1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
|
/**
* \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 "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"
#include "shader/prog_instruction.h"
/**********************************************************************/
/** \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 ||
target == GL_TEXTURE_1D_ARRAY_EXT ||
target == GL_TEXTURE_2D_ARRAY_EXT);
_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->CompareMode = GL_NONE; /* ARB_shadow */
obj->CompareFunc = GL_LEQUAL; /* ARB_shadow */
obj->CompareFailValue = 0.0F; /* ARB_shadow_ambient */
obj->DepthMode = GL_LUMINANCE; /* ARB_depth_texture */
obj->Swizzle[0] = GL_RED;
obj->Swizzle[1] = GL_GREEN;
obj->Swizzle[2] = GL_BLUE;
obj->Swizzle[3] = GL_ALPHA;
obj->_Swizzle = SWIZZLE_NOOP;
}
/**
* 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(GLcontext *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->WrapS = GL_CLAMP_TO_EDGE;
obj->WrapT = GL_CLAMP_TO_EDGE;
obj->WrapR = GL_CLAMP_TO_EDGE;
obj->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( GLcontext *ctx, struct gl_texture_object *texObj )
{
GLuint i, face;
(void) ctx;
/* Set Target to an invalid value. With some assertions elsewhere
* we can try to detect possible use of deleted textures.
*/
texObj->Target = 0x99;
_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->Target = src->Target;
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->CompareMode = src->CompareMode;
dest->CompareFunc = src->CompareFunc;
dest->CompareFailValue = src->CompareFailValue;
dest->DepthMode = src->DepthMode;
dest->_MaxLevel = src->_MaxLevel;
dest->_MaxLambda = src->_MaxLambda;
dest->GenerateMipmap = src->GenerateMipmap;
dest->Palette = src->Palette;
dest->_Complete = src->_Complete;
COPY_4V(dest->Swizzle, src->Swizzle);
dest->_Swizzle = src->_Swizzle;
}
/**
* Clear 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(GLcontext *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:
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.
*/
void
_mesa_reference_texobj(struct gl_texture_object **ptr,
struct gl_texture_object *tex)
{
assert(ptr);
if (*ptr == tex) {
/* no change */
return;
}
if (*ptr) {
/* Unreference the old texture */
GLboolean deleteFlag = GL_FALSE;
struct gl_texture_object *oldTex = *ptr;
ASSERT(valid_texture_object(oldTex));
_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);
}
}
/**
* 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 */
/* Detect cases where the application set the base level to an invalid
* value.
*/
if ((baseLevel < 0) || (baseLevel > MAX_TEXTURE_LEVELS)) {
char s[100];
_mesa_sprintf(s, "base level = %d is invalid", baseLevel);
incomplete(t, s);
t->_Complete = GL_FALSE;
return;
}
/* Always need the base level image */
if (!t->Image[0][baseLevel]) {
char s[100];
_mesa_sprintf(s, "Image[baseLevel=%d] == NULL", 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) ||
(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);
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, "Cube face missing or mismatched size");
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) ||
(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]) {
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) ||
(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]) {
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");
}
}
}
/**
* 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(GLcontext *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(GLcontext *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;
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->MinFilter = GL_NEAREST;
texObj->MagFilter = GL_NEAREST;
/* create level[0] texture image */
texImage = _mesa_get_tex_image(ctx, texObj, GL_TEXTURE_2D, 0);
/* init the image fields */
_mesa_init_teximage_fields(ctx, GL_TEXTURE_2D, texImage,
8, 8, 1, 0, GL_RGBA);
/* 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(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 (revert to default textures).
*/
static void
unbind_texobj_from_texunits(GLcontext *ctx, struct gl_texture_object *texObj)
{
GLuint u, tex;
for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; 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[TEXTURE_1D_INDEX]);
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.
* Return -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;
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);
const GLuint unit = ctx->Texture.CurrentUnit;
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
struct gl_texture_object *newTexObj = NULL, *defaultTexObj = NULL;
GLint targetIndex;
GLboolean early_out = GL_FALSE;
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);
defaultTexObj = ctx->Shared->DefaultTex[targetIndex];
/*
* Get pointer to new texture object (newTexObj)
*/
if (texName == 0) {
newTexObj = defaultTexObj;
}
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));
_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
if ((ctx->Shared->RefCount == 1)
&& (newTexObj == texUnit->CurrentTex[targetIndex])) {
early_out = GL_TRUE;
}
_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 );
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 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( 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);
}
/*@}*/
|