gl_texture_object **curr = NULL; if (texObj == unit->Current1D) { curr = &unit->Current1D; unit->Current1D = ctx->Shared->Default1D; } else if (texObj == unit->Current2D) { curr = &unit->Current2D; unit->Current2D = ctx->Shared->Default2D; } else if (texObj == unit->Current3D) { curr = &unit->Current3D; unit->Current3D = ctx->Shared->Default3D; } else if (texObj == unit->CurrentCubeMap) { curr = &unit->CurrentCubeMap; unit->CurrentCubeMap = ctx->Shared->DefaultCubeMap; } else if (texObj == unit->CurrentRect) { curr = &unit->CurrentRect; unit->CurrentRect = ctx->Shared->DefaultRect; } if (curr) { (*curr)->RefCount++; texObj->RefCount--; if (texObj == unit->_Current) unit->_Current = *curr; } } } /** * 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) { GLboolean deleted; _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 and decrement the reference count. */ unbind_texobj_from_texunits(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); /* 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--; deleted = (delObj->RefCount == 0); _mesa_unlock_texture(ctx, delObj); /* We know that refcount went to zero above, so this is * the only pointer left to delObj, so we don't have to * worry about locking any more: */ if (deleted) { 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); const 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. * Note that some applications re-bind the same texture a lot so we * want to handle that case quickly. */ 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 */ newTexObj = _mesa_lookup_texture(ctx, 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 = _mesa_lookup_texture(ctx, 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 = _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 a new mutex in * the shared context. Examine the shared context state timestamp and * if there has been a change, set the appropriate bits in * ctx->NewState. * * See also _mesa_lock/unlock_texture in texobj.h */ void _mesa_lock_context_textures( GLcontext *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( GLcontext *ctx ) { assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp); _glthread_UNLOCK_MUTEX(ctx->Shared->TexMutex); } /*@}*/