3 * Texture object management.
7 * Mesa 3-D graphics library
10 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
12 * Permission is hereby granted, free of charge, to any person obtaining a
13 * copy of this software and associated documentation files (the "Software"),
14 * to deal in the Software without restriction, including without limitation
15 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
16 * and/or sell copies of the Software, and to permit persons to whom the
17 * Software is furnished to do so, subject to the following conditions:
19 * The above copyright notice and this permission notice shall be included
20 * in all copies or substantial portions of the Software.
22 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
23 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
24 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
25 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
26 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
27 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
31 #include "mfeatures.h"
32 #include "bufferobj.h"
45 #include "program/prog_instruction.h"
49 /**********************************************************************/
50 /** \name Internal functions */
55 * Return the gl_texture_object for a given ID.
57 struct gl_texture_object
*
58 _mesa_lookup_texture(struct gl_context
*ctx
, GLuint id
)
60 return (struct gl_texture_object
*)
61 _mesa_HashLookup(ctx
->Shared
->TexObjects
, id
);
67 * Allocate and initialize a new texture object. But don't put it into the
68 * texture object hash table.
70 * Called via ctx->Driver.NewTextureObject, unless overridden by a device
73 * \param shared the shared GL state structure to contain the texture object
74 * \param name integer name for the texture object
75 * \param target either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,
76 * GL_TEXTURE_CUBE_MAP_ARB or GL_TEXTURE_RECTANGLE_NV. zero is ok for the sake
79 * \return pointer to new texture object.
81 struct gl_texture_object
*
82 _mesa_new_texture_object( struct gl_context
*ctx
, GLuint name
, GLenum target
)
84 struct gl_texture_object
*obj
;
86 obj
= MALLOC_STRUCT(gl_texture_object
);
87 _mesa_initialize_texture_object(obj
, name
, target
);
93 * Initialize a new texture object to default values.
94 * \param obj the texture object
95 * \param name the texture name
96 * \param target the texture target
99 _mesa_initialize_texture_object( struct gl_texture_object
*obj
,
100 GLuint name
, GLenum target
)
102 ASSERT(target
== 0 ||
103 target
== GL_TEXTURE_1D
||
104 target
== GL_TEXTURE_2D
||
105 target
== GL_TEXTURE_3D
||
106 target
== GL_TEXTURE_CUBE_MAP_ARB
||
107 target
== GL_TEXTURE_RECTANGLE_NV
||
108 target
== GL_TEXTURE_1D_ARRAY_EXT
||
109 target
== GL_TEXTURE_2D_ARRAY_EXT
||
110 target
== GL_TEXTURE_EXTERNAL_OES
||
111 target
== GL_TEXTURE_BUFFER
);
113 memset(obj
, 0, sizeof(*obj
));
114 /* init the non-zero fields */
115 _glthread_INIT_MUTEX(obj
->Mutex
);
118 obj
->Target
= target
;
119 obj
->Priority
= 1.0F
;
121 obj
->MaxLevel
= 1000;
123 /* must be one; no support for (YUV) planes in separate buffers */
124 obj
->RequiredTextureImageUnits
= 1;
127 if (target
== GL_TEXTURE_RECTANGLE_NV
||
128 target
== GL_TEXTURE_EXTERNAL_OES
) {
129 obj
->Sampler
.WrapS
= GL_CLAMP_TO_EDGE
;
130 obj
->Sampler
.WrapT
= GL_CLAMP_TO_EDGE
;
131 obj
->Sampler
.WrapR
= GL_CLAMP_TO_EDGE
;
132 obj
->Sampler
.MinFilter
= GL_LINEAR
;
135 obj
->Sampler
.WrapS
= GL_REPEAT
;
136 obj
->Sampler
.WrapT
= GL_REPEAT
;
137 obj
->Sampler
.WrapR
= GL_REPEAT
;
138 obj
->Sampler
.MinFilter
= GL_NEAREST_MIPMAP_LINEAR
;
140 obj
->Sampler
.MagFilter
= GL_LINEAR
;
141 obj
->Sampler
.MinLod
= -1000.0;
142 obj
->Sampler
.MaxLod
= 1000.0;
143 obj
->Sampler
.LodBias
= 0.0;
144 obj
->Sampler
.MaxAnisotropy
= 1.0;
145 obj
->Sampler
.CubeMapSeamless
= GL_FALSE
;
150 * Some texture initialization can't be finished until we know which
151 * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
154 finish_texture_init(struct gl_context
*ctx
, GLenum target
,
155 struct gl_texture_object
*obj
)
157 assert(obj
->Target
== 0);
159 if (target
== GL_TEXTURE_RECTANGLE_NV
||
160 target
== GL_TEXTURE_EXTERNAL_OES
) {
161 /* have to init wrap and filter state here - kind of klunky */
162 obj
->Sampler
.WrapS
= GL_CLAMP_TO_EDGE
;
163 obj
->Sampler
.WrapT
= GL_CLAMP_TO_EDGE
;
164 obj
->Sampler
.WrapR
= GL_CLAMP_TO_EDGE
;
165 obj
->Sampler
.MinFilter
= GL_LINEAR
;
166 if (ctx
->Driver
.TexParameter
) {
167 static const GLfloat fparam_wrap
[1] = {(GLfloat
) GL_CLAMP_TO_EDGE
};
168 static const GLfloat fparam_filter
[1] = {(GLfloat
) GL_LINEAR
};
169 ctx
->Driver
.TexParameter(ctx
, target
, obj
, GL_TEXTURE_WRAP_S
, fparam_wrap
);
170 ctx
->Driver
.TexParameter(ctx
, target
, obj
, GL_TEXTURE_WRAP_T
, fparam_wrap
);
171 ctx
->Driver
.TexParameter(ctx
, target
, obj
, GL_TEXTURE_WRAP_R
, fparam_wrap
);
172 ctx
->Driver
.TexParameter(ctx
, target
, obj
, GL_TEXTURE_MIN_FILTER
, fparam_filter
);
179 * Deallocate a texture object struct. It should have already been
180 * removed from the texture object pool.
181 * Called via ctx->Driver.DeleteTexture() if not overriden by a driver.
183 * \param shared the shared GL state to which the object belongs.
184 * \param texObj the texture object to delete.
187 _mesa_delete_texture_object(struct gl_context
*ctx
,
188 struct gl_texture_object
*texObj
)
192 /* Set Target to an invalid value. With some assertions elsewhere
193 * we can try to detect possible use of deleted textures.
195 texObj
->Target
= 0x99;
197 /* free the texture images */
198 for (face
= 0; face
< 6; face
++) {
199 for (i
= 0; i
< MAX_TEXTURE_LEVELS
; i
++) {
200 if (texObj
->Image
[face
][i
]) {
201 ctx
->Driver
.DeleteTextureImage(ctx
, texObj
->Image
[face
][i
]);
206 _mesa_reference_buffer_object(ctx
, &texObj
->BufferObject
, NULL
);
208 /* destroy the mutex -- it may have allocated memory (eg on bsd) */
209 _glthread_DESTROY_MUTEX(texObj
->Mutex
);
211 /* free this object */
218 * Copy texture object state from one texture object to another.
219 * Use for glPush/PopAttrib.
221 * \param dest destination texture object.
222 * \param src source texture object.
225 _mesa_copy_texture_object( struct gl_texture_object
*dest
,
226 const struct gl_texture_object
*src
)
228 dest
->Target
= src
->Target
;
229 dest
->Name
= src
->Name
;
230 dest
->Priority
= src
->Priority
;
231 dest
->Sampler
.BorderColor
.f
[0] = src
->Sampler
.BorderColor
.f
[0];
232 dest
->Sampler
.BorderColor
.f
[1] = src
->Sampler
.BorderColor
.f
[1];
233 dest
->Sampler
.BorderColor
.f
[2] = src
->Sampler
.BorderColor
.f
[2];
234 dest
->Sampler
.BorderColor
.f
[3] = src
->Sampler
.BorderColor
.f
[3];
235 dest
->Sampler
.WrapS
= src
->Sampler
.WrapS
;
236 dest
->Sampler
.WrapT
= src
->Sampler
.WrapT
;
237 dest
->Sampler
.WrapR
= src
->Sampler
.WrapR
;
238 dest
->Sampler
.MinFilter
= src
->Sampler
.MinFilter
;
239 dest
->Sampler
.MagFilter
= src
->Sampler
.MagFilter
;
240 dest
->Sampler
.MinLod
= src
->Sampler
.MinLod
;
241 dest
->Sampler
.MaxLod
= src
->Sampler
.MaxLod
;
242 dest
->Sampler
.LodBias
= src
->Sampler
.LodBias
;
243 dest
->BaseLevel
= src
->BaseLevel
;
244 dest
->MaxLevel
= src
->MaxLevel
;
245 dest
->Sampler
.MaxAnisotropy
= src
->Sampler
.MaxAnisotropy
;
246 dest
->Sampler
.CubeMapSeamless
= src
->Sampler
.CubeMapSeamless
;
247 dest
->_MaxLevel
= src
->_MaxLevel
;
248 dest
->_MaxLambda
= src
->_MaxLambda
;
249 dest
->GenerateMipmap
= src
->GenerateMipmap
;
250 dest
->_Complete
= src
->_Complete
;
252 dest
->RequiredTextureImageUnits
= src
->RequiredTextureImageUnits
;
257 * Free all texture images of the given texture object.
259 * \param ctx GL context.
260 * \param t texture object.
262 * \sa _mesa_clear_texture_image().
265 _mesa_clear_texture_object(struct gl_context
*ctx
,
266 struct gl_texture_object
*texObj
)
270 if (texObj
->Target
== 0)
273 for (i
= 0; i
< MAX_FACES
; i
++) {
274 for (j
= 0; j
< MAX_TEXTURE_LEVELS
; j
++) {
275 struct gl_texture_image
*texImage
= texObj
->Image
[i
][j
];
277 _mesa_clear_texture_image(ctx
, texImage
);
284 * Check if the given texture object is valid by examining its Target field.
285 * For debugging only.
288 valid_texture_object(const struct gl_texture_object
*tex
)
290 switch (tex
->Target
) {
295 case GL_TEXTURE_CUBE_MAP_ARB
:
296 case GL_TEXTURE_RECTANGLE_NV
:
297 case GL_TEXTURE_1D_ARRAY_EXT
:
298 case GL_TEXTURE_2D_ARRAY_EXT
:
299 case GL_TEXTURE_BUFFER
:
300 case GL_TEXTURE_EXTERNAL_OES
:
303 _mesa_problem(NULL
, "invalid reference to a deleted texture object");
306 _mesa_problem(NULL
, "invalid texture object Target 0x%x, Id = %u",
307 tex
->Target
, tex
->Name
);
314 * Reference (or unreference) a texture object.
315 * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
316 * If 'tex' is non-null, increment its refcount.
317 * This is normally only called from the _mesa_reference_texobj() macro
318 * when there's a real pointer change.
321 _mesa_reference_texobj_(struct gl_texture_object
**ptr
,
322 struct gl_texture_object
*tex
)
327 /* Unreference the old texture */
328 GLboolean deleteFlag
= GL_FALSE
;
329 struct gl_texture_object
*oldTex
= *ptr
;
331 ASSERT(valid_texture_object(oldTex
));
332 (void) valid_texture_object
; /* silence warning in release builds */
334 _glthread_LOCK_MUTEX(oldTex
->Mutex
);
335 ASSERT(oldTex
->RefCount
> 0);
338 deleteFlag
= (oldTex
->RefCount
== 0);
339 _glthread_UNLOCK_MUTEX(oldTex
->Mutex
);
342 GET_CURRENT_CONTEXT(ctx
);
344 ctx
->Driver
.DeleteTexture(ctx
, oldTex
);
346 _mesa_problem(NULL
, "Unable to delete texture, no context");
354 /* reference new texture */
355 ASSERT(valid_texture_object(tex
));
356 _glthread_LOCK_MUTEX(tex
->Mutex
);
357 if (tex
->RefCount
== 0) {
358 /* this texture's being deleted (look just above) */
359 /* Not sure this can every really happen. Warn if it does. */
360 _mesa_problem(NULL
, "referencing deleted texture object");
367 _glthread_UNLOCK_MUTEX(tex
->Mutex
);
374 * Mark a texture object as incomplete.
375 * \param t texture object
376 * \param fmt... string describing why it's incomplete (for debugging).
379 incomplete(struct gl_texture_object
*t
, const char *fmt
, ...)
386 vsnprintf(s
, sizeof(s
), fmt
, args
);
389 printf("Texture Obj %d incomplete because: %s\n", t
->Name
, s
);
391 t
->_Complete
= GL_FALSE
;
396 * Examine a texture object to determine if it is complete.
398 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
401 * \param ctx GL context.
402 * \param t texture object.
404 * According to the texture target, verifies that each of the mipmaps is
405 * present and has the expected size.
408 _mesa_test_texobj_completeness( const struct gl_context
*ctx
,
409 struct gl_texture_object
*t
)
411 const GLint baseLevel
= t
->BaseLevel
;
412 GLint maxLog2
= 0, maxLevels
= 0;
414 t
->_Complete
= GL_TRUE
; /* be optimistic */
416 /* Detect cases where the application set the base level to an invalid
419 if ((baseLevel
< 0) || (baseLevel
>= MAX_TEXTURE_LEVELS
)) {
420 incomplete(t
, "base level = %d is invalid", baseLevel
);
424 /* Always need the base level image */
425 if (!t
->Image
[0][baseLevel
]) {
426 incomplete(t
, "Image[baseLevel=%d] == NULL", baseLevel
);
430 /* Check width/height/depth for zero */
431 if (t
->Image
[0][baseLevel
]->Width
== 0 ||
432 t
->Image
[0][baseLevel
]->Height
== 0 ||
433 t
->Image
[0][baseLevel
]->Depth
== 0) {
434 incomplete(t
, "texture width = 0");
438 /* Compute _MaxLevel */
439 if ((t
->Target
== GL_TEXTURE_1D
) ||
440 (t
->Target
== GL_TEXTURE_1D_ARRAY_EXT
)) {
441 maxLog2
= t
->Image
[0][baseLevel
]->WidthLog2
;
442 maxLevels
= ctx
->Const
.MaxTextureLevels
;
444 else if ((t
->Target
== GL_TEXTURE_2D
) ||
445 (t
->Target
== GL_TEXTURE_2D_ARRAY_EXT
)) {
446 maxLog2
= MAX2(t
->Image
[0][baseLevel
]->WidthLog2
,
447 t
->Image
[0][baseLevel
]->HeightLog2
);
448 maxLevels
= ctx
->Const
.MaxTextureLevels
;
450 else if (t
->Target
== GL_TEXTURE_3D
) {
451 GLint max
= MAX2(t
->Image
[0][baseLevel
]->WidthLog2
,
452 t
->Image
[0][baseLevel
]->HeightLog2
);
453 maxLog2
= MAX2(max
, (GLint
)(t
->Image
[0][baseLevel
]->DepthLog2
));
454 maxLevels
= ctx
->Const
.Max3DTextureLevels
;
456 else if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
457 maxLog2
= MAX2(t
->Image
[0][baseLevel
]->WidthLog2
,
458 t
->Image
[0][baseLevel
]->HeightLog2
);
459 maxLevels
= ctx
->Const
.MaxCubeTextureLevels
;
461 else if (t
->Target
== GL_TEXTURE_RECTANGLE_NV
||
462 t
->Target
== GL_TEXTURE_EXTERNAL_OES
) {
463 maxLog2
= 0; /* not applicable */
464 maxLevels
= 1; /* no mipmapping */
467 _mesa_problem(ctx
, "Bad t->Target in _mesa_test_texobj_completeness");
471 ASSERT(maxLevels
> 0);
473 if (t
->MaxLevel
< t
->BaseLevel
) {
474 incomplete(t
, "MAX_LEVEL (%d) < BASE_LEVEL (%d)",
475 t
->MaxLevel
, t
->BaseLevel
);
479 t
->_MaxLevel
= baseLevel
+ maxLog2
;
480 t
->_MaxLevel
= MIN2(t
->_MaxLevel
, t
->MaxLevel
);
481 t
->_MaxLevel
= MIN2(t
->_MaxLevel
, maxLevels
- 1);
483 /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
484 t
->_MaxLambda
= (GLfloat
) (t
->_MaxLevel
- t
->BaseLevel
);
487 /* This texture object was created with glTexStorage1/2/3D() so we
488 * know that all the mipmap levels are the right size and all cube
489 * map faces are the same size.
490 * We don't need to do any of the additional checks below.
495 if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
496 /* make sure that all six cube map level 0 images are the same size */
497 const GLuint w
= t
->Image
[0][baseLevel
]->Width2
;
498 const GLuint h
= t
->Image
[0][baseLevel
]->Height2
;
500 for (face
= 1; face
< 6; face
++) {
501 if (t
->Image
[face
][baseLevel
] == NULL
||
502 t
->Image
[face
][baseLevel
]->Width2
!= w
||
503 t
->Image
[face
][baseLevel
]->Height2
!= h
) {
504 incomplete(t
, "Cube face missing or mismatched size");
510 /* extra checking for mipmaps */
511 if (t
->Sampler
.MinFilter
!= GL_NEAREST
&& t
->Sampler
.MinFilter
!= GL_LINEAR
) {
513 * Mipmapping: determine if we have a complete set of mipmaps
516 GLint minLevel
= baseLevel
;
517 GLint maxLevel
= t
->_MaxLevel
;
519 if (minLevel
> maxLevel
) {
520 incomplete(t
, "minLevel > maxLevel");
524 /* Test dimension-independent attributes */
525 for (i
= minLevel
; i
<= maxLevel
; i
++) {
526 if (t
->Image
[0][i
]) {
527 if (t
->Image
[0][i
]->TexFormat
!= t
->Image
[0][baseLevel
]->TexFormat
) {
528 incomplete(t
, "Format[i] != Format[baseLevel]");
531 if (t
->Image
[0][i
]->Border
!= t
->Image
[0][baseLevel
]->Border
) {
532 incomplete(t
, "Border[i] != Border[baseLevel]");
538 /* Test things which depend on number of texture image dimensions */
539 if ((t
->Target
== GL_TEXTURE_1D
) ||
540 (t
->Target
== GL_TEXTURE_1D_ARRAY_EXT
)) {
541 /* Test 1-D mipmaps */
542 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
543 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
547 if (i
>= minLevel
&& i
<= maxLevel
) {
548 const struct gl_texture_image
*img
= t
->Image
[0][i
];
550 incomplete(t
, "1D Image[%d] is missing", i
);
553 if (img
->Width2
!= width
) {
554 incomplete(t
, "1D Image[%d] bad width %u", i
, img
->Width2
);
559 return; /* found smallest needed mipmap, all done! */
563 else if ((t
->Target
== GL_TEXTURE_2D
) ||
564 (t
->Target
== GL_TEXTURE_2D_ARRAY_EXT
)) {
565 /* Test 2-D mipmaps */
566 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
567 GLuint height
= t
->Image
[0][baseLevel
]->Height2
;
568 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
575 if (i
>= minLevel
&& i
<= maxLevel
) {
576 const struct gl_texture_image
*img
= t
->Image
[0][i
];
578 incomplete(t
, "2D Image[%d of %d] is missing", i
, maxLevel
);
581 if (img
->Width2
!= width
) {
582 incomplete(t
, "2D Image[%d] bad width %u", i
, img
->Width2
);
585 if (img
->Height2
!= height
) {
586 incomplete(t
, "2D Image[i] bad height %u", i
, img
->Height2
);
589 if (width
==1 && height
==1) {
590 return; /* found smallest needed mipmap, all done! */
595 else if (t
->Target
== GL_TEXTURE_3D
) {
596 /* Test 3-D mipmaps */
597 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
598 GLuint height
= t
->Image
[0][baseLevel
]->Height2
;
599 GLuint depth
= t
->Image
[0][baseLevel
]->Depth2
;
600 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
610 if (i
>= minLevel
&& i
<= maxLevel
) {
611 const struct gl_texture_image
*img
= t
->Image
[0][i
];
613 incomplete(t
, "3D Image[%d] is missing", i
);
616 if (img
->_BaseFormat
== GL_DEPTH_COMPONENT
) {
617 incomplete(t
, "GL_DEPTH_COMPONENT only works with 1/2D tex");
620 if (img
->Width2
!= width
) {
621 incomplete(t
, "3D Image[%d] bad width %u", i
, img
->Width2
);
624 if (img
->Height2
!= height
) {
625 incomplete(t
, "3D Image[%d] bad height %u", i
, img
->Height2
);
628 if (img
->Depth2
!= depth
) {
629 incomplete(t
, "3D Image[%d] bad depth %u", i
, img
->Depth2
);
633 if (width
== 1 && height
== 1 && depth
== 1) {
634 return; /* found smallest needed mipmap, all done! */
638 else if (t
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
639 /* make sure 6 cube faces are consistant */
640 GLuint width
= t
->Image
[0][baseLevel
]->Width2
;
641 GLuint height
= t
->Image
[0][baseLevel
]->Height2
;
642 for (i
= baseLevel
+ 1; i
< maxLevels
; i
++) {
649 if (i
>= minLevel
&& i
<= maxLevel
) {
651 for (face
= 0; face
< 6; face
++) {
652 /* check that we have images defined */
653 if (!t
->Image
[face
][i
]) {
654 incomplete(t
, "CubeMap Image[n][i] == NULL");
657 /* Don't support GL_DEPTH_COMPONENT for cube maps */
658 if (ctx
->VersionMajor
< 3 && !ctx
->Extensions
.EXT_gpu_shader4
) {
659 if (t
->Image
[face
][i
]->_BaseFormat
== GL_DEPTH_COMPONENT
) {
660 incomplete(t
, "GL_DEPTH_COMPONENT only works with 1/2D tex");
664 /* check that all six images have same size */
665 if (t
->Image
[face
][i
]->Width2
!= width
||
666 t
->Image
[face
][i
]->Height2
!= height
) {
667 incomplete(t
, "CubeMap Image[n][i] bad size");
672 if (width
== 1 && height
== 1) {
673 return; /* found smallest needed mipmap, all done! */
677 else if (t
->Target
== GL_TEXTURE_RECTANGLE_NV
) {
678 /* XXX special checking? */
682 _mesa_problem(ctx
, "Bug in gl_test_texture_object_completeness\n");
689 * Check if the given cube map texture is "cube complete" as defined in
690 * the OpenGL specification.
693 _mesa_cube_complete(const struct gl_texture_object
*texObj
)
695 const GLint baseLevel
= texObj
->BaseLevel
;
696 const struct gl_texture_image
*img0
, *img
;
699 if (texObj
->Target
!= GL_TEXTURE_CUBE_MAP
)
702 if ((baseLevel
< 0) || (baseLevel
>= MAX_TEXTURE_LEVELS
))
705 /* check first face */
706 img0
= texObj
->Image
[0][baseLevel
];
709 img0
->Width
!= img0
->Height
)
712 /* check remaining faces vs. first face */
713 for (face
= 1; face
< 6; face
++) {
714 img
= texObj
->Image
[face
][baseLevel
];
716 img
->Width
!= img0
->Width
||
717 img
->Height
!= img0
->Height
||
718 img
->TexFormat
!= img0
->TexFormat
)
727 * Mark a texture object dirty. It forces the object to be incomplete
728 * and optionally forces the context to re-validate its state.
730 * \param ctx GL context.
731 * \param texObj texture object.
732 * \param invalidate_state also invalidate context state.
735 _mesa_dirty_texobj(struct gl_context
*ctx
, struct gl_texture_object
*texObj
,
736 GLboolean invalidate_state
)
738 texObj
->_Complete
= GL_FALSE
;
739 if (invalidate_state
)
740 ctx
->NewState
|= _NEW_TEXTURE
;
745 * Return pointer to a default/fallback texture.
746 * The texture is a 2D 8x8 RGBA texture with all texels = (0,0,0,1).
747 * That's the value a sampler should get when sampling from an
748 * incomplete texture.
750 struct gl_texture_object
*
751 _mesa_get_fallback_texture(struct gl_context
*ctx
)
753 if (!ctx
->Shared
->FallbackTex
) {
754 /* create fallback texture now */
755 static GLubyte texels
[8 * 8][4];
756 struct gl_texture_object
*texObj
;
757 struct gl_texture_image
*texImage
;
761 for (i
= 0; i
< 8 * 8; i
++) {
768 /* create texture object */
769 texObj
= ctx
->Driver
.NewTextureObject(ctx
, 0, GL_TEXTURE_2D
);
770 assert(texObj
->RefCount
== 1);
771 texObj
->Sampler
.MinFilter
= GL_NEAREST
;
772 texObj
->Sampler
.MagFilter
= GL_NEAREST
;
774 /* create level[0] texture image */
775 texImage
= _mesa_get_tex_image(ctx
, texObj
, GL_TEXTURE_2D
, 0);
777 texFormat
= ctx
->Driver
.ChooseTextureFormat(ctx
, GL_RGBA
, GL_RGBA
,
780 /* init the image fields */
781 _mesa_init_teximage_fields(ctx
, texImage
,
782 8, 8, 1, 0, GL_RGBA
, texFormat
);
784 ASSERT(texImage
->TexFormat
!= MESA_FORMAT_NONE
);
787 ctx
->Driver
.TexImage2D(ctx
, texImage
, GL_RGBA
,
789 GL_RGBA
, GL_UNSIGNED_BYTE
, texels
,
790 &ctx
->DefaultPacking
);
792 _mesa_test_texobj_completeness(ctx
, texObj
);
793 assert(texObj
->_Complete
);
795 ctx
->Shared
->FallbackTex
= texObj
;
797 return ctx
->Shared
->FallbackTex
;
804 /***********************************************************************/
805 /** \name API functions */
810 * Generate texture names.
812 * \param n number of texture names to be generated.
813 * \param textures an array in which will hold the generated texture names.
815 * \sa glGenTextures().
817 * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
818 * IDs which are stored in \p textures. Corresponding empty texture
819 * objects are also generated.
822 _mesa_GenTextures( GLsizei n
, GLuint
*textures
)
824 GET_CURRENT_CONTEXT(ctx
);
827 ASSERT_OUTSIDE_BEGIN_END(ctx
);
830 _mesa_error( ctx
, GL_INVALID_VALUE
, "glGenTextures" );
838 * This must be atomic (generation and allocation of texture IDs)
840 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
842 first
= _mesa_HashFindFreeKeyBlock(ctx
->Shared
->TexObjects
, n
);
844 /* Allocate new, empty texture objects */
845 for (i
= 0; i
< n
; i
++) {
846 struct gl_texture_object
*texObj
;
847 GLuint name
= first
+ i
;
849 texObj
= ctx
->Driver
.NewTextureObject(ctx
, name
, target
);
851 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
852 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glGenTextures");
856 /* insert into hash table */
857 _mesa_HashInsert(ctx
->Shared
->TexObjects
, texObj
->Name
, texObj
);
862 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
867 * Check if the given texture object is bound to the current draw or
868 * read framebuffer. If so, Unbind it.
871 unbind_texobj_from_fbo(struct gl_context
*ctx
,
872 struct gl_texture_object
*texObj
)
874 const GLuint n
= (ctx
->DrawBuffer
== ctx
->ReadBuffer
) ? 1 : 2;
877 for (i
= 0; i
< n
; i
++) {
878 struct gl_framebuffer
*fb
= (i
== 0) ? ctx
->DrawBuffer
: ctx
->ReadBuffer
;
881 for (j
= 0; j
< BUFFER_COUNT
; j
++) {
882 if (fb
->Attachment
[j
].Type
== GL_TEXTURE
&&
883 fb
->Attachment
[j
].Texture
== texObj
) {
884 /* Vertices are already flushed by _mesa_DeleteTextures */
885 ctx
->NewState
|= _NEW_BUFFERS
;
886 _mesa_remove_attachment(ctx
, fb
->Attachment
+ j
);
895 * Check if the given texture object is bound to any texture image units and
896 * unbind it if so (revert to default textures).
899 unbind_texobj_from_texunits(struct gl_context
*ctx
,
900 struct gl_texture_object
*texObj
)
904 for (u
= 0; u
< Elements(ctx
->Texture
.Unit
); u
++) {
905 struct gl_texture_unit
*unit
= &ctx
->Texture
.Unit
[u
];
906 for (tex
= 0; tex
< NUM_TEXTURE_TARGETS
; tex
++) {
907 if (texObj
== unit
->CurrentTex
[tex
]) {
908 _mesa_reference_texobj(&unit
->CurrentTex
[tex
],
909 ctx
->Shared
->DefaultTex
[tex
]);
910 ASSERT(unit
->CurrentTex
[tex
]);
919 * Delete named textures.
921 * \param n number of textures to be deleted.
922 * \param textures array of texture IDs to be deleted.
924 * \sa glDeleteTextures().
926 * If we're about to delete a texture that's currently bound to any
927 * texture unit, unbind the texture first. Decrement the reference
928 * count on the texture object and delete it if it's zero.
929 * Recall that texture objects can be shared among several rendering
933 _mesa_DeleteTextures( GLsizei n
, const GLuint
*textures
)
935 GET_CURRENT_CONTEXT(ctx
);
937 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
); /* too complex */
942 for (i
= 0; i
< n
; i
++) {
943 if (textures
[i
] > 0) {
944 struct gl_texture_object
*delObj
945 = _mesa_lookup_texture(ctx
, textures
[i
]);
948 _mesa_lock_texture(ctx
, delObj
);
950 /* Check if texture is bound to any framebuffer objects.
952 * See section 4.4.2.3 of GL_EXT_framebuffer_object.
954 unbind_texobj_from_fbo(ctx
, delObj
);
956 /* Check if this texture is currently bound to any texture units.
959 unbind_texobj_from_texunits(ctx
, delObj
);
961 _mesa_unlock_texture(ctx
, delObj
);
963 ctx
->NewState
|= _NEW_TEXTURE
;
965 /* The texture _name_ is now free for re-use.
966 * Remove it from the hash table now.
968 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
969 _mesa_HashRemove(ctx
->Shared
->TexObjects
, delObj
->Name
);
970 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
972 /* Unreference the texobj. If refcount hits zero, the texture
975 _mesa_reference_texobj(&delObj
, NULL
);
983 * Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
984 * into the corresponding Mesa texture target index.
985 * Note that proxy targets are not valid here.
986 * \return TEXTURE_x_INDEX or -1 if target is invalid
989 target_enum_to_index(GLenum target
)
993 return TEXTURE_1D_INDEX
;
995 return TEXTURE_2D_INDEX
;
997 return TEXTURE_3D_INDEX
;
998 case GL_TEXTURE_CUBE_MAP_ARB
:
999 return TEXTURE_CUBE_INDEX
;
1000 case GL_TEXTURE_RECTANGLE_NV
:
1001 return TEXTURE_RECT_INDEX
;
1002 case GL_TEXTURE_1D_ARRAY_EXT
:
1003 return TEXTURE_1D_ARRAY_INDEX
;
1004 case GL_TEXTURE_2D_ARRAY_EXT
:
1005 return TEXTURE_2D_ARRAY_INDEX
;
1006 case GL_TEXTURE_BUFFER_ARB
:
1007 return TEXTURE_BUFFER_INDEX
;
1008 case GL_TEXTURE_EXTERNAL_OES
:
1009 return TEXTURE_EXTERNAL_INDEX
;
1017 * Bind a named texture to a texturing target.
1019 * \param target texture target.
1020 * \param texName texture name.
1022 * \sa glBindTexture().
1024 * Determines the old texture object bound and returns immediately if rebinding
1025 * the same texture. Get the current texture which is either a default texture
1026 * if name is null, a named texture from the hash, or a new texture if the
1027 * given texture name is new. Increments its reference count, binds it, and
1028 * calls dd_function_table::BindTexture. Decrements the old texture reference
1029 * count and deletes it if it reaches zero.
1032 _mesa_BindTexture( GLenum target
, GLuint texName
)
1034 GET_CURRENT_CONTEXT(ctx
);
1035 struct gl_texture_unit
*texUnit
= _mesa_get_current_tex_unit(ctx
);
1036 struct gl_texture_object
*newTexObj
= NULL
;
1038 ASSERT_OUTSIDE_BEGIN_END(ctx
);
1040 if (MESA_VERBOSE
& (VERBOSE_API
|VERBOSE_TEXTURE
))
1041 _mesa_debug(ctx
, "glBindTexture %s %d\n",
1042 _mesa_lookup_enum_by_nr(target
), (GLint
) texName
);
1044 targetIndex
= target_enum_to_index(target
);
1045 if (targetIndex
< 0) {
1046 _mesa_error(ctx
, GL_INVALID_ENUM
, "glBindTexture(target)");
1049 assert(targetIndex
< NUM_TEXTURE_TARGETS
);
1052 * Get pointer to new texture object (newTexObj)
1055 /* Use a default texture object */
1056 newTexObj
= ctx
->Shared
->DefaultTex
[targetIndex
];
1059 /* non-default texture object */
1060 newTexObj
= _mesa_lookup_texture(ctx
, texName
);
1062 /* error checking */
1063 if (newTexObj
->Target
!= 0 && newTexObj
->Target
!= target
) {
1064 /* the named texture object's target doesn't match the given target */
1065 _mesa_error( ctx
, GL_INVALID_OPERATION
,
1066 "glBindTexture(target mismatch)" );
1069 if (newTexObj
->Target
== 0) {
1070 finish_texture_init(ctx
, target
, newTexObj
);
1074 /* if this is a new texture id, allocate a texture object now */
1075 newTexObj
= ctx
->Driver
.NewTextureObject(ctx
, texName
, target
);
1077 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glBindTexture");
1081 /* and insert it into hash table */
1082 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
1083 _mesa_HashInsert(ctx
->Shared
->TexObjects
, texName
, newTexObj
);
1084 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
1086 newTexObj
->Target
= target
;
1089 assert(valid_texture_object(newTexObj
));
1091 /* Check if this texture is only used by this context and is already bound.
1092 * If so, just return.
1095 GLboolean early_out
;
1096 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
1097 early_out
= ((ctx
->Shared
->RefCount
== 1)
1098 && (newTexObj
== texUnit
->CurrentTex
[targetIndex
]));
1099 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
1105 /* flush before changing binding */
1106 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1108 /* Do the actual binding. The refcount on the previously bound
1109 * texture object will be decremented. It'll be deleted if the
1112 _mesa_reference_texobj(&texUnit
->CurrentTex
[targetIndex
], newTexObj
);
1113 ASSERT(texUnit
->CurrentTex
[targetIndex
]);
1115 /* Pass BindTexture call to device driver */
1116 if (ctx
->Driver
.BindTexture
)
1117 ctx
->Driver
.BindTexture(ctx
, target
, newTexObj
);
1122 * Set texture priorities.
1124 * \param n number of textures.
1125 * \param texName texture names.
1126 * \param priorities corresponding texture priorities.
1128 * \sa glPrioritizeTextures().
1130 * Looks up each texture in the hash, clamps the corresponding priority between
1131 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
1134 _mesa_PrioritizeTextures( GLsizei n
, const GLuint
*texName
,
1135 const GLclampf
*priorities
)
1137 GET_CURRENT_CONTEXT(ctx
);
1139 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
1142 _mesa_error( ctx
, GL_INVALID_VALUE
, "glPrioritizeTextures" );
1149 for (i
= 0; i
< n
; i
++) {
1150 if (texName
[i
] > 0) {
1151 struct gl_texture_object
*t
= _mesa_lookup_texture(ctx
, texName
[i
]);
1153 t
->Priority
= CLAMP( priorities
[i
], 0.0F
, 1.0F
);
1158 ctx
->NewState
|= _NEW_TEXTURE
;
1164 * See if textures are loaded in texture memory.
1166 * \param n number of textures to query.
1167 * \param texName array with the texture names.
1168 * \param residences array which will hold the residence status.
1170 * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
1172 * Note: we assume all textures are always resident
1174 GLboolean GLAPIENTRY
1175 _mesa_AreTexturesResident(GLsizei n
, const GLuint
*texName
,
1176 GLboolean
*residences
)
1178 GET_CURRENT_CONTEXT(ctx
);
1179 GLboolean allResident
= GL_TRUE
;
1181 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
1184 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident(n)");
1188 if (!texName
|| !residences
)
1191 /* We only do error checking on the texture names */
1192 for (i
= 0; i
< n
; i
++) {
1193 struct gl_texture_object
*t
;
1194 if (texName
[i
] == 0) {
1195 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident");
1198 t
= _mesa_lookup_texture(ctx
, texName
[i
]);
1200 _mesa_error(ctx
, GL_INVALID_VALUE
, "glAreTexturesResident");
1210 * See if a name corresponds to a texture.
1212 * \param texture texture name.
1214 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
1217 * \sa glIsTexture().
1219 * Calls _mesa_HashLookup().
1221 GLboolean GLAPIENTRY
1222 _mesa_IsTexture( GLuint texture
)
1224 struct gl_texture_object
*t
;
1225 GET_CURRENT_CONTEXT(ctx
);
1226 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
1231 t
= _mesa_lookup_texture(ctx
, texture
);
1233 /* IsTexture is true only after object has been bound once. */
1234 return t
&& t
->Target
;
1239 * Simplest implementation of texture locking: grab the shared tex
1240 * mutex. Examine the shared context state timestamp and if there has
1241 * been a change, set the appropriate bits in ctx->NewState.
1243 * This is used to deal with synchronizing things when a texture object
1244 * is used/modified by different contexts (or threads) which are sharing
1247 * See also _mesa_lock/unlock_texture() in teximage.h
1250 _mesa_lock_context_textures( struct gl_context
*ctx
)
1252 _glthread_LOCK_MUTEX(ctx
->Shared
->TexMutex
);
1254 if (ctx
->Shared
->TextureStateStamp
!= ctx
->TextureStateTimestamp
) {
1255 ctx
->NewState
|= _NEW_TEXTURE
;
1256 ctx
->TextureStateTimestamp
= ctx
->Shared
->TextureStateStamp
;
1262 _mesa_unlock_context_textures( struct gl_context
*ctx
)
1264 assert(ctx
->Shared
->TextureStateStamp
== ctx
->TextureStateTimestamp
);
1265 _glthread_UNLOCK_MUTEX(ctx
->Shared
->TexMutex
);