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_BUFFER);
112 memset(obj, 0, sizeof(*obj));
113 /* init the non-zero fields */
114 _glthread_INIT_MUTEX(obj->Mutex);
117 obj->Target = target;
118 obj->Priority = 1.0F;
120 obj->MaxLevel = 1000;
123 if (target == GL_TEXTURE_RECTANGLE_NV) {
124 obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
125 obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
126 obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
127 obj->Sampler.MinFilter = GL_LINEAR;
130 obj->Sampler.WrapS = GL_REPEAT;
131 obj->Sampler.WrapT = GL_REPEAT;
132 obj->Sampler.WrapR = GL_REPEAT;
133 obj->Sampler.MinFilter = GL_NEAREST_MIPMAP_LINEAR;
135 obj->Sampler.MagFilter = GL_LINEAR;
136 obj->Sampler.MinLod = -1000.0;
137 obj->Sampler.MaxLod = 1000.0;
138 obj->Sampler.LodBias = 0.0;
139 obj->Sampler.MaxAnisotropy = 1.0;
140 obj->Sampler.CompareMode = GL_NONE; /* ARB_shadow */
141 obj->Sampler.CompareFunc = GL_LEQUAL; /* ARB_shadow */
142 obj->Sampler.CompareFailValue = 0.0F; /* ARB_shadow_ambient */
143 obj->Sampler.DepthMode = GL_LUMINANCE; /* ARB_depth_texture */
144 obj->Sampler.CubeMapSeamless = GL_FALSE;
145 obj->Swizzle[0] = GL_RED;
146 obj->Swizzle[1] = GL_GREEN;
147 obj->Swizzle[2] = GL_BLUE;
148 obj->Swizzle[3] = GL_ALPHA;
149 obj->_Swizzle = SWIZZLE_NOOP;
150 obj->Sampler.sRGBDecode = GL_DECODE_EXT;
155 * Some texture initialization can't be finished until we know which
156 * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
159 finish_texture_init(struct gl_context *ctx, GLenum target,
160 struct gl_texture_object *obj)
162 assert(obj->Target == 0);
164 if (target == GL_TEXTURE_RECTANGLE_NV) {
165 /* have to init wrap and filter state here - kind of klunky */
166 obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
167 obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
168 obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
169 obj->Sampler.MinFilter = GL_LINEAR;
170 if (ctx->Driver.TexParameter) {
171 static const GLfloat fparam_wrap[1] = {(GLfloat) GL_CLAMP_TO_EDGE};
172 static const GLfloat fparam_filter[1] = {(GLfloat) GL_LINEAR};
173 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_S, fparam_wrap);
174 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_T, fparam_wrap);
175 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_R, fparam_wrap);
176 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_MIN_FILTER, fparam_filter);
183 * Deallocate a texture object struct. It should have already been
184 * removed from the texture object pool.
185 * Called via ctx->Driver.DeleteTexture() if not overriden by a driver.
187 * \param shared the shared GL state to which the object belongs.
188 * \param texObj the texture object to delete.
191 _mesa_delete_texture_object(struct gl_context *ctx,
192 struct gl_texture_object *texObj)
196 /* Set Target to an invalid value. With some assertions elsewhere
197 * we can try to detect possible use of deleted textures.
199 texObj->Target = 0x99;
201 _mesa_free_colortable_data(&texObj->Palette);
203 /* free the texture images */
204 for (face = 0; face < 6; face++) {
205 for (i = 0; i < MAX_TEXTURE_LEVELS; i++) {
206 if (texObj->Image[face][i]) {
207 _mesa_delete_texture_image( ctx, texObj->Image[face][i] );
212 _mesa_reference_buffer_object(ctx, &texObj->BufferObject, NULL);
214 /* destroy the mutex -- it may have allocated memory (eg on bsd) */
215 _glthread_DESTROY_MUTEX(texObj->Mutex);
217 /* free this object */
224 * Copy texture object state from one texture object to another.
225 * Use for glPush/PopAttrib.
227 * \param dest destination texture object.
228 * \param src source texture object.
231 _mesa_copy_texture_object( struct gl_texture_object *dest,
232 const struct gl_texture_object *src )
234 dest->Target = src->Target;
235 dest->Name = src->Name;
236 dest->Priority = src->Priority;
237 dest->Sampler.BorderColor.f[0] = src->Sampler.BorderColor.f[0];
238 dest->Sampler.BorderColor.f[1] = src->Sampler.BorderColor.f[1];
239 dest->Sampler.BorderColor.f[2] = src->Sampler.BorderColor.f[2];
240 dest->Sampler.BorderColor.f[3] = src->Sampler.BorderColor.f[3];
241 dest->Sampler.WrapS = src->Sampler.WrapS;
242 dest->Sampler.WrapT = src->Sampler.WrapT;
243 dest->Sampler.WrapR = src->Sampler.WrapR;
244 dest->Sampler.MinFilter = src->Sampler.MinFilter;
245 dest->Sampler.MagFilter = src->Sampler.MagFilter;
246 dest->Sampler.MinLod = src->Sampler.MinLod;
247 dest->Sampler.MaxLod = src->Sampler.MaxLod;
248 dest->Sampler.LodBias = src->Sampler.LodBias;
249 dest->BaseLevel = src->BaseLevel;
250 dest->MaxLevel = src->MaxLevel;
251 dest->Sampler.MaxAnisotropy = src->Sampler.MaxAnisotropy;
252 dest->Sampler.CompareMode = src->Sampler.CompareMode;
253 dest->Sampler.CompareFunc = src->Sampler.CompareFunc;
254 dest->Sampler.CompareFailValue = src->Sampler.CompareFailValue;
255 dest->Sampler.CubeMapSeamless = src->Sampler.CubeMapSeamless;
256 dest->Sampler.DepthMode = src->Sampler.DepthMode;
257 dest->Sampler.sRGBDecode = src->Sampler.sRGBDecode;
258 dest->_MaxLevel = src->_MaxLevel;
259 dest->_MaxLambda = src->_MaxLambda;
260 dest->GenerateMipmap = src->GenerateMipmap;
261 dest->Palette = src->Palette;
262 dest->_Complete = src->_Complete;
263 COPY_4V(dest->Swizzle, src->Swizzle);
264 dest->_Swizzle = src->_Swizzle;
269 * Free all texture images of the given texture object.
271 * \param ctx GL context.
272 * \param t texture object.
274 * \sa _mesa_clear_texture_image().
277 _mesa_clear_texture_object(struct gl_context *ctx,
278 struct gl_texture_object *texObj)
282 if (texObj->Target == 0)
285 for (i = 0; i < MAX_FACES; i++) {
286 for (j = 0; j < MAX_TEXTURE_LEVELS; j++) {
287 struct gl_texture_image *texImage = texObj->Image[i][j];
289 _mesa_clear_texture_image(ctx, texImage);
296 * Check if the given texture object is valid by examining its Target field.
297 * For debugging only.
300 valid_texture_object(const struct gl_texture_object *tex)
302 switch (tex->Target) {
307 case GL_TEXTURE_CUBE_MAP_ARB:
308 case GL_TEXTURE_RECTANGLE_NV:
309 case GL_TEXTURE_1D_ARRAY_EXT:
310 case GL_TEXTURE_2D_ARRAY_EXT:
311 case GL_TEXTURE_BUFFER:
314 _mesa_problem(NULL, "invalid reference to a deleted texture object");
317 _mesa_problem(NULL, "invalid texture object Target 0x%x, Id = %u",
318 tex->Target, tex->Name);
325 * Reference (or unreference) a texture object.
326 * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
327 * If 'tex' is non-null, increment its refcount.
330 _mesa_reference_texobj(struct gl_texture_object **ptr,
331 struct gl_texture_object *tex)
340 /* Unreference the old texture */
341 GLboolean deleteFlag = GL_FALSE;
342 struct gl_texture_object *oldTex = *ptr;
344 ASSERT(valid_texture_object(oldTex));
345 (void) valid_texture_object; /* silence warning in release builds */
347 _glthread_LOCK_MUTEX(oldTex->Mutex);
348 ASSERT(oldTex->RefCount > 0);
351 deleteFlag = (oldTex->RefCount == 0);
352 _glthread_UNLOCK_MUTEX(oldTex->Mutex);
355 GET_CURRENT_CONTEXT(ctx);
357 ctx->Driver.DeleteTexture(ctx, oldTex);
359 _mesa_problem(NULL, "Unable to delete texture, no context");
367 /* reference new texture */
368 ASSERT(valid_texture_object(tex));
369 _glthread_LOCK_MUTEX(tex->Mutex);
370 if (tex->RefCount == 0) {
371 /* this texture's being deleted (look just above) */
372 /* Not sure this can every really happen. Warn if it does. */
373 _mesa_problem(NULL, "referencing deleted texture object");
380 _glthread_UNLOCK_MUTEX(tex->Mutex);
387 * Mark a texture object as incomplete.
388 * \param t texture object
389 * \param fmt... string describing why it's incomplete (for debugging).
392 incomplete(struct gl_texture_object *t, const char *fmt, ...)
399 vsnprintf(s, sizeof(s), fmt, args);
402 printf("Texture Obj %d incomplete because: %s\n", t->Name, s);
404 t->_Complete = GL_FALSE;
409 * Examine a texture object to determine if it is complete.
411 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
414 * \param ctx GL context.
415 * \param t texture object.
417 * According to the texture target, verifies that each of the mipmaps is
418 * present and has the expected size.
421 _mesa_test_texobj_completeness( const struct gl_context *ctx,
422 struct gl_texture_object *t )
424 const GLint baseLevel = t->BaseLevel;
425 GLint maxLog2 = 0, maxLevels = 0;
427 t->_Complete = GL_TRUE; /* be optimistic */
429 /* Detect cases where the application set the base level to an invalid
432 if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS)) {
433 incomplete(t, "base level = %d is invalid", baseLevel);
437 /* Always need the base level image */
438 if (!t->Image[0][baseLevel]) {
439 incomplete(t, "Image[baseLevel=%d] == NULL", baseLevel);
443 /* Check width/height/depth for zero */
444 if (t->Image[0][baseLevel]->Width == 0 ||
445 t->Image[0][baseLevel]->Height == 0 ||
446 t->Image[0][baseLevel]->Depth == 0) {
447 incomplete(t, "texture width = 0");
451 /* Compute _MaxLevel */
452 if ((t->Target == GL_TEXTURE_1D) ||
453 (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) {
454 maxLog2 = t->Image[0][baseLevel]->WidthLog2;
455 maxLevels = ctx->Const.MaxTextureLevels;
457 else if ((t->Target == GL_TEXTURE_2D) ||
458 (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) {
459 maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
460 t->Image[0][baseLevel]->HeightLog2);
461 maxLevels = ctx->Const.MaxTextureLevels;
463 else if (t->Target == GL_TEXTURE_3D) {
464 GLint max = MAX2(t->Image[0][baseLevel]->WidthLog2,
465 t->Image[0][baseLevel]->HeightLog2);
466 maxLog2 = MAX2(max, (GLint)(t->Image[0][baseLevel]->DepthLog2));
467 maxLevels = ctx->Const.Max3DTextureLevels;
469 else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
470 maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
471 t->Image[0][baseLevel]->HeightLog2);
472 maxLevels = ctx->Const.MaxCubeTextureLevels;
474 else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
475 maxLog2 = 0; /* not applicable */
476 maxLevels = 1; /* no mipmapping */
479 _mesa_problem(ctx, "Bad t->Target in _mesa_test_texobj_completeness");
483 ASSERT(maxLevels > 0);
485 if (t->MaxLevel < t->BaseLevel) {
486 incomplete(t, "MAX_LEVEL (%d) < BASE_LEVEL (%d)",
487 t->MaxLevel, t->BaseLevel);
491 t->_MaxLevel = baseLevel + maxLog2;
492 t->_MaxLevel = MIN2(t->_MaxLevel, t->MaxLevel);
493 t->_MaxLevel = MIN2(t->_MaxLevel, maxLevels - 1);
495 /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
496 t->_MaxLambda = (GLfloat) (t->_MaxLevel - t->BaseLevel);
498 if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
499 /* make sure that all six cube map level 0 images are the same size */
500 const GLuint w = t->Image[0][baseLevel]->Width2;
501 const GLuint h = t->Image[0][baseLevel]->Height2;
503 for (face = 1; face < 6; face++) {
504 if (t->Image[face][baseLevel] == NULL ||
505 t->Image[face][baseLevel]->Width2 != w ||
506 t->Image[face][baseLevel]->Height2 != h) {
507 incomplete(t, "Cube face missing or mismatched size");
513 /* extra checking for mipmaps */
514 if (t->Sampler.MinFilter != GL_NEAREST && t->Sampler.MinFilter != GL_LINEAR) {
516 * Mipmapping: determine if we have a complete set of mipmaps
519 GLint minLevel = baseLevel;
520 GLint maxLevel = t->_MaxLevel;
522 if (minLevel > maxLevel) {
523 incomplete(t, "minLevel > maxLevel");
527 /* Test dimension-independent attributes */
528 for (i = minLevel; i <= maxLevel; i++) {
529 if (t->Image[0][i]) {
530 if (t->Image[0][i]->TexFormat != t->Image[0][baseLevel]->TexFormat) {
531 incomplete(t, "Format[i] != Format[baseLevel]");
534 if (t->Image[0][i]->Border != t->Image[0][baseLevel]->Border) {
535 incomplete(t, "Border[i] != Border[baseLevel]");
541 /* Test things which depend on number of texture image dimensions */
542 if ((t->Target == GL_TEXTURE_1D) ||
543 (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) {
544 /* Test 1-D mipmaps */
545 GLuint width = t->Image[0][baseLevel]->Width2;
546 for (i = baseLevel + 1; i < maxLevels; i++) {
550 if (i >= minLevel && i <= maxLevel) {
551 if (!t->Image[0][i]) {
552 incomplete(t, "1D Image[0][i] == NULL");
555 if (t->Image[0][i]->Width2 != width ) {
556 incomplete(t, "1D Image[0][i] bad width");
561 return; /* found smallest needed mipmap, all done! */
565 else if ((t->Target == GL_TEXTURE_2D) ||
566 (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) {
567 /* Test 2-D mipmaps */
568 GLuint width = t->Image[0][baseLevel]->Width2;
569 GLuint height = t->Image[0][baseLevel]->Height2;
570 for (i = baseLevel + 1; i < maxLevels; i++) {
577 if (i >= minLevel && i <= maxLevel) {
578 if (!t->Image[0][i]) {
579 incomplete(t, "2D Image[0][i] == NULL");
582 if (t->Image[0][i]->Width2 != width) {
583 incomplete(t, "2D Image[0][i] bad width");
586 if (t->Image[0][i]->Height2 != height) {
587 incomplete(t, "2D Image[0][i] bad height");
590 if (width==1 && height==1) {
591 return; /* found smallest needed mipmap, all done! */
596 else if (t->Target == GL_TEXTURE_3D) {
597 /* Test 3-D mipmaps */
598 GLuint width = t->Image[0][baseLevel]->Width2;
599 GLuint height = t->Image[0][baseLevel]->Height2;
600 GLuint depth = t->Image[0][baseLevel]->Depth2;
601 for (i = baseLevel + 1; i < maxLevels; i++) {
611 if (i >= minLevel && i <= maxLevel) {
612 if (!t->Image[0][i]) {
613 incomplete(t, "3D Image[0][i] == NULL");
616 if (t->Image[0][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
617 incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
620 if (t->Image[0][i]->Width2 != width) {
621 incomplete(t, "3D Image[0][i] bad width");
624 if (t->Image[0][i]->Height2 != height) {
625 incomplete(t, "3D Image[0][i] bad height");
628 if (t->Image[0][i]->Depth2 != depth) {
629 incomplete(t, "3D Image[0][i] bad depth");
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 (t->Image[face][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
659 incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
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");
670 if (width == 1 && height == 1) {
671 return; /* found smallest needed mipmap, all done! */
675 else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
676 /* XXX special checking? */
680 _mesa_problem(ctx, "Bug in gl_test_texture_object_completeness\n");
687 * Check if the given cube map texture is "cube complete" as defined in
688 * the OpenGL specification.
691 _mesa_cube_complete(const struct gl_texture_object *texObj)
693 const GLint baseLevel = texObj->BaseLevel;
694 const struct gl_texture_image *img0, *img;
697 if (texObj->Target != GL_TEXTURE_CUBE_MAP)
700 if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS))
703 /* check first face */
704 img0 = texObj->Image[0][baseLevel];
707 img0->Width != img0->Height)
710 /* check remaining faces vs. first face */
711 for (face = 1; face < 6; face++) {
712 img = texObj->Image[face][baseLevel];
714 img->Width != img0->Width ||
715 img->Height != img0->Height ||
716 img->TexFormat != img0->TexFormat)
725 * Mark a texture object dirty. It forces the object to be incomplete
726 * and optionally forces the context to re-validate its state.
728 * \param ctx GL context.
729 * \param texObj texture object.
730 * \param invalidate_state also invalidate context state.
733 _mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj,
734 GLboolean invalidate_state)
736 texObj->_Complete = GL_FALSE;
737 if (invalidate_state)
738 ctx->NewState |= _NEW_TEXTURE;
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.
748 struct gl_texture_object *
749 _mesa_get_fallback_texture(struct gl_context *ctx)
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;
759 for (i = 0; i < 8 * 8; i++) {
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;
772 /* create level[0] texture image */
773 texImage = _mesa_get_tex_image(ctx, texObj, GL_TEXTURE_2D, 0);
775 texFormat = ctx->Driver.ChooseTextureFormat(ctx, GL_RGBA, GL_RGBA,
778 /* init the image fields */
779 _mesa_init_teximage_fields(ctx, GL_TEXTURE_2D, texImage,
780 8, 8, 1, 0, GL_RGBA, texFormat);
782 ASSERT(texImage->TexFormat != MESA_FORMAT_NONE);
785 ctx->Driver.TexImage2D(ctx, GL_TEXTURE_2D, 0, GL_RGBA,
787 GL_RGBA, GL_UNSIGNED_BYTE, texels,
788 &ctx->DefaultPacking, texObj, texImage);
790 _mesa_test_texobj_completeness(ctx, texObj);
791 assert(texObj->_Complete);
793 ctx->Shared->FallbackTex = texObj;
795 return ctx->Shared->FallbackTex;
802 /***********************************************************************/
803 /** \name API functions */
808 * Generate texture names.
810 * \param n number of texture names to be generated.
811 * \param textures an array in which will hold the generated texture names.
813 * \sa glGenTextures().
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.
820 _mesa_GenTextures( GLsizei n, GLuint *textures )
822 GET_CURRENT_CONTEXT(ctx);
825 ASSERT_OUTSIDE_BEGIN_END(ctx);
828 _mesa_error( ctx, GL_INVALID_VALUE, "glGenTextures" );
836 * This must be atomic (generation and allocation of texture IDs)
838 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
840 first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n);
842 /* Allocate new, empty texture objects */
843 for (i = 0; i < n; i++) {
844 struct gl_texture_object *texObj;
845 GLuint name = first + i;
847 texObj = (*ctx->Driver.NewTextureObject)( ctx, name, target);
849 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
850 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
854 /* insert into hash table */
855 _mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
860 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
865 * Check if the given texture object is bound to the current draw or
866 * read framebuffer. If so, Unbind it.
869 unbind_texobj_from_fbo(struct gl_context *ctx,
870 struct gl_texture_object *texObj)
872 const GLuint n = (ctx->DrawBuffer == ctx->ReadBuffer) ? 1 : 2;
875 for (i = 0; i < n; i++) {
876 struct gl_framebuffer *fb = (i == 0) ? ctx->DrawBuffer : ctx->ReadBuffer;
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);
893 * Check if the given texture object is bound to any texture image units and
894 * unbind it if so (revert to default textures).
897 unbind_texobj_from_texunits(struct gl_context *ctx,
898 struct gl_texture_object *texObj)
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]);
917 * Delete named textures.
919 * \param n number of textures to be deleted.
920 * \param textures array of texture IDs to be deleted.
922 * \sa glDeleteTextures().
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
931 _mesa_DeleteTextures( GLsizei n, const GLuint *textures)
933 GET_CURRENT_CONTEXT(ctx);
935 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* too complex */
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]);
946 _mesa_lock_texture(ctx, delObj);
948 /* Check if texture is bound to any framebuffer objects.
950 * See section 4.4.2.3 of GL_EXT_framebuffer_object.
952 unbind_texobj_from_fbo(ctx, delObj);
954 /* Check if this texture is currently bound to any texture units.
957 unbind_texobj_from_texunits(ctx, delObj);
959 _mesa_unlock_texture(ctx, delObj);
961 ctx->NewState |= _NEW_TEXTURE;
963 /* The texture _name_ is now free for re-use.
964 * Remove it from the hash table now.
966 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
967 _mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name);
968 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
970 /* Unreference the texobj. If refcount hits zero, the texture
973 _mesa_reference_texobj(&delObj, NULL);
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
987 target_enum_to_index(GLenum target)
991 return TEXTURE_1D_INDEX;
993 return TEXTURE_2D_INDEX;
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;
1013 * Bind a named texture to a texturing target.
1015 * \param target texture target.
1016 * \param texName texture name.
1018 * \sa glBindTexture().
1020 * Determines the old texture object bound and returns immediately if rebinding
1021 * the same texture. Get the current texture which is either a default texture
1022 * if name is null, a named texture from the hash, or a new texture if the
1023 * given texture name is new. Increments its reference count, binds it, and
1024 * calls dd_function_table::BindTexture. Decrements the old texture reference
1025 * count and deletes it if it reaches zero.
1028 _mesa_BindTexture( GLenum target, GLuint texName )
1030 GET_CURRENT_CONTEXT(ctx);
1031 struct gl_texture_unit *texUnit = _mesa_get_current_tex_unit(ctx);
1032 struct gl_texture_object *newTexObj = NULL;
1034 ASSERT_OUTSIDE_BEGIN_END(ctx);
1036 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1037 _mesa_debug(ctx, "glBindTexture %s %d\n",
1038 _mesa_lookup_enum_by_nr(target), (GLint) texName);
1040 targetIndex = target_enum_to_index(target);
1041 if (targetIndex < 0) {
1042 _mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)");
1045 assert(targetIndex < NUM_TEXTURE_TARGETS);
1048 * Get pointer to new texture object (newTexObj)
1051 /* Use a default texture object */
1052 newTexObj = ctx->Shared->DefaultTex[targetIndex];
1055 /* non-default texture object */
1056 newTexObj = _mesa_lookup_texture(ctx, texName);
1058 /* error checking */
1059 if (newTexObj->Target != 0 && newTexObj->Target != target) {
1060 /* the named texture object's target doesn't match the given target */
1061 _mesa_error( ctx, GL_INVALID_OPERATION,
1062 "glBindTexture(target mismatch)" );
1065 if (newTexObj->Target == 0) {
1066 finish_texture_init(ctx, target, newTexObj);
1070 /* if this is a new texture id, allocate a texture object now */
1071 newTexObj = (*ctx->Driver.NewTextureObject)(ctx, texName, target);
1073 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
1077 /* and insert it into hash table */
1078 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1079 _mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj);
1080 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1082 newTexObj->Target = target;
1085 assert(valid_texture_object(newTexObj));
1087 /* Check if this texture is only used by this context and is already bound.
1088 * If so, just return.
1091 GLboolean early_out;
1092 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1093 early_out = ((ctx->Shared->RefCount == 1)
1094 && (newTexObj == texUnit->CurrentTex[targetIndex]));
1095 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1101 /* flush before changing binding */
1102 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1104 /* Do the actual binding. The refcount on the previously bound
1105 * texture object will be decremented. It'll be deleted if the
1108 _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], newTexObj);
1109 ASSERT(texUnit->CurrentTex[targetIndex]);
1111 /* Pass BindTexture call to device driver */
1112 if (ctx->Driver.BindTexture)
1113 (*ctx->Driver.BindTexture)( ctx, target, newTexObj );
1118 * Set texture priorities.
1120 * \param n number of textures.
1121 * \param texName texture names.
1122 * \param priorities corresponding texture priorities.
1124 * \sa glPrioritizeTextures().
1126 * Looks up each texture in the hash, clamps the corresponding priority between
1127 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
1130 _mesa_PrioritizeTextures( GLsizei n, const GLuint *texName,
1131 const GLclampf *priorities )
1133 GET_CURRENT_CONTEXT(ctx);
1135 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1138 _mesa_error( ctx, GL_INVALID_VALUE, "glPrioritizeTextures" );
1145 for (i = 0; i < n; i++) {
1146 if (texName[i] > 0) {
1147 struct gl_texture_object *t = _mesa_lookup_texture(ctx, texName[i]);
1149 t->Priority = CLAMP( priorities[i], 0.0F, 1.0F );
1154 ctx->NewState |= _NEW_TEXTURE;
1160 * See if textures are loaded in texture memory.
1162 * \param n number of textures to query.
1163 * \param texName array with the texture names.
1164 * \param residences array which will hold the residence status.
1166 * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
1168 * \sa glAreTexturesResident().
1170 * Looks up each texture in the hash and calls
1171 * dd_function_table::IsTextureResident.
1173 GLboolean GLAPIENTRY
1174 _mesa_AreTexturesResident(GLsizei n, const GLuint *texName,
1175 GLboolean *residences)
1177 GET_CURRENT_CONTEXT(ctx);
1178 GLboolean allResident = GL_TRUE;
1180 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1183 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)");
1187 if (!texName || !residences)
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");
1196 t = _mesa_lookup_texture(ctx, texName[i]);
1198 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1201 if (!ctx->Driver.IsTextureResident ||
1202 ctx->Driver.IsTextureResident(ctx, t)) {
1203 /* The texture is resident */
1205 residences[i] = GL_TRUE;
1208 /* The texture is not resident */
1210 allResident = GL_FALSE;
1211 for (j = 0; j < i; j++)
1212 residences[j] = GL_TRUE;
1214 residences[i] = GL_FALSE;
1223 * See if a name corresponds to a texture.
1225 * \param texture texture name.
1227 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
1230 * \sa glIsTexture().
1232 * Calls _mesa_HashLookup().
1234 GLboolean GLAPIENTRY
1235 _mesa_IsTexture( GLuint texture )
1237 struct gl_texture_object *t;
1238 GET_CURRENT_CONTEXT(ctx);
1239 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1244 t = _mesa_lookup_texture(ctx, texture);
1246 /* IsTexture is true only after object has been bound once. */
1247 return t && t->Target;
1252 * Simplest implementation of texture locking: grab the shared tex
1253 * mutex. Examine the shared context state timestamp and if there has
1254 * been a change, set the appropriate bits in ctx->NewState.
1256 * This is used to deal with synchronizing things when a texture object
1257 * is used/modified by different contexts (or threads) which are sharing
1260 * See also _mesa_lock/unlock_texture() in teximage.h
1263 _mesa_lock_context_textures( struct gl_context *ctx )
1265 _glthread_LOCK_MUTEX(ctx->Shared->TexMutex);
1267 if (ctx->Shared->TextureStateStamp != ctx->TextureStateTimestamp) {
1268 ctx->NewState |= _NEW_TEXTURE;
1269 ctx->TextureStateTimestamp = ctx->Shared->TextureStateStamp;
1275 _mesa_unlock_context_textures( struct gl_context *ctx )
1277 assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp);
1278 _glthread_UNLOCK_MUTEX(ctx->Shared->TexMutex);