e800070f780bb5cfdf7d1c10c5861c22fcbea9e0
[reactos.git] / reactos / dll / opengl / mesa / src / mesa / main / texobj.c
1 /**
2 * \file texobj.c
3 * Texture object management.
4 */
5
6 /*
7 * Mesa 3-D graphics library
8 * Version: 7.1
9 *
10 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
11 *
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:
18 *
19 * The above copyright notice and this permission notice shall be included
20 * in all copies or substantial portions of the Software.
21 *
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.
28 */
29
30
31 #include "mfeatures.h"
32 #include "bufferobj.h"
33 #include "colortab.h"
34 #include "context.h"
35 #include "enums.h"
36 #include "fbobject.h"
37 #include "formats.h"
38 #include "hash.h"
39 #include "imports.h"
40 #include "macros.h"
41 #include "teximage.h"
42 #include "texobj.h"
43 #include "texstate.h"
44 #include "mtypes.h"
45 #include "program/prog_instruction.h"
46
47
48
49 /**********************************************************************/
50 /** \name Internal functions */
51 /*@{*/
52
53
54 /**
55 * Return the gl_texture_object for a given ID.
56 */
57 struct gl_texture_object *
58 _mesa_lookup_texture(struct gl_context *ctx, GLuint id)
59 {
60 return (struct gl_texture_object *)
61 _mesa_HashLookup(ctx->Shared->TexObjects, id);
62 }
63
64
65
66 /**
67 * Allocate and initialize a new texture object. But don't put it into the
68 * texture object hash table.
69 *
70 * Called via ctx->Driver.NewTextureObject, unless overridden by a device
71 * driver.
72 *
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
77 * of GenTextures()
78 *
79 * \return pointer to new texture object.
80 */
81 struct gl_texture_object *
82 _mesa_new_texture_object( struct gl_context *ctx, GLuint name, GLenum target )
83 {
84 struct gl_texture_object *obj;
85 (void) ctx;
86 obj = MALLOC_STRUCT(gl_texture_object);
87 _mesa_initialize_texture_object(obj, name, target);
88 return obj;
89 }
90
91
92 /**
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
97 */
98 void
99 _mesa_initialize_texture_object( struct gl_texture_object *obj,
100 GLuint name, GLenum target )
101 {
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);
112
113 memset(obj, 0, sizeof(*obj));
114 /* init the non-zero fields */
115 _glthread_INIT_MUTEX(obj->Mutex);
116 obj->RefCount = 1;
117 obj->Name = name;
118 obj->Target = target;
119 obj->Priority = 1.0F;
120 obj->BaseLevel = 0;
121 obj->MaxLevel = 1000;
122
123 /* must be one; no support for (YUV) planes in separate buffers */
124 obj->RequiredTextureImageUnits = 1;
125
126 /* sampler state */
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;
133 }
134 else {
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;
139 }
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 }
146
147
148 /**
149 * Some texture initialization can't be finished until we know which
150 * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
151 */
152 static void
153 finish_texture_init(struct gl_context *ctx, GLenum target,
154 struct gl_texture_object *obj)
155 {
156 assert(obj->Target == 0);
157
158 if (target == GL_TEXTURE_RECTANGLE_NV ||
159 target == GL_TEXTURE_EXTERNAL_OES) {
160 /* have to init wrap and filter state here - kind of klunky */
161 obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
162 obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
163 obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
164 obj->Sampler.MinFilter = GL_LINEAR;
165 if (ctx->Driver.TexParameter) {
166 static const GLfloat fparam_wrap[1] = {(GLfloat) GL_CLAMP_TO_EDGE};
167 static const GLfloat fparam_filter[1] = {(GLfloat) GL_LINEAR};
168 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_S, fparam_wrap);
169 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_T, fparam_wrap);
170 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_R, fparam_wrap);
171 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_MIN_FILTER, fparam_filter);
172 }
173 }
174 }
175
176
177 /**
178 * Deallocate a texture object struct. It should have already been
179 * removed from the texture object pool.
180 * Called via ctx->Driver.DeleteTexture() if not overriden by a driver.
181 *
182 * \param shared the shared GL state to which the object belongs.
183 * \param texObj the texture object to delete.
184 */
185 void
186 _mesa_delete_texture_object(struct gl_context *ctx,
187 struct gl_texture_object *texObj)
188 {
189 GLuint i, face;
190
191 /* Set Target to an invalid value. With some assertions elsewhere
192 * we can try to detect possible use of deleted textures.
193 */
194 texObj->Target = 0x99;
195
196 /* free the texture images */
197 for (face = 0; face < 6; face++) {
198 for (i = 0; i < MAX_TEXTURE_LEVELS; i++) {
199 if (texObj->Image[face][i]) {
200 ctx->Driver.DeleteTextureImage(ctx, texObj->Image[face][i]);
201 }
202 }
203 }
204
205 _mesa_reference_buffer_object(ctx, &texObj->BufferObject, NULL);
206
207 /* destroy the mutex -- it may have allocated memory (eg on bsd) */
208 _glthread_DESTROY_MUTEX(texObj->Mutex);
209
210 /* free this object */
211 free(texObj);
212 }
213
214
215
216 /**
217 * Copy texture object state from one texture object to another.
218 * Use for glPush/PopAttrib.
219 *
220 * \param dest destination texture object.
221 * \param src source texture object.
222 */
223 void
224 _mesa_copy_texture_object( struct gl_texture_object *dest,
225 const struct gl_texture_object *src )
226 {
227 dest->Target = src->Target;
228 dest->Name = src->Name;
229 dest->Priority = src->Priority;
230 dest->Sampler.BorderColor.f[0] = src->Sampler.BorderColor.f[0];
231 dest->Sampler.BorderColor.f[1] = src->Sampler.BorderColor.f[1];
232 dest->Sampler.BorderColor.f[2] = src->Sampler.BorderColor.f[2];
233 dest->Sampler.BorderColor.f[3] = src->Sampler.BorderColor.f[3];
234 dest->Sampler.WrapS = src->Sampler.WrapS;
235 dest->Sampler.WrapT = src->Sampler.WrapT;
236 dest->Sampler.WrapR = src->Sampler.WrapR;
237 dest->Sampler.MinFilter = src->Sampler.MinFilter;
238 dest->Sampler.MagFilter = src->Sampler.MagFilter;
239 dest->Sampler.MinLod = src->Sampler.MinLod;
240 dest->Sampler.MaxLod = src->Sampler.MaxLod;
241 dest->Sampler.LodBias = src->Sampler.LodBias;
242 dest->BaseLevel = src->BaseLevel;
243 dest->MaxLevel = src->MaxLevel;
244 dest->Sampler.MaxAnisotropy = src->Sampler.MaxAnisotropy;
245 dest->_MaxLevel = src->_MaxLevel;
246 dest->_MaxLambda = src->_MaxLambda;
247 dest->GenerateMipmap = src->GenerateMipmap;
248 dest->_Complete = src->_Complete;
249
250 dest->RequiredTextureImageUnits = src->RequiredTextureImageUnits;
251 }
252
253
254 /**
255 * Free all texture images of the given texture object.
256 *
257 * \param ctx GL context.
258 * \param t texture object.
259 *
260 * \sa _mesa_clear_texture_image().
261 */
262 void
263 _mesa_clear_texture_object(struct gl_context *ctx,
264 struct gl_texture_object *texObj)
265 {
266 GLuint i, j;
267
268 if (texObj->Target == 0)
269 return;
270
271 for (i = 0; i < MAX_FACES; i++) {
272 for (j = 0; j < MAX_TEXTURE_LEVELS; j++) {
273 struct gl_texture_image *texImage = texObj->Image[i][j];
274 if (texImage)
275 _mesa_clear_texture_image(ctx, texImage);
276 }
277 }
278 }
279
280
281 /**
282 * Check if the given texture object is valid by examining its Target field.
283 * For debugging only.
284 */
285 static GLboolean
286 valid_texture_object(const struct gl_texture_object *tex)
287 {
288 switch (tex->Target) {
289 case 0:
290 case GL_TEXTURE_1D:
291 case GL_TEXTURE_2D:
292 case GL_TEXTURE_3D:
293 case GL_TEXTURE_CUBE_MAP_ARB:
294 case GL_TEXTURE_RECTANGLE_NV:
295 case GL_TEXTURE_1D_ARRAY_EXT:
296 case GL_TEXTURE_2D_ARRAY_EXT:
297 case GL_TEXTURE_BUFFER:
298 case GL_TEXTURE_EXTERNAL_OES:
299 return GL_TRUE;
300 case 0x99:
301 _mesa_problem(NULL, "invalid reference to a deleted texture object");
302 return GL_FALSE;
303 default:
304 _mesa_problem(NULL, "invalid texture object Target 0x%x, Id = %u",
305 tex->Target, tex->Name);
306 return GL_FALSE;
307 }
308 }
309
310
311 /**
312 * Reference (or unreference) a texture object.
313 * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
314 * If 'tex' is non-null, increment its refcount.
315 * This is normally only called from the _mesa_reference_texobj() macro
316 * when there's a real pointer change.
317 */
318 void
319 _mesa_reference_texobj_(struct gl_texture_object **ptr,
320 struct gl_texture_object *tex)
321 {
322 assert(ptr);
323
324 if (*ptr) {
325 /* Unreference the old texture */
326 GLboolean deleteFlag = GL_FALSE;
327 struct gl_texture_object *oldTex = *ptr;
328
329 ASSERT(valid_texture_object(oldTex));
330 (void) valid_texture_object; /* silence warning in release builds */
331
332 _glthread_LOCK_MUTEX(oldTex->Mutex);
333 ASSERT(oldTex->RefCount > 0);
334 oldTex->RefCount--;
335
336 deleteFlag = (oldTex->RefCount == 0);
337 _glthread_UNLOCK_MUTEX(oldTex->Mutex);
338
339 if (deleteFlag) {
340 GET_CURRENT_CONTEXT(ctx);
341 if (ctx)
342 ctx->Driver.DeleteTexture(ctx, oldTex);
343 else
344 _mesa_problem(NULL, "Unable to delete texture, no context");
345 }
346
347 *ptr = NULL;
348 }
349 assert(!*ptr);
350
351 if (tex) {
352 /* reference new texture */
353 ASSERT(valid_texture_object(tex));
354 _glthread_LOCK_MUTEX(tex->Mutex);
355 if (tex->RefCount == 0) {
356 /* this texture's being deleted (look just above) */
357 /* Not sure this can every really happen. Warn if it does. */
358 _mesa_problem(NULL, "referencing deleted texture object");
359 *ptr = NULL;
360 }
361 else {
362 tex->RefCount++;
363 *ptr = tex;
364 }
365 _glthread_UNLOCK_MUTEX(tex->Mutex);
366 }
367 }
368
369
370
371 /**
372 * Mark a texture object as incomplete.
373 * \param t texture object
374 * \param fmt... string describing why it's incomplete (for debugging).
375 */
376 static void
377 incomplete(struct gl_texture_object *t, const char *fmt, ...)
378 {
379 #if 0
380 va_list args;
381 char s[100];
382
383 va_start(args, fmt);
384 vsnprintf(s, sizeof(s), fmt, args);
385 va_end(args);
386
387 printf("Texture Obj %d incomplete because: %s\n", t->Name, s);
388 #endif
389 t->_Complete = GL_FALSE;
390 }
391
392
393 /**
394 * Examine a texture object to determine if it is complete.
395 *
396 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
397 * accordingly.
398 *
399 * \param ctx GL context.
400 * \param t texture object.
401 *
402 * According to the texture target, verifies that each of the mipmaps is
403 * present and has the expected size.
404 */
405 void
406 _mesa_test_texobj_completeness( const struct gl_context *ctx,
407 struct gl_texture_object *t )
408 {
409 const GLint baseLevel = t->BaseLevel;
410 GLint maxLog2 = 0, maxLevels = 0;
411
412 t->_Complete = GL_TRUE; /* be optimistic */
413
414 /* Detect cases where the application set the base level to an invalid
415 * value.
416 */
417 if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS)) {
418 incomplete(t, "base level = %d is invalid", baseLevel);
419 return;
420 }
421
422 /* Always need the base level image */
423 if (!t->Image[0][baseLevel]) {
424 incomplete(t, "Image[baseLevel=%d] == NULL", baseLevel);
425 return;
426 }
427
428 /* Check width/height/depth for zero */
429 if (t->Image[0][baseLevel]->Width == 0 ||
430 t->Image[0][baseLevel]->Height == 0 ||
431 t->Image[0][baseLevel]->Depth == 0) {
432 incomplete(t, "texture width = 0");
433 return;
434 }
435
436 /* Compute _MaxLevel */
437 if ((t->Target == GL_TEXTURE_1D) ||
438 (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) {
439 maxLog2 = t->Image[0][baseLevel]->WidthLog2;
440 maxLevels = ctx->Const.MaxTextureLevels;
441 }
442 else if ((t->Target == GL_TEXTURE_2D) ||
443 (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) {
444 maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
445 t->Image[0][baseLevel]->HeightLog2);
446 maxLevels = ctx->Const.MaxTextureLevels;
447 }
448 else if (t->Target == GL_TEXTURE_3D) {
449 GLint max = MAX2(t->Image[0][baseLevel]->WidthLog2,
450 t->Image[0][baseLevel]->HeightLog2);
451 maxLog2 = MAX2(max, (GLint)(t->Image[0][baseLevel]->DepthLog2));
452 maxLevels = ctx->Const.Max3DTextureLevels;
453 }
454 else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
455 maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
456 t->Image[0][baseLevel]->HeightLog2);
457 maxLevels = ctx->Const.MaxCubeTextureLevels;
458 }
459 else if (t->Target == GL_TEXTURE_RECTANGLE_NV ||
460 t->Target == GL_TEXTURE_EXTERNAL_OES) {
461 maxLog2 = 0; /* not applicable */
462 maxLevels = 1; /* no mipmapping */
463 }
464 else {
465 _mesa_problem(ctx, "Bad t->Target in _mesa_test_texobj_completeness");
466 return;
467 }
468
469 ASSERT(maxLevels > 0);
470
471 if (t->MaxLevel < t->BaseLevel) {
472 incomplete(t, "MAX_LEVEL (%d) < BASE_LEVEL (%d)",
473 t->MaxLevel, t->BaseLevel);
474 return;
475 }
476
477 t->_MaxLevel = baseLevel + maxLog2;
478 t->_MaxLevel = MIN2(t->_MaxLevel, t->MaxLevel);
479 t->_MaxLevel = MIN2(t->_MaxLevel, maxLevels - 1);
480
481 /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
482 t->_MaxLambda = (GLfloat) (t->_MaxLevel - t->BaseLevel);
483
484 if (t->Immutable) {
485 /* This texture object was created with glTexStorage1/2/3D() so we
486 * know that all the mipmap levels are the right size and all cube
487 * map faces are the same size.
488 * We don't need to do any of the additional checks below.
489 */
490 return;
491 }
492
493 if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
494 /* make sure that all six cube map level 0 images are the same size */
495 const GLuint w = t->Image[0][baseLevel]->Width2;
496 const GLuint h = t->Image[0][baseLevel]->Height2;
497 GLuint face;
498 for (face = 1; face < 6; face++) {
499 if (t->Image[face][baseLevel] == NULL ||
500 t->Image[face][baseLevel]->Width2 != w ||
501 t->Image[face][baseLevel]->Height2 != h) {
502 incomplete(t, "Cube face missing or mismatched size");
503 return;
504 }
505 }
506 }
507
508 /* extra checking for mipmaps */
509 if (t->Sampler.MinFilter != GL_NEAREST && t->Sampler.MinFilter != GL_LINEAR) {
510 /*
511 * Mipmapping: determine if we have a complete set of mipmaps
512 */
513 GLint i;
514 GLint minLevel = baseLevel;
515 GLint maxLevel = t->_MaxLevel;
516
517 if (minLevel > maxLevel) {
518 incomplete(t, "minLevel > maxLevel");
519 return;
520 }
521
522 /* Test dimension-independent attributes */
523 for (i = minLevel; i <= maxLevel; i++) {
524 if (t->Image[0][i]) {
525 if (t->Image[0][i]->TexFormat != t->Image[0][baseLevel]->TexFormat) {
526 incomplete(t, "Format[i] != Format[baseLevel]");
527 return;
528 }
529 if (t->Image[0][i]->Border != t->Image[0][baseLevel]->Border) {
530 incomplete(t, "Border[i] != Border[baseLevel]");
531 return;
532 }
533 }
534 }
535
536 /* Test things which depend on number of texture image dimensions */
537 if ((t->Target == GL_TEXTURE_1D) ||
538 (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) {
539 /* Test 1-D mipmaps */
540 GLuint width = t->Image[0][baseLevel]->Width2;
541 for (i = baseLevel + 1; i < maxLevels; i++) {
542 if (width > 1) {
543 width /= 2;
544 }
545 if (i >= minLevel && i <= maxLevel) {
546 const struct gl_texture_image *img = t->Image[0][i];
547 if (!img) {
548 incomplete(t, "1D Image[%d] is missing", i);
549 return;
550 }
551 if (img->Width2 != width ) {
552 incomplete(t, "1D Image[%d] bad width %u", i, img->Width2);
553 return;
554 }
555 }
556 if (width == 1) {
557 return; /* found smallest needed mipmap, all done! */
558 }
559 }
560 }
561 else if ((t->Target == GL_TEXTURE_2D) ||
562 (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) {
563 /* Test 2-D mipmaps */
564 GLuint width = t->Image[0][baseLevel]->Width2;
565 GLuint height = t->Image[0][baseLevel]->Height2;
566 for (i = baseLevel + 1; i < maxLevels; i++) {
567 if (width > 1) {
568 width /= 2;
569 }
570 if (height > 1) {
571 height /= 2;
572 }
573 if (i >= minLevel && i <= maxLevel) {
574 const struct gl_texture_image *img = t->Image[0][i];
575 if (!img) {
576 incomplete(t, "2D Image[%d of %d] is missing", i, maxLevel);
577 return;
578 }
579 if (img->Width2 != width) {
580 incomplete(t, "2D Image[%d] bad width %u", i, img->Width2);
581 return;
582 }
583 if (img->Height2 != height) {
584 incomplete(t, "2D Image[i] bad height %u", i, img->Height2);
585 return;
586 }
587 if (width==1 && height==1) {
588 return; /* found smallest needed mipmap, all done! */
589 }
590 }
591 }
592 }
593 else if (t->Target == GL_TEXTURE_3D) {
594 /* Test 3-D mipmaps */
595 GLuint width = t->Image[0][baseLevel]->Width2;
596 GLuint height = t->Image[0][baseLevel]->Height2;
597 GLuint depth = t->Image[0][baseLevel]->Depth2;
598 for (i = baseLevel + 1; i < maxLevels; i++) {
599 if (width > 1) {
600 width /= 2;
601 }
602 if (height > 1) {
603 height /= 2;
604 }
605 if (depth > 1) {
606 depth /= 2;
607 }
608 if (i >= minLevel && i <= maxLevel) {
609 const struct gl_texture_image *img = t->Image[0][i];
610 if (!img) {
611 incomplete(t, "3D Image[%d] is missing", i);
612 return;
613 }
614 if (img->_BaseFormat == GL_DEPTH_COMPONENT) {
615 incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
616 return;
617 }
618 if (img->Width2 != width) {
619 incomplete(t, "3D Image[%d] bad width %u", i, img->Width2);
620 return;
621 }
622 if (img->Height2 != height) {
623 incomplete(t, "3D Image[%d] bad height %u", i, img->Height2);
624 return;
625 }
626 if (img->Depth2 != depth) {
627 incomplete(t, "3D Image[%d] bad depth %u", i, img->Depth2);
628 return;
629 }
630 }
631 if (width == 1 && height == 1 && depth == 1) {
632 return; /* found smallest needed mipmap, all done! */
633 }
634 }
635 }
636 else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
637 /* make sure 6 cube faces are consistant */
638 GLuint width = t->Image[0][baseLevel]->Width2;
639 GLuint height = t->Image[0][baseLevel]->Height2;
640 for (i = baseLevel + 1; i < maxLevels; i++) {
641 if (width > 1) {
642 width /= 2;
643 }
644 if (height > 1) {
645 height /= 2;
646 }
647 if (i >= minLevel && i <= maxLevel) {
648 GLuint face;
649 for (face = 0; face < 6; face++) {
650 /* check that we have images defined */
651 if (!t->Image[face][i]) {
652 incomplete(t, "CubeMap Image[n][i] == NULL");
653 return;
654 }
655 /* Don't support GL_DEPTH_COMPONENT for cube maps */
656 if (ctx->VersionMajor < 3 && !ctx->Extensions.EXT_gpu_shader4) {
657 if (t->Image[face][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
658 incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
659 return;
660 }
661 }
662 /* check that all six images have same size */
663 if (t->Image[face][i]->Width2 != width ||
664 t->Image[face][i]->Height2 != height) {
665 incomplete(t, "CubeMap Image[n][i] bad size");
666 return;
667 }
668 }
669 }
670 if (width == 1 && height == 1) {
671 return; /* found smallest needed mipmap, all done! */
672 }
673 }
674 }
675 else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
676 /* XXX special checking? */
677 }
678 else {
679 /* Target = ??? */
680 _mesa_problem(ctx, "Bug in gl_test_texture_object_completeness\n");
681 }
682 }
683 }
684
685
686 /**
687 * Check if the given cube map texture is "cube complete" as defined in
688 * the OpenGL specification.
689 */
690 GLboolean
691 _mesa_cube_complete(const struct gl_texture_object *texObj)
692 {
693 const GLint baseLevel = texObj->BaseLevel;
694 const struct gl_texture_image *img0, *img;
695 GLuint face;
696
697 if (texObj->Target != GL_TEXTURE_CUBE_MAP)
698 return GL_FALSE;
699
700 if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS))
701 return GL_FALSE;
702
703 /* check first face */
704 img0 = texObj->Image[0][baseLevel];
705 if (!img0 ||
706 img0->Width < 1 ||
707 img0->Width != img0->Height)
708 return GL_FALSE;
709
710 /* check remaining faces vs. first face */
711 for (face = 1; face < 6; face++) {
712 img = texObj->Image[face][baseLevel];
713 if (!img ||
714 img->Width != img0->Width ||
715 img->Height != img0->Height ||
716 img->TexFormat != img0->TexFormat)
717 return GL_FALSE;
718 }
719
720 return GL_TRUE;
721 }
722
723
724 /**
725 * Mark a texture object dirty. It forces the object to be incomplete
726 * and optionally forces the context to re-validate its state.
727 *
728 * \param ctx GL context.
729 * \param texObj texture object.
730 * \param invalidate_state also invalidate context state.
731 */
732 void
733 _mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj,
734 GLboolean invalidate_state)
735 {
736 texObj->_Complete = GL_FALSE;
737 if (invalidate_state)
738 ctx->NewState |= _NEW_TEXTURE;
739 }
740
741
742 /**
743 * Return pointer to a default/fallback texture.
744 * The texture is a 2D 8x8 RGBA texture with all texels = (0,0,0,1).
745 * That's the value a sampler should get when sampling from an
746 * incomplete texture.
747 */
748 struct gl_texture_object *
749 _mesa_get_fallback_texture(struct gl_context *ctx)
750 {
751 if (!ctx->Shared->FallbackTex) {
752 /* create fallback texture now */
753 static GLubyte texels[8 * 8][4];
754 struct gl_texture_object *texObj;
755 struct gl_texture_image *texImage;
756 gl_format texFormat;
757 GLuint i;
758
759 for (i = 0; i < 8 * 8; i++) {
760 texels[i][0] =
761 texels[i][1] =
762 texels[i][2] = 0x0;
763 texels[i][3] = 0xff;
764 }
765
766 /* create texture object */
767 texObj = ctx->Driver.NewTextureObject(ctx, 0, GL_TEXTURE_2D);
768 assert(texObj->RefCount == 1);
769 texObj->Sampler.MinFilter = GL_NEAREST;
770 texObj->Sampler.MagFilter = GL_NEAREST;
771
772 /* create level[0] texture image */
773 texImage = _mesa_get_tex_image(ctx, texObj, GL_TEXTURE_2D, 0);
774
775 texFormat = ctx->Driver.ChooseTextureFormat(ctx, GL_RGBA, GL_RGBA,
776 GL_UNSIGNED_BYTE);
777
778 /* init the image fields */
779 _mesa_init_teximage_fields(ctx, texImage,
780 8, 8, 1, 0, GL_RGBA, texFormat);
781
782 ASSERT(texImage->TexFormat != MESA_FORMAT_NONE);
783
784 /* set image data */
785 ctx->Driver.TexImage2D(ctx, texImage, GL_RGBA,
786 8, 8, 0,
787 GL_RGBA, GL_UNSIGNED_BYTE, texels,
788 &ctx->DefaultPacking);
789
790 _mesa_test_texobj_completeness(ctx, texObj);
791 assert(texObj->_Complete);
792
793 ctx->Shared->FallbackTex = texObj;
794 }
795 return ctx->Shared->FallbackTex;
796 }
797
798
799 /*@}*/
800
801
802 /***********************************************************************/
803 /** \name API functions */
804 /*@{*/
805
806
807 /**
808 * Generate texture names.
809 *
810 * \param n number of texture names to be generated.
811 * \param textures an array in which will hold the generated texture names.
812 *
813 * \sa glGenTextures().
814 *
815 * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
816 * IDs which are stored in \p textures. Corresponding empty texture
817 * objects are also generated.
818 */
819 void GLAPIENTRY
820 _mesa_GenTextures( GLsizei n, GLuint *textures )
821 {
822 GET_CURRENT_CONTEXT(ctx);
823 GLuint first;
824 GLint i;
825 ASSERT_OUTSIDE_BEGIN_END(ctx);
826
827 if (n < 0) {
828 _mesa_error( ctx, GL_INVALID_VALUE, "glGenTextures" );
829 return;
830 }
831
832 if (!textures)
833 return;
834
835 /*
836 * This must be atomic (generation and allocation of texture IDs)
837 */
838 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
839
840 first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n);
841
842 /* Allocate new, empty texture objects */
843 for (i = 0; i < n; i++) {
844 struct gl_texture_object *texObj;
845 GLuint name = first + i;
846 GLenum target = 0;
847 texObj = ctx->Driver.NewTextureObject(ctx, name, target);
848 if (!texObj) {
849 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
850 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
851 return;
852 }
853
854 /* insert into hash table */
855 _mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
856
857 textures[i] = name;
858 }
859
860 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
861 }
862
863
864 /**
865 * Check if the given texture object is bound to the current draw or
866 * read framebuffer. If so, Unbind it.
867 */
868 static void
869 unbind_texobj_from_fbo(struct gl_context *ctx,
870 struct gl_texture_object *texObj)
871 {
872 const GLuint n = (ctx->DrawBuffer == ctx->ReadBuffer) ? 1 : 2;
873 GLuint i;
874
875 for (i = 0; i < n; i++) {
876 struct gl_framebuffer *fb = (i == 0) ? ctx->DrawBuffer : ctx->ReadBuffer;
877 if (fb->Name) {
878 GLuint j;
879 for (j = 0; j < BUFFER_COUNT; j++) {
880 if (fb->Attachment[j].Type == GL_TEXTURE &&
881 fb->Attachment[j].Texture == texObj) {
882 /* Vertices are already flushed by _mesa_DeleteTextures */
883 ctx->NewState |= _NEW_BUFFERS;
884 _mesa_remove_attachment(ctx, fb->Attachment + j);
885 }
886 }
887 }
888 }
889 }
890
891
892 /**
893 * Check if the given texture object is bound to any texture image units and
894 * unbind it if so (revert to default textures).
895 */
896 static void
897 unbind_texobj_from_texunits(struct gl_context *ctx,
898 struct gl_texture_object *texObj)
899 {
900 GLuint u, tex;
901
902 for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
903 struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
904 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
905 if (texObj == unit->CurrentTex[tex]) {
906 _mesa_reference_texobj(&unit->CurrentTex[tex],
907 ctx->Shared->DefaultTex[tex]);
908 ASSERT(unit->CurrentTex[tex]);
909 break;
910 }
911 }
912 }
913 }
914
915
916 /**
917 * Delete named textures.
918 *
919 * \param n number of textures to be deleted.
920 * \param textures array of texture IDs to be deleted.
921 *
922 * \sa glDeleteTextures().
923 *
924 * If we're about to delete a texture that's currently bound to any
925 * texture unit, unbind the texture first. Decrement the reference
926 * count on the texture object and delete it if it's zero.
927 * Recall that texture objects can be shared among several rendering
928 * contexts.
929 */
930 void GLAPIENTRY
931 _mesa_DeleteTextures( GLsizei n, const GLuint *textures)
932 {
933 GET_CURRENT_CONTEXT(ctx);
934 GLint i;
935 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* too complex */
936
937 if (!textures)
938 return;
939
940 for (i = 0; i < n; i++) {
941 if (textures[i] > 0) {
942 struct gl_texture_object *delObj
943 = _mesa_lookup_texture(ctx, textures[i]);
944
945 if (delObj) {
946 _mesa_lock_texture(ctx, delObj);
947
948 /* Check if texture is bound to any framebuffer objects.
949 * If so, unbind.
950 * See section 4.4.2.3 of GL_EXT_framebuffer_object.
951 */
952 unbind_texobj_from_fbo(ctx, delObj);
953
954 /* Check if this texture is currently bound to any texture units.
955 * If so, unbind it.
956 */
957 unbind_texobj_from_texunits(ctx, delObj);
958
959 _mesa_unlock_texture(ctx, delObj);
960
961 ctx->NewState |= _NEW_TEXTURE;
962
963 /* The texture _name_ is now free for re-use.
964 * Remove it from the hash table now.
965 */
966 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
967 _mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name);
968 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
969
970 /* Unreference the texobj. If refcount hits zero, the texture
971 * will be deleted.
972 */
973 _mesa_reference_texobj(&delObj, NULL);
974 }
975 }
976 }
977 }
978
979
980 /**
981 * Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
982 * into the corresponding Mesa texture target index.
983 * Note that proxy targets are not valid here.
984 * \return TEXTURE_x_INDEX or -1 if target is invalid
985 */
986 static GLint
987 target_enum_to_index(GLenum target)
988 {
989 switch (target) {
990 case GL_TEXTURE_1D:
991 return TEXTURE_1D_INDEX;
992 case GL_TEXTURE_2D:
993 return TEXTURE_2D_INDEX;
994 case GL_TEXTURE_3D:
995 return TEXTURE_3D_INDEX;
996 case GL_TEXTURE_CUBE_MAP_ARB:
997 return TEXTURE_CUBE_INDEX;
998 case GL_TEXTURE_RECTANGLE_NV:
999 return TEXTURE_RECT_INDEX;
1000 case GL_TEXTURE_1D_ARRAY_EXT:
1001 return TEXTURE_1D_ARRAY_INDEX;
1002 case GL_TEXTURE_2D_ARRAY_EXT:
1003 return TEXTURE_2D_ARRAY_INDEX;
1004 case GL_TEXTURE_BUFFER_ARB:
1005 return TEXTURE_BUFFER_INDEX;
1006 case GL_TEXTURE_EXTERNAL_OES:
1007 return TEXTURE_EXTERNAL_INDEX;
1008 default:
1009 return -1;
1010 }
1011 }
1012
1013
1014 /**
1015 * Bind a named texture to a texturing target.
1016 *
1017 * \param target texture target.
1018 * \param texName texture name.
1019 *
1020 * \sa glBindTexture().
1021 *
1022 * Determines the old texture object bound and returns immediately if rebinding
1023 * the same texture. Get the current texture which is either a default texture
1024 * if name is null, a named texture from the hash, or a new texture if the
1025 * given texture name is new. Increments its reference count, binds it, and
1026 * calls dd_function_table::BindTexture. Decrements the old texture reference
1027 * count and deletes it if it reaches zero.
1028 */
1029 void GLAPIENTRY
1030 _mesa_BindTexture( GLenum target, GLuint texName )
1031 {
1032 GET_CURRENT_CONTEXT(ctx);
1033 struct gl_texture_unit *texUnit = _mesa_get_current_tex_unit(ctx);
1034 struct gl_texture_object *newTexObj = NULL;
1035 GLint targetIndex;
1036 ASSERT_OUTSIDE_BEGIN_END(ctx);
1037
1038 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1039 _mesa_debug(ctx, "glBindTexture %s %d\n",
1040 _mesa_lookup_enum_by_nr(target), (GLint) texName);
1041
1042 targetIndex = target_enum_to_index(target);
1043 if (targetIndex < 0) {
1044 _mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)");
1045 return;
1046 }
1047 assert(targetIndex < NUM_TEXTURE_TARGETS);
1048
1049 /*
1050 * Get pointer to new texture object (newTexObj)
1051 */
1052 if (texName == 0) {
1053 /* Use a default texture object */
1054 newTexObj = ctx->Shared->DefaultTex[targetIndex];
1055 }
1056 else {
1057 /* non-default texture object */
1058 newTexObj = _mesa_lookup_texture(ctx, texName);
1059 if (newTexObj) {
1060 /* error checking */
1061 if (newTexObj->Target != 0 && newTexObj->Target != target) {
1062 /* the named texture object's target doesn't match the given target */
1063 _mesa_error( ctx, GL_INVALID_OPERATION,
1064 "glBindTexture(target mismatch)" );
1065 return;
1066 }
1067 if (newTexObj->Target == 0) {
1068 finish_texture_init(ctx, target, newTexObj);
1069 }
1070 }
1071 else {
1072 /* if this is a new texture id, allocate a texture object now */
1073 newTexObj = ctx->Driver.NewTextureObject(ctx, texName, target);
1074 if (!newTexObj) {
1075 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
1076 return;
1077 }
1078
1079 /* and insert it into hash table */
1080 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1081 _mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj);
1082 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1083 }
1084 newTexObj->Target = target;
1085 }
1086
1087 assert(valid_texture_object(newTexObj));
1088
1089 /* Check if this texture is only used by this context and is already bound.
1090 * If so, just return.
1091 */
1092 {
1093 GLboolean early_out;
1094 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1095 early_out = ((ctx->Shared->RefCount == 1)
1096 && (newTexObj == texUnit->CurrentTex[targetIndex]));
1097 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1098 if (early_out) {
1099 return;
1100 }
1101 }
1102
1103 /* flush before changing binding */
1104 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1105
1106 /* Do the actual binding. The refcount on the previously bound
1107 * texture object will be decremented. It'll be deleted if the
1108 * count hits zero.
1109 */
1110 _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], newTexObj);
1111 ASSERT(texUnit->CurrentTex[targetIndex]);
1112
1113 /* Pass BindTexture call to device driver */
1114 if (ctx->Driver.BindTexture)
1115 ctx->Driver.BindTexture(ctx, target, newTexObj);
1116 }
1117
1118
1119 /**
1120 * Set texture priorities.
1121 *
1122 * \param n number of textures.
1123 * \param texName texture names.
1124 * \param priorities corresponding texture priorities.
1125 *
1126 * \sa glPrioritizeTextures().
1127 *
1128 * Looks up each texture in the hash, clamps the corresponding priority between
1129 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
1130 */
1131 void GLAPIENTRY
1132 _mesa_PrioritizeTextures( GLsizei n, const GLuint *texName,
1133 const GLclampf *priorities )
1134 {
1135 GET_CURRENT_CONTEXT(ctx);
1136 GLint i;
1137 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1138
1139 if (n < 0) {
1140 _mesa_error( ctx, GL_INVALID_VALUE, "glPrioritizeTextures" );
1141 return;
1142 }
1143
1144 if (!priorities)
1145 return;
1146
1147 for (i = 0; i < n; i++) {
1148 if (texName[i] > 0) {
1149 struct gl_texture_object *t = _mesa_lookup_texture(ctx, texName[i]);
1150 if (t) {
1151 t->Priority = CLAMP( priorities[i], 0.0F, 1.0F );
1152 }
1153 }
1154 }
1155
1156 ctx->NewState |= _NEW_TEXTURE;
1157 }
1158
1159
1160
1161 /**
1162 * See if textures are loaded in texture memory.
1163 *
1164 * \param n number of textures to query.
1165 * \param texName array with the texture names.
1166 * \param residences array which will hold the residence status.
1167 *
1168 * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
1169 *
1170 * Note: we assume all textures are always resident
1171 */
1172 GLboolean GLAPIENTRY
1173 _mesa_AreTexturesResident(GLsizei n, const GLuint *texName,
1174 GLboolean *residences)
1175 {
1176 GET_CURRENT_CONTEXT(ctx);
1177 GLboolean allResident = GL_TRUE;
1178 GLint i;
1179 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1180
1181 if (n < 0) {
1182 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)");
1183 return GL_FALSE;
1184 }
1185
1186 if (!texName || !residences)
1187 return GL_FALSE;
1188
1189 /* We only do error checking on the texture names */
1190 for (i = 0; i < n; i++) {
1191 struct gl_texture_object *t;
1192 if (texName[i] == 0) {
1193 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1194 return GL_FALSE;
1195 }
1196 t = _mesa_lookup_texture(ctx, texName[i]);
1197 if (!t) {
1198 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1199 return GL_FALSE;
1200 }
1201 }
1202
1203 return allResident;
1204 }
1205
1206
1207 /**
1208 * See if a name corresponds to a texture.
1209 *
1210 * \param texture texture name.
1211 *
1212 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
1213 * otherwise.
1214 *
1215 * \sa glIsTexture().
1216 *
1217 * Calls _mesa_HashLookup().
1218 */
1219 GLboolean GLAPIENTRY
1220 _mesa_IsTexture( GLuint texture )
1221 {
1222 struct gl_texture_object *t;
1223 GET_CURRENT_CONTEXT(ctx);
1224 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1225
1226 if (!texture)
1227 return GL_FALSE;
1228
1229 t = _mesa_lookup_texture(ctx, texture);
1230
1231 /* IsTexture is true only after object has been bound once. */
1232 return t && t->Target;
1233 }
1234
1235
1236 /**
1237 * Simplest implementation of texture locking: grab the shared tex
1238 * mutex. Examine the shared context state timestamp and if there has
1239 * been a change, set the appropriate bits in ctx->NewState.
1240 *
1241 * This is used to deal with synchronizing things when a texture object
1242 * is used/modified by different contexts (or threads) which are sharing
1243 * the texture.
1244 *
1245 * See also _mesa_lock/unlock_texture() in teximage.h
1246 */
1247 void
1248 _mesa_lock_context_textures( struct gl_context *ctx )
1249 {
1250 _glthread_LOCK_MUTEX(ctx->Shared->TexMutex);
1251
1252 if (ctx->Shared->TextureStateStamp != ctx->TextureStateTimestamp) {
1253 ctx->NewState |= _NEW_TEXTURE;
1254 ctx->TextureStateTimestamp = ctx->Shared->TextureStateStamp;
1255 }
1256 }
1257
1258
1259 void
1260 _mesa_unlock_context_textures( struct gl_context *ctx )
1261 {
1262 assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp);
1263 _glthread_UNLOCK_MUTEX(ctx->Shared->TexMutex);
1264 }
1265
1266 /*@}*/