
- When deleting texture objects, unbind from FBOs if necessary. - Changed driver hooks for starting/ending render to texture. - Now properly handle case where gl[Copy]TexImage() is called after glFramebufferTexture[123]D(). That didn't work before.
1044 lines
32 KiB
C
1044 lines
32 KiB
C
/**
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* \file texobj.c
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* Texture object management.
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*/
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/*
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* Mesa 3-D graphics library
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* Version: 6.5
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*
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* Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include "glheader.h"
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#include "colortab.h"
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#include "context.h"
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#include "enums.h"
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#include "fbobject.h"
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#include "hash.h"
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#include "imports.h"
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#include "macros.h"
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#include "teximage.h"
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#include "texstate.h"
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#include "texobj.h"
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#include "mtypes.h"
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#ifdef __VMS
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#define _mesa_sprintf sprintf
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#endif
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/**********************************************************************/
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/** \name Internal functions */
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/*@{*/
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/**
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* Allocate and initialize a new texture object. But don't put it into the
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* texture object hash table.
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*
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* Called via ctx->Driver.NewTextureObject, unless overridden by a device
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* driver.
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*
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* \param shared the shared GL state structure to contain the texture object
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* \param name integer name for the texture object
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* \param target either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,
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* GL_TEXTURE_CUBE_MAP_ARB or GL_TEXTURE_RECTANGLE_NV. zero is ok for the sake
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* of GenTextures()
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*
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* \return pointer to new texture object.
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*/
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struct gl_texture_object *
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_mesa_new_texture_object( GLcontext *ctx, GLuint name, GLenum target )
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{
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struct gl_texture_object *obj;
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(void) ctx;
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obj = MALLOC_STRUCT(gl_texture_object);
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_mesa_initialize_texture_object(obj, name, target);
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return obj;
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}
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/**
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* Initialize a new texture object to default values.
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* \param obj the texture object
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* \param name the texture name
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* \param target the texture target
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*/
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void
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_mesa_initialize_texture_object( struct gl_texture_object *obj,
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GLuint name, GLenum target )
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{
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ASSERT(target == 0 ||
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target == GL_TEXTURE_1D ||
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target == GL_TEXTURE_2D ||
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target == GL_TEXTURE_3D ||
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target == GL_TEXTURE_CUBE_MAP_ARB ||
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target == GL_TEXTURE_RECTANGLE_NV);
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_mesa_bzero(obj, sizeof(*obj));
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/* init the non-zero fields */
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_glthread_INIT_MUTEX(obj->Mutex);
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obj->RefCount = 1;
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obj->Name = name;
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obj->Target = target;
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obj->Priority = 1.0F;
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if (target == GL_TEXTURE_RECTANGLE_NV) {
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obj->WrapS = GL_CLAMP_TO_EDGE;
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obj->WrapT = GL_CLAMP_TO_EDGE;
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obj->WrapR = GL_CLAMP_TO_EDGE;
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obj->MinFilter = GL_LINEAR;
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}
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else {
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obj->WrapS = GL_REPEAT;
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obj->WrapT = GL_REPEAT;
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obj->WrapR = GL_REPEAT;
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obj->MinFilter = GL_NEAREST_MIPMAP_LINEAR;
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}
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obj->MagFilter = GL_LINEAR;
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obj->MinLod = -1000.0;
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obj->MaxLod = 1000.0;
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obj->LodBias = 0.0;
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obj->BaseLevel = 0;
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obj->MaxLevel = 1000;
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obj->MaxAnisotropy = 1.0;
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obj->CompareFlag = GL_FALSE; /* SGIX_shadow */
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obj->CompareOperator = GL_TEXTURE_LEQUAL_R_SGIX; /* SGIX_shadow */
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obj->CompareMode = GL_NONE; /* ARB_shadow */
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obj->CompareFunc = GL_LEQUAL; /* ARB_shadow */
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obj->DepthMode = GL_LUMINANCE; /* ARB_depth_texture */
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obj->ShadowAmbient = 0.0F; /* ARB/SGIX_shadow_ambient */
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_mesa_init_colortable(&obj->Palette);
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}
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/**
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* Deallocate a texture object struct. It should have already been
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* removed from the texture object pool.
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*
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* \param shared the shared GL state to which the object belongs.
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* \param texOjb the texture object to delete.
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*/
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void
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_mesa_delete_texture_object( GLcontext *ctx, struct gl_texture_object *texObj )
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{
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GLuint i, face;
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(void) ctx;
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_mesa_free_colortable_data(&texObj->Palette);
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/* free the texture images */
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for (face = 0; face < 6; face++) {
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for (i = 0; i < MAX_TEXTURE_LEVELS; i++) {
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if (texObj->Image[face][i]) {
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_mesa_delete_texture_image( ctx, texObj->Image[face][i] );
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}
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}
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}
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/* destroy the mutex -- it may have allocated memory (eg on bsd) */
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_glthread_DESTROY_MUTEX(texObj->Mutex);
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/* free this object */
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_mesa_free(texObj);
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}
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/**
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* Copy texture object state from one texture object to another.
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* Use for glPush/PopAttrib.
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*
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* \param dest destination texture object.
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* \param src source texture object.
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*/
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void
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_mesa_copy_texture_object( struct gl_texture_object *dest,
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const struct gl_texture_object *src )
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{
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dest->Name = src->Name;
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dest->Priority = src->Priority;
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dest->BorderColor[0] = src->BorderColor[0];
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dest->BorderColor[1] = src->BorderColor[1];
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dest->BorderColor[2] = src->BorderColor[2];
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dest->BorderColor[3] = src->BorderColor[3];
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dest->WrapS = src->WrapS;
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dest->WrapT = src->WrapT;
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dest->WrapR = src->WrapR;
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dest->MinFilter = src->MinFilter;
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dest->MagFilter = src->MagFilter;
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dest->MinLod = src->MinLod;
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dest->MaxLod = src->MaxLod;
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dest->LodBias = src->LodBias;
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dest->BaseLevel = src->BaseLevel;
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dest->MaxLevel = src->MaxLevel;
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dest->MaxAnisotropy = src->MaxAnisotropy;
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dest->CompareFlag = src->CompareFlag;
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dest->CompareOperator = src->CompareOperator;
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dest->ShadowAmbient = src->ShadowAmbient;
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dest->CompareMode = src->CompareMode;
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dest->CompareFunc = src->CompareFunc;
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dest->DepthMode = src->DepthMode;
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dest->_MaxLevel = src->_MaxLevel;
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dest->_MaxLambda = src->_MaxLambda;
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dest->GenerateMipmap = src->GenerateMipmap;
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dest->Palette = src->Palette;
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dest->Complete = src->Complete;
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}
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/**
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* Report why a texture object is incomplete.
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*
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* \param t texture object.
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* \param why string describing why it's incomplete.
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*
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* \note For debug purposes only.
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*/
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#if 0
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static void
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incomplete(const struct gl_texture_object *t, const char *why)
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{
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_mesa_printf("Texture Obj %d incomplete because: %s\n", t->Name, why);
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}
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#else
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#define incomplete(t, why)
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#endif
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/**
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* Examine a texture object to determine if it is complete.
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*
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* The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
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* accordingly.
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*
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* \param ctx GL context.
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* \param t texture object.
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*
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* According to the texture target, verifies that each of the mipmaps is
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* present and has the expected size.
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*/
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void
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_mesa_test_texobj_completeness( const GLcontext *ctx,
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struct gl_texture_object *t )
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{
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const GLint baseLevel = t->BaseLevel;
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GLint maxLog2 = 0, maxLevels = 0;
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t->Complete = GL_TRUE; /* be optimistic */
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/* Always need the base level image */
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if (!t->Image[0][baseLevel]) {
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char s[100];
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_mesa_sprintf(s, "obj %p (%d) Image[baseLevel=%d] == NULL",
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(void *) t, t->Name, baseLevel);
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incomplete(t, s);
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t->Complete = GL_FALSE;
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return;
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}
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/* Check width/height/depth for zero */
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if (t->Image[0][baseLevel]->Width == 0 ||
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t->Image[0][baseLevel]->Height == 0 ||
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t->Image[0][baseLevel]->Depth == 0) {
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incomplete(t, "texture width = 0");
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t->Complete = GL_FALSE;
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return;
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}
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/* Compute _MaxLevel */
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if (t->Target == GL_TEXTURE_1D) {
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maxLog2 = t->Image[0][baseLevel]->WidthLog2;
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maxLevels = ctx->Const.MaxTextureLevels;
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}
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else if (t->Target == GL_TEXTURE_2D) {
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maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
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t->Image[0][baseLevel]->HeightLog2);
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maxLevels = ctx->Const.MaxTextureLevels;
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}
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else if (t->Target == GL_TEXTURE_3D) {
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GLint max = MAX2(t->Image[0][baseLevel]->WidthLog2,
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t->Image[0][baseLevel]->HeightLog2);
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maxLog2 = MAX2(max, (GLint)(t->Image[0][baseLevel]->DepthLog2));
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maxLevels = ctx->Const.Max3DTextureLevels;
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}
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else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
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maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
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t->Image[0][baseLevel]->HeightLog2);
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maxLevels = ctx->Const.MaxCubeTextureLevels;
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}
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else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
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maxLog2 = 0; /* not applicable */
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maxLevels = 1; /* no mipmapping */
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}
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else {
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_mesa_problem(ctx, "Bad t->Target in _mesa_test_texobj_completeness");
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return;
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}
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ASSERT(maxLevels > 0);
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t->_MaxLevel = baseLevel + maxLog2;
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t->_MaxLevel = MIN2(t->_MaxLevel, t->MaxLevel);
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t->_MaxLevel = MIN2(t->_MaxLevel, maxLevels - 1);
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/* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
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t->_MaxLambda = (GLfloat) (t->_MaxLevel - t->BaseLevel);
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if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
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/* make sure that all six cube map level 0 images are the same size */
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const GLuint w = t->Image[0][baseLevel]->Width2;
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const GLuint h = t->Image[0][baseLevel]->Height2;
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GLuint face;
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for (face = 1; face < 6; face++) {
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if (t->Image[face][baseLevel] == NULL ||
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t->Image[face][baseLevel]->Width2 != w ||
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t->Image[face][baseLevel]->Height2 != h) {
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t->Complete = GL_FALSE;
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incomplete(t, "Non-quare cubemap image");
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return;
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}
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}
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}
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/* extra checking for mipmaps */
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if (t->MinFilter != GL_NEAREST && t->MinFilter != GL_LINEAR) {
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/*
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* Mipmapping: determine if we have a complete set of mipmaps
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*/
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GLint i;
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GLint minLevel = baseLevel;
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GLint maxLevel = t->_MaxLevel;
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if (minLevel > maxLevel) {
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t->Complete = GL_FALSE;
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incomplete(t, "minLevel > maxLevel");
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return;
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}
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/* Test dimension-independent attributes */
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for (i = minLevel; i <= maxLevel; i++) {
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if (t->Image[0][i]) {
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if (t->Image[0][i]->TexFormat != t->Image[0][baseLevel]->TexFormat) {
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t->Complete = GL_FALSE;
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incomplete(t, "Format[i] != Format[baseLevel]");
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return;
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}
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if (t->Image[0][i]->Border != t->Image[0][baseLevel]->Border) {
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t->Complete = GL_FALSE;
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incomplete(t, "Border[i] != Border[baseLevel]");
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return;
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}
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}
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}
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/* Test things which depend on number of texture image dimensions */
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if (t->Target == GL_TEXTURE_1D) {
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/* Test 1-D mipmaps */
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GLuint width = t->Image[0][baseLevel]->Width2;
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for (i = baseLevel + 1; i < maxLevels; i++) {
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if (width > 1) {
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width /= 2;
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}
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if (i >= minLevel && i <= maxLevel) {
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if (!t->Image[0][i]) {
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t->Complete = GL_FALSE;
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incomplete(t, "1D Image[0][i] == NULL");
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return;
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}
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if (t->Image[0][i]->Width2 != width ) {
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t->Complete = GL_FALSE;
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incomplete(t, "1D Image[0][i] bad width");
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return;
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}
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}
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if (width == 1) {
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return; /* found smallest needed mipmap, all done! */
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}
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}
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}
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else if (t->Target == GL_TEXTURE_2D) {
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/* Test 2-D mipmaps */
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GLuint width = t->Image[0][baseLevel]->Width2;
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GLuint height = t->Image[0][baseLevel]->Height2;
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for (i = baseLevel + 1; i < maxLevels; i++) {
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if (width > 1) {
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width /= 2;
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}
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if (height > 1) {
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height /= 2;
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}
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if (i >= minLevel && i <= maxLevel) {
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if (!t->Image[0][i]) {
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t->Complete = GL_FALSE;
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incomplete(t, "2D Image[0][i] == NULL");
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return;
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}
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if (t->Image[0][i]->Width2 != width) {
|
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t->Complete = GL_FALSE;
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incomplete(t, "2D Image[0][i] bad width");
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return;
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}
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if (t->Image[0][i]->Height2 != height) {
|
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t->Complete = GL_FALSE;
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incomplete(t, "2D Image[0][i] bad height");
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return;
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}
|
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if (width==1 && height==1) {
|
|
return; /* found smallest needed mipmap, all done! */
|
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}
|
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}
|
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}
|
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}
|
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else if (t->Target == GL_TEXTURE_3D) {
|
|
/* Test 3-D mipmaps */
|
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GLuint width = t->Image[0][baseLevel]->Width2;
|
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GLuint height = t->Image[0][baseLevel]->Height2;
|
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GLuint depth = t->Image[0][baseLevel]->Depth2;
|
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for (i = baseLevel + 1; i < maxLevels; i++) {
|
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if (width > 1) {
|
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width /= 2;
|
|
}
|
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if (height > 1) {
|
|
height /= 2;
|
|
}
|
|
if (depth > 1) {
|
|
depth /= 2;
|
|
}
|
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if (i >= minLevel && i <= maxLevel) {
|
|
if (!t->Image[0][i]) {
|
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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;
|
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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;
|
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incomplete(t, "CubeMap Image[n][i] == NULL");
|
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return;
|
|
}
|
|
/* Don't support GL_DEPTH_COMPONENT for cube maps */
|
|
if (t->Image[face][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
|
|
t->Complete = GL_FALSE;
|
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incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
|
|
return;
|
|
}
|
|
/* check that all six images have same size */
|
|
if (t->Image[face][i]->Width2!=width ||
|
|
t->Image[face][i]->Height2!=height) {
|
|
t->Complete = GL_FALSE;
|
|
incomplete(t, "CubeMap Image[n][i] bad size");
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
if (width == 1 && height == 1) {
|
|
return; /* found smallest needed mipmap, all done! */
|
|
}
|
|
}
|
|
}
|
|
else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
|
|
/* XXX special checking? */
|
|
}
|
|
else {
|
|
/* Target = ??? */
|
|
_mesa_problem(ctx, "Bug in gl_test_texture_object_completeness\n");
|
|
}
|
|
}
|
|
}
|
|
|
|
/*@}*/
|
|
|
|
|
|
/***********************************************************************/
|
|
/** \name API functions */
|
|
/*@{*/
|
|
|
|
/**
|
|
* Texture name generation lock.
|
|
*
|
|
* Used by _mesa_GenTextures() to guarantee that the generation and allocation
|
|
* of texture IDs is atomic.
|
|
*/
|
|
_glthread_DECLARE_STATIC_MUTEX(GenTexturesLock);
|
|
|
|
/**
|
|
* Generate texture names.
|
|
*
|
|
* \param n number of texture names to be generated.
|
|
* \param textures an array in which will hold the generated texture names.
|
|
*
|
|
* \sa glGenTextures().
|
|
*
|
|
* While holding the GenTexturesLock lock, calls _mesa_HashFindFreeKeyBlock()
|
|
* to find a block of free texture IDs which are stored in \p textures.
|
|
* Corresponding empty texture objects are also generated.
|
|
*/
|
|
void GLAPIENTRY
|
|
_mesa_GenTextures( GLsizei n, GLuint *textures )
|
|
{
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
GLuint first;
|
|
GLint i;
|
|
ASSERT_OUTSIDE_BEGIN_END(ctx);
|
|
|
|
if (n < 0) {
|
|
_mesa_error( ctx, GL_INVALID_VALUE, "glGenTextures" );
|
|
return;
|
|
}
|
|
|
|
if (!textures)
|
|
return;
|
|
|
|
/*
|
|
* This must be atomic (generation and allocation of texture IDs)
|
|
*/
|
|
_glthread_LOCK_MUTEX(GenTexturesLock);
|
|
|
|
first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n);
|
|
|
|
/* Allocate new, empty texture objects */
|
|
for (i = 0; i < n; i++) {
|
|
struct gl_texture_object *texObj;
|
|
GLuint name = first + i;
|
|
GLenum target = 0;
|
|
texObj = (*ctx->Driver.NewTextureObject)( ctx, name, target);
|
|
if (!texObj) {
|
|
_glthread_UNLOCK_MUTEX(GenTexturesLock);
|
|
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
|
|
return;
|
|
}
|
|
|
|
/* insert into hash table */
|
|
_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
|
|
_mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
|
|
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
|
|
|
|
textures[i] = name;
|
|
}
|
|
|
|
_glthread_UNLOCK_MUTEX(GenTexturesLock);
|
|
}
|
|
|
|
|
|
/**
|
|
* Check if the given texture object is bound to the current draw or
|
|
* read framebuffer. If so, Unbind it.
|
|
*/
|
|
static void
|
|
unbind_texobj_from_fbo(GLcontext *ctx, struct gl_texture_object *texObj)
|
|
{
|
|
const GLuint n = (ctx->DrawBuffer == ctx->ReadBuffer) ? 1 : 2;
|
|
GLuint i;
|
|
|
|
for (i = 0; i < n; i++) {
|
|
struct gl_framebuffer *fb = (i == 0) ? ctx->DrawBuffer : ctx->ReadBuffer;
|
|
if (fb->Name) {
|
|
GLuint j;
|
|
for (j = 0; j < BUFFER_COUNT; j++) {
|
|
if (fb->Attachment[j].Type == GL_TEXTURE &&
|
|
fb->Attachment[j].Texture == texObj) {
|
|
_mesa_remove_attachment(ctx, fb->Attachment + j);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Check if the given texture object is bound to any texture image units and
|
|
* unbind it if so.
|
|
* XXX all RefCount accesses should be protected by a mutex.
|
|
*/
|
|
static void
|
|
unbind_texobj_from_texunits(GLcontext *ctx, struct gl_texture_object *texObj)
|
|
{
|
|
GLuint u;
|
|
|
|
for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++) {
|
|
struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
|
|
if (texObj == unit->Current1D) {
|
|
unit->Current1D = ctx->Shared->Default1D;
|
|
ctx->Shared->Default1D->RefCount++;
|
|
texObj->RefCount--;
|
|
if (texObj == unit->_Current)
|
|
unit->_Current = unit->Current1D;
|
|
}
|
|
else if (texObj == unit->Current2D) {
|
|
unit->Current2D = ctx->Shared->Default2D;
|
|
ctx->Shared->Default2D->RefCount++;
|
|
texObj->RefCount--;
|
|
if (texObj == unit->_Current)
|
|
unit->_Current = unit->Current2D;
|
|
}
|
|
else if (texObj == unit->Current3D) {
|
|
unit->Current3D = ctx->Shared->Default3D;
|
|
ctx->Shared->Default3D->RefCount++;
|
|
texObj->RefCount--;
|
|
if (texObj == unit->_Current)
|
|
unit->_Current = unit->Current3D;
|
|
}
|
|
else if (texObj == unit->CurrentCubeMap) {
|
|
unit->CurrentCubeMap = ctx->Shared->DefaultCubeMap;
|
|
ctx->Shared->DefaultCubeMap->RefCount++;
|
|
texObj->RefCount--;
|
|
if (texObj == unit->_Current)
|
|
unit->_Current = unit->CurrentCubeMap;
|
|
}
|
|
else if (texObj == unit->CurrentRect) {
|
|
unit->CurrentRect = ctx->Shared->DefaultRect;
|
|
ctx->Shared->DefaultRect->RefCount++;
|
|
texObj->RefCount--;
|
|
if (texObj == unit->_Current)
|
|
unit->_Current = unit->CurrentRect;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* 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 = (struct gl_texture_object *)
|
|
_mesa_HashLookup(ctx->Shared->TexObjects, textures[i]);
|
|
if (delObj) {
|
|
|
|
/* Check if texture is bound to any framebuffer objects.
|
|
* If so, unbind.
|
|
* See section 4.4.2.3 of GL_EXT_framebuffer_object.
|
|
*/
|
|
unbind_texobj_from_fbo(ctx, delObj);
|
|
|
|
/* Check if this texture is currently bound to any texture units.
|
|
* If so, unbind it and decrement the reference count.
|
|
*/
|
|
unbind_texobj_from_texunits(ctx, delObj);
|
|
|
|
ctx->NewState |= _NEW_TEXTURE;
|
|
|
|
/* The texture _name_ is now free for re-use.
|
|
* Remove it from the hash table now.
|
|
*/
|
|
_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
|
|
_mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name);
|
|
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
|
|
|
|
/* The actual texture object will not be freed until it's no
|
|
* longer bound in any context.
|
|
* XXX all RefCount accesses should be protected by a mutex.
|
|
*/
|
|
delObj->RefCount--;
|
|
if (delObj->RefCount == 0) {
|
|
ASSERT(delObj->Name != 0); /* Never delete default tex objs */
|
|
ASSERT(ctx->Driver.DeleteTexture);
|
|
(*ctx->Driver.DeleteTexture)(ctx, delObj);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Bind a named texture to a texturing target.
|
|
*
|
|
* \param target texture target.
|
|
* \param texName texture name.
|
|
*
|
|
* \sa glBindTexture().
|
|
*
|
|
* Determines the old texture object bound and returns immediately if rebinding
|
|
* the same texture. Get the current texture which is either a default texture
|
|
* if name is null, a named texture from the hash, or a new texture if the
|
|
* given texture name is new. Increments its reference count, binds it, and
|
|
* calls dd_function_table::BindTexture. Decrements the old texture reference
|
|
* count and deletes it if it reaches zero.
|
|
*/
|
|
void GLAPIENTRY
|
|
_mesa_BindTexture( GLenum target, GLuint texName )
|
|
{
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
GLuint unit = ctx->Texture.CurrentUnit;
|
|
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
|
|
struct gl_texture_object *oldTexObj;
|
|
struct gl_texture_object *newTexObj = NULL;
|
|
ASSERT_OUTSIDE_BEGIN_END(ctx);
|
|
|
|
if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
|
|
_mesa_debug(ctx, "glBindTexture %s %d\n",
|
|
_mesa_lookup_enum_by_nr(target), (GLint) texName);
|
|
|
|
/*
|
|
* Get pointer to currently bound texture object (oldTexObj)
|
|
*/
|
|
switch (target) {
|
|
case GL_TEXTURE_1D:
|
|
oldTexObj = texUnit->Current1D;
|
|
break;
|
|
case GL_TEXTURE_2D:
|
|
oldTexObj = texUnit->Current2D;
|
|
break;
|
|
case GL_TEXTURE_3D:
|
|
oldTexObj = texUnit->Current3D;
|
|
break;
|
|
case GL_TEXTURE_CUBE_MAP_ARB:
|
|
if (!ctx->Extensions.ARB_texture_cube_map) {
|
|
_mesa_error( ctx, GL_INVALID_ENUM, "glBindTexture(target)" );
|
|
return;
|
|
}
|
|
oldTexObj = texUnit->CurrentCubeMap;
|
|
break;
|
|
case GL_TEXTURE_RECTANGLE_NV:
|
|
if (!ctx->Extensions.NV_texture_rectangle) {
|
|
_mesa_error( ctx, GL_INVALID_ENUM, "glBindTexture(target)" );
|
|
return;
|
|
}
|
|
oldTexObj = texUnit->CurrentRect;
|
|
break;
|
|
default:
|
|
_mesa_error( ctx, GL_INVALID_ENUM, "glBindTexture(target)" );
|
|
return;
|
|
}
|
|
|
|
if (oldTexObj->Name == texName)
|
|
/* XXX this might be wrong. If the texobj is in use by another
|
|
* context and a texobj parameter was changed, this might be our
|
|
* only chance to update this context's hardware state.
|
|
*/
|
|
return; /* rebinding the same texture- no change */
|
|
|
|
/*
|
|
* Get pointer to new texture object (newTexObj)
|
|
*/
|
|
if (texName == 0) {
|
|
/* newTexObj = a default texture object */
|
|
switch (target) {
|
|
case GL_TEXTURE_1D:
|
|
newTexObj = ctx->Shared->Default1D;
|
|
break;
|
|
case GL_TEXTURE_2D:
|
|
newTexObj = ctx->Shared->Default2D;
|
|
break;
|
|
case GL_TEXTURE_3D:
|
|
newTexObj = ctx->Shared->Default3D;
|
|
break;
|
|
case GL_TEXTURE_CUBE_MAP_ARB:
|
|
newTexObj = ctx->Shared->DefaultCubeMap;
|
|
break;
|
|
case GL_TEXTURE_RECTANGLE_NV:
|
|
newTexObj = ctx->Shared->DefaultRect;
|
|
break;
|
|
default:
|
|
; /* Bad targets are caught above */
|
|
}
|
|
}
|
|
else {
|
|
/* non-default texture object */
|
|
const struct _mesa_HashTable *hash = ctx->Shared->TexObjects;
|
|
newTexObj = (struct gl_texture_object *) _mesa_HashLookup(hash, texName);
|
|
if (newTexObj) {
|
|
/* error checking */
|
|
if (newTexObj->Target != 0 && newTexObj->Target != target) {
|
|
/* the named texture object's dimensions don't match the target */
|
|
_mesa_error( ctx, GL_INVALID_OPERATION,
|
|
"glBindTexture(wrong dimensionality)" );
|
|
return;
|
|
}
|
|
if (newTexObj->Target == 0 && target == GL_TEXTURE_RECTANGLE_NV) {
|
|
/* have to init wrap and filter state here - kind of klunky */
|
|
newTexObj->WrapS = GL_CLAMP_TO_EDGE;
|
|
newTexObj->WrapT = GL_CLAMP_TO_EDGE;
|
|
newTexObj->WrapR = GL_CLAMP_TO_EDGE;
|
|
newTexObj->MinFilter = GL_LINEAR;
|
|
if (ctx->Driver.TexParameter) {
|
|
static const GLfloat fparam_wrap[1] = {(GLfloat) GL_CLAMP_TO_EDGE};
|
|
static const GLfloat fparam_filter[1] = {(GLfloat) GL_LINEAR};
|
|
(*ctx->Driver.TexParameter)( ctx, target, newTexObj, GL_TEXTURE_WRAP_S, fparam_wrap );
|
|
(*ctx->Driver.TexParameter)( ctx, target, newTexObj, GL_TEXTURE_WRAP_T, fparam_wrap );
|
|
(*ctx->Driver.TexParameter)( ctx, target, newTexObj, GL_TEXTURE_WRAP_R, fparam_wrap );
|
|
(*ctx->Driver.TexParameter)( ctx, target, newTexObj, GL_TEXTURE_MIN_FILTER, fparam_filter );
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
/* if this is a new texture id, allocate a texture object now */
|
|
newTexObj = (*ctx->Driver.NewTextureObject)(ctx, texName, target);
|
|
if (!newTexObj) {
|
|
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
|
|
return;
|
|
}
|
|
|
|
/* and insert it into hash table */
|
|
_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
|
|
_mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj);
|
|
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
|
|
}
|
|
newTexObj->Target = target;
|
|
}
|
|
|
|
/* XXX all RefCount accesses should be protected by a mutex. */
|
|
newTexObj->RefCount++;
|
|
|
|
/* do the actual binding, but first flush outstanding vertices:
|
|
*/
|
|
FLUSH_VERTICES(ctx, _NEW_TEXTURE);
|
|
|
|
switch (target) {
|
|
case GL_TEXTURE_1D:
|
|
texUnit->Current1D = newTexObj;
|
|
break;
|
|
case GL_TEXTURE_2D:
|
|
texUnit->Current2D = newTexObj;
|
|
break;
|
|
case GL_TEXTURE_3D:
|
|
texUnit->Current3D = newTexObj;
|
|
break;
|
|
case GL_TEXTURE_CUBE_MAP_ARB:
|
|
texUnit->CurrentCubeMap = newTexObj;
|
|
break;
|
|
case GL_TEXTURE_RECTANGLE_NV:
|
|
texUnit->CurrentRect = newTexObj;
|
|
break;
|
|
default:
|
|
_mesa_problem(ctx, "bad target in BindTexture");
|
|
return;
|
|
}
|
|
|
|
/* Pass BindTexture call to device driver */
|
|
if (ctx->Driver.BindTexture)
|
|
(*ctx->Driver.BindTexture)( ctx, target, newTexObj );
|
|
|
|
/* Decrement the reference count on the old texture and check if it's
|
|
* time to delete it.
|
|
*/
|
|
/* XXX all RefCount accesses should be protected by a mutex. */
|
|
oldTexObj->RefCount--;
|
|
ASSERT(oldTexObj->RefCount >= 0);
|
|
if (oldTexObj->RefCount == 0) {
|
|
ASSERT(oldTexObj->Name != 0);
|
|
ASSERT(ctx->Driver.DeleteTexture);
|
|
(*ctx->Driver.DeleteTexture)( ctx, oldTexObj );
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Set texture priorities.
|
|
*
|
|
* \param n number of textures.
|
|
* \param texName texture names.
|
|
* \param priorities corresponding texture priorities.
|
|
*
|
|
* \sa glPrioritizeTextures().
|
|
*
|
|
* Looks up each texture in the hash, clamps the corresponding priority between
|
|
* 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
|
|
*/
|
|
void GLAPIENTRY
|
|
_mesa_PrioritizeTextures( GLsizei n, const GLuint *texName,
|
|
const GLclampf *priorities )
|
|
{
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
GLint i;
|
|
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
|
|
|
|
if (n < 0) {
|
|
_mesa_error( ctx, GL_INVALID_VALUE, "glPrioritizeTextures" );
|
|
return;
|
|
}
|
|
|
|
if (!priorities)
|
|
return;
|
|
|
|
for (i = 0; i < n; i++) {
|
|
if (texName[i] > 0) {
|
|
struct gl_texture_object *t = (struct gl_texture_object *)
|
|
_mesa_HashLookup(ctx->Shared->TexObjects, 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 = (struct gl_texture_object *)
|
|
_mesa_HashLookup(ctx->Shared->TexObjects, 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 = (struct gl_texture_object *)
|
|
_mesa_HashLookup(ctx->Shared->TexObjects, texture);
|
|
|
|
/* IsTexture is true only after object has been bound once. */
|
|
return t && t->Target;
|
|
}
|
|
|
|
/*@}*/
|