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 #if FEATURE_colortable
45 #include "shader/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(GLcontext *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( GLcontext *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);
111 _mesa_bzero(obj, sizeof(*obj));
112 /* init the non-zero fields */
113 _glthread_INIT_MUTEX(obj->Mutex);
116 obj->Target = target;
117 obj->Priority = 1.0F;
118 if (target == GL_TEXTURE_RECTANGLE_NV) {
119 obj->WrapS = GL_CLAMP_TO_EDGE;
120 obj->WrapT = GL_CLAMP_TO_EDGE;
121 obj->WrapR = GL_CLAMP_TO_EDGE;
122 obj->MinFilter = GL_LINEAR;
125 obj->WrapS = GL_REPEAT;
126 obj->WrapT = GL_REPEAT;
127 obj->WrapR = GL_REPEAT;
128 obj->MinFilter = GL_NEAREST_MIPMAP_LINEAR;
130 obj->MagFilter = GL_LINEAR;
131 obj->MinLod = -1000.0;
132 obj->MaxLod = 1000.0;
135 obj->MaxLevel = 1000;
136 obj->MaxAnisotropy = 1.0;
137 obj->CompareMode = GL_NONE; /* ARB_shadow */
138 obj->CompareFunc = GL_LEQUAL; /* ARB_shadow */
139 obj->CompareFailValue = 0.0F; /* ARB_shadow_ambient */
140 obj->DepthMode = GL_LUMINANCE; /* ARB_depth_texture */
141 obj->Swizzle[0] = GL_RED;
142 obj->Swizzle[1] = GL_GREEN;
143 obj->Swizzle[2] = GL_BLUE;
144 obj->Swizzle[3] = GL_ALPHA;
145 obj->_Swizzle = SWIZZLE_NOOP;
150 * Some texture initialization can't be finished until we know which
151 * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
154 finish_texture_init(GLcontext *ctx, GLenum target,
155 struct gl_texture_object *obj)
157 assert(obj->Target == 0);
159 if (target == GL_TEXTURE_RECTANGLE_NV) {
160 /* have to init wrap and filter state here - kind of klunky */
161 obj->WrapS = GL_CLAMP_TO_EDGE;
162 obj->WrapT = GL_CLAMP_TO_EDGE;
163 obj->WrapR = GL_CLAMP_TO_EDGE;
164 obj->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);
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.
182 * \param shared the shared GL state to which the object belongs.
183 * \param texObj the texture object to delete.
186 _mesa_delete_texture_object( GLcontext *ctx, struct gl_texture_object *texObj )
192 /* Set Target to an invalid value. With some assertions elsewhere
193 * we can try to detect possible use of deleted textures.
195 texObj->Target = 0x99;
197 #if FEATURE_colortable
198 _mesa_free_colortable_data(&texObj->Palette);
201 /* free the texture images */
202 for (face = 0; face < 6; face++) {
203 for (i = 0; i < MAX_TEXTURE_LEVELS; i++) {
204 if (texObj->Image[face][i]) {
205 _mesa_delete_texture_image( ctx, texObj->Image[face][i] );
210 /* destroy the mutex -- it may have allocated memory (eg on bsd) */
211 _glthread_DESTROY_MUTEX(texObj->Mutex);
213 /* free this object */
221 * Copy texture object state from one texture object to another.
222 * Use for glPush/PopAttrib.
224 * \param dest destination texture object.
225 * \param src source texture object.
228 _mesa_copy_texture_object( struct gl_texture_object *dest,
229 const struct gl_texture_object *src )
231 dest->Target = src->Target;
232 dest->Name = src->Name;
233 dest->Priority = src->Priority;
234 dest->BorderColor[0] = src->BorderColor[0];
235 dest->BorderColor[1] = src->BorderColor[1];
236 dest->BorderColor[2] = src->BorderColor[2];
237 dest->BorderColor[3] = src->BorderColor[3];
238 dest->WrapS = src->WrapS;
239 dest->WrapT = src->WrapT;
240 dest->WrapR = src->WrapR;
241 dest->MinFilter = src->MinFilter;
242 dest->MagFilter = src->MagFilter;
243 dest->MinLod = src->MinLod;
244 dest->MaxLod = src->MaxLod;
245 dest->LodBias = src->LodBias;
246 dest->BaseLevel = src->BaseLevel;
247 dest->MaxLevel = src->MaxLevel;
248 dest->MaxAnisotropy = src->MaxAnisotropy;
249 dest->CompareMode = src->CompareMode;
250 dest->CompareFunc = src->CompareFunc;
251 dest->CompareFailValue = src->CompareFailValue;
252 dest->DepthMode = src->DepthMode;
253 dest->_MaxLevel = src->_MaxLevel;
254 dest->_MaxLambda = src->_MaxLambda;
255 dest->GenerateMipmap = src->GenerateMipmap;
256 dest->Palette = src->Palette;
257 dest->_Complete = src->_Complete;
258 COPY_4V(dest->Swizzle, src->Swizzle);
259 dest->_Swizzle = src->_Swizzle;
264 * Clear all texture images of the given texture object.
266 * \param ctx GL context.
267 * \param t texture object.
269 * \sa _mesa_clear_texture_image().
272 _mesa_clear_texture_object(GLcontext *ctx, struct gl_texture_object *texObj)
276 if (texObj->Target == 0)
279 for (i = 0; i < MAX_FACES; i++) {
280 for (j = 0; j < MAX_TEXTURE_LEVELS; j++) {
281 struct gl_texture_image *texImage = texObj->Image[i][j];
283 _mesa_clear_texture_image(ctx, texImage);
290 * Check if the given texture object is valid by examining its Target field.
291 * For debugging only.
294 valid_texture_object(const struct gl_texture_object *tex)
296 switch (tex->Target) {
301 case GL_TEXTURE_CUBE_MAP_ARB:
302 case GL_TEXTURE_RECTANGLE_NV:
303 case GL_TEXTURE_1D_ARRAY_EXT:
304 case GL_TEXTURE_2D_ARRAY_EXT:
307 _mesa_problem(NULL, "invalid reference to a deleted texture object");
310 _mesa_problem(NULL, "invalid texture object Target 0x%x, Id = %u",
311 tex->Target, tex->Name);
318 * Reference (or unreference) a texture object.
319 * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
320 * If 'tex' is non-null, increment its refcount.
323 _mesa_reference_texobj(struct gl_texture_object **ptr,
324 struct gl_texture_object *tex)
333 /* Unreference the old texture */
334 GLboolean deleteFlag = GL_FALSE;
335 struct gl_texture_object *oldTex = *ptr;
337 ASSERT(valid_texture_object(oldTex));
339 _glthread_LOCK_MUTEX(oldTex->Mutex);
340 ASSERT(oldTex->RefCount > 0);
343 deleteFlag = (oldTex->RefCount == 0);
344 _glthread_UNLOCK_MUTEX(oldTex->Mutex);
347 GET_CURRENT_CONTEXT(ctx);
349 ctx->Driver.DeleteTexture(ctx, oldTex);
351 _mesa_problem(NULL, "Unable to delete texture, no context");
359 /* reference new texture */
360 ASSERT(valid_texture_object(tex));
361 _glthread_LOCK_MUTEX(tex->Mutex);
362 if (tex->RefCount == 0) {
363 /* this texture's being deleted (look just above) */
364 /* Not sure this can every really happen. Warn if it does. */
365 _mesa_problem(NULL, "referencing deleted texture object");
372 _glthread_UNLOCK_MUTEX(tex->Mutex);
379 * Report why a texture object is incomplete.
381 * \param t texture object.
382 * \param why string describing why it's incomplete.
384 * \note For debug purposes only.
388 incomplete(const struct gl_texture_object *t, const char *why)
390 _mesa_printf("Texture Obj %d incomplete because: %s\n", t->Name, why);
393 #define incomplete(t, why)
398 * Examine a texture object to determine if it is complete.
400 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
403 * \param ctx GL context.
404 * \param t texture object.
406 * According to the texture target, verifies that each of the mipmaps is
407 * present and has the expected size.
410 _mesa_test_texobj_completeness( const GLcontext *ctx,
411 struct gl_texture_object *t )
413 const GLint baseLevel = t->BaseLevel;
414 GLint maxLog2 = 0, maxLevels = 0;
416 t->_Complete = GL_TRUE; /* be optimistic */
418 /* Detect cases where the application set the base level to an invalid
421 if ((baseLevel < 0) || (baseLevel > MAX_TEXTURE_LEVELS)) {
423 _mesa_sprintf(s, "base level = %d is invalid", baseLevel);
425 t->_Complete = GL_FALSE;
429 /* Always need the base level image */
430 if (!t->Image[0][baseLevel]) {
432 _mesa_sprintf(s, "Image[baseLevel=%d] == NULL", baseLevel);
434 t->_Complete = GL_FALSE;
438 /* Check width/height/depth for zero */
439 if (t->Image[0][baseLevel]->Width == 0 ||
440 t->Image[0][baseLevel]->Height == 0 ||
441 t->Image[0][baseLevel]->Depth == 0) {
442 incomplete(t, "texture width = 0");
443 t->_Complete = GL_FALSE;
447 /* Compute _MaxLevel */
448 if ((t->Target == GL_TEXTURE_1D) ||
449 (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) {
450 maxLog2 = t->Image[0][baseLevel]->WidthLog2;
451 maxLevels = ctx->Const.MaxTextureLevels;
453 else if ((t->Target == GL_TEXTURE_2D) ||
454 (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) {
455 maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
456 t->Image[0][baseLevel]->HeightLog2);
457 maxLevels = ctx->Const.MaxTextureLevels;
459 else if (t->Target == GL_TEXTURE_3D) {
460 GLint max = MAX2(t->Image[0][baseLevel]->WidthLog2,
461 t->Image[0][baseLevel]->HeightLog2);
462 maxLog2 = MAX2(max, (GLint)(t->Image[0][baseLevel]->DepthLog2));
463 maxLevels = ctx->Const.Max3DTextureLevels;
465 else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
466 maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
467 t->Image[0][baseLevel]->HeightLog2);
468 maxLevels = ctx->Const.MaxCubeTextureLevels;
470 else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
471 maxLog2 = 0; /* not applicable */
472 maxLevels = 1; /* no mipmapping */
475 _mesa_problem(ctx, "Bad t->Target in _mesa_test_texobj_completeness");
479 ASSERT(maxLevels > 0);
481 t->_MaxLevel = baseLevel + maxLog2;
482 t->_MaxLevel = MIN2(t->_MaxLevel, t->MaxLevel);
483 t->_MaxLevel = MIN2(t->_MaxLevel, maxLevels - 1);
485 /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
486 t->_MaxLambda = (GLfloat) (t->_MaxLevel - t->BaseLevel);
488 if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
489 /* make sure that all six cube map level 0 images are the same size */
490 const GLuint w = t->Image[0][baseLevel]->Width2;
491 const GLuint h = t->Image[0][baseLevel]->Height2;
493 for (face = 1; face < 6; face++) {
494 if (t->Image[face][baseLevel] == NULL ||
495 t->Image[face][baseLevel]->Width2 != w ||
496 t->Image[face][baseLevel]->Height2 != h) {
497 t->_Complete = GL_FALSE;
498 incomplete(t, "Non-quare cubemap image");
504 /* extra checking for mipmaps */
505 if (t->MinFilter != GL_NEAREST && t->MinFilter != GL_LINEAR) {
507 * Mipmapping: determine if we have a complete set of mipmaps
510 GLint minLevel = baseLevel;
511 GLint maxLevel = t->_MaxLevel;
513 if (minLevel > maxLevel) {
514 t->_Complete = GL_FALSE;
515 incomplete(t, "minLevel > maxLevel");
519 /* Test dimension-independent attributes */
520 for (i = minLevel; i <= maxLevel; i++) {
521 if (t->Image[0][i]) {
522 if (t->Image[0][i]->TexFormat != t->Image[0][baseLevel]->TexFormat) {
523 t->_Complete = GL_FALSE;
524 incomplete(t, "Format[i] != Format[baseLevel]");
527 if (t->Image[0][i]->Border != t->Image[0][baseLevel]->Border) {
528 t->_Complete = GL_FALSE;
529 incomplete(t, "Border[i] != Border[baseLevel]");
535 /* Test things which depend on number of texture image dimensions */
536 if ((t->Target == GL_TEXTURE_1D) ||
537 (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) {
538 /* Test 1-D mipmaps */
539 GLuint width = t->Image[0][baseLevel]->Width2;
540 for (i = baseLevel + 1; i < maxLevels; i++) {
544 if (i >= minLevel && i <= maxLevel) {
545 if (!t->Image[0][i]) {
546 t->_Complete = GL_FALSE;
547 incomplete(t, "1D Image[0][i] == NULL");
550 if (t->Image[0][i]->Width2 != width ) {
551 t->_Complete = GL_FALSE;
552 incomplete(t, "1D Image[0][i] bad width");
557 return; /* found smallest needed mipmap, all done! */
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++) {
573 if (i >= minLevel && i <= maxLevel) {
574 if (!t->Image[0][i]) {
575 t->_Complete = GL_FALSE;
576 incomplete(t, "2D Image[0][i] == NULL");
579 if (t->Image[0][i]->Width2 != width) {
580 t->_Complete = GL_FALSE;
581 incomplete(t, "2D Image[0][i] bad width");
584 if (t->Image[0][i]->Height2 != height) {
585 t->_Complete = GL_FALSE;
586 incomplete(t, "2D Image[0][i] bad height");
589 if (width==1 && height==1) {
590 return; /* found smallest needed mipmap, all done! */
595 else if (t->Target == GL_TEXTURE_3D) {
596 /* Test 3-D mipmaps */
597 GLuint width = t->Image[0][baseLevel]->Width2;
598 GLuint height = t->Image[0][baseLevel]->Height2;
599 GLuint depth = t->Image[0][baseLevel]->Depth2;
600 for (i = baseLevel + 1; i < maxLevels; i++) {
610 if (i >= minLevel && i <= maxLevel) {
611 if (!t->Image[0][i]) {
612 incomplete(t, "3D Image[0][i] == NULL");
613 t->_Complete = GL_FALSE;
616 if (t->Image[0][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
617 t->_Complete = GL_FALSE;
618 incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
621 if (t->Image[0][i]->Width2 != width) {
622 t->_Complete = GL_FALSE;
623 incomplete(t, "3D Image[0][i] bad width");
626 if (t->Image[0][i]->Height2 != height) {
627 t->_Complete = GL_FALSE;
628 incomplete(t, "3D Image[0][i] bad height");
631 if (t->Image[0][i]->Depth2 != depth) {
632 t->_Complete = GL_FALSE;
633 incomplete(t, "3D Image[0][i] bad depth");
637 if (width == 1 && height == 1 && depth == 1) {
638 return; /* found smallest needed mipmap, all done! */
642 else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
643 /* make sure 6 cube faces are consistant */
644 GLuint width = t->Image[0][baseLevel]->Width2;
645 GLuint height = t->Image[0][baseLevel]->Height2;
646 for (i = baseLevel + 1; i < maxLevels; i++) {
653 if (i >= minLevel && i <= maxLevel) {
655 for (face = 0; face < 6; face++) {
656 /* check that we have images defined */
657 if (!t->Image[face][i]) {
658 t->_Complete = GL_FALSE;
659 incomplete(t, "CubeMap Image[n][i] == NULL");
662 /* Don't support GL_DEPTH_COMPONENT for cube maps */
663 if (t->Image[face][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
664 t->_Complete = GL_FALSE;
665 incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
668 /* check that all six images have same size */
669 if (t->Image[face][i]->Width2!=width ||
670 t->Image[face][i]->Height2!=height) {
671 t->_Complete = GL_FALSE;
672 incomplete(t, "CubeMap Image[n][i] bad size");
677 if (width == 1 && height == 1) {
678 return; /* found smallest needed mipmap, all done! */
682 else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
683 /* XXX special checking? */
687 _mesa_problem(ctx, "Bug in gl_test_texture_object_completeness\n");
694 * Mark a texture object dirty. It forces the object to be incomplete
695 * and optionally forces the context to re-validate its state.
697 * \param ctx GL context.
698 * \param texObj texture object.
699 * \param invalidate_state also invalidate context state.
702 _mesa_dirty_texobj(GLcontext *ctx, struct gl_texture_object *texObj,
703 GLboolean invalidate_state)
705 texObj->_Complete = GL_FALSE;
706 if (invalidate_state)
707 ctx->NewState |= _NEW_TEXTURE;
712 * Return pointer to a default/fallback texture.
713 * The texture is a 2D 8x8 RGBA texture with all texels = (0,0,0,1).
714 * That's the value a sampler should get when sampling from an
715 * incomplete texture.
717 struct gl_texture_object *
718 _mesa_get_fallback_texture(GLcontext *ctx)
720 if (!ctx->Shared->FallbackTex) {
721 /* create fallback texture now */
722 static GLubyte texels[8 * 8][4];
723 struct gl_texture_object *texObj;
724 struct gl_texture_image *texImage;
727 for (i = 0; i < 8 * 8; i++) {
734 /* create texture object */
735 texObj = ctx->Driver.NewTextureObject(ctx, 0, GL_TEXTURE_2D);
736 assert(texObj->RefCount == 1);
737 texObj->MinFilter = GL_NEAREST;
738 texObj->MagFilter = GL_NEAREST;
740 /* create level[0] texture image */
741 texImage = _mesa_get_tex_image(ctx, texObj, GL_TEXTURE_2D, 0);
743 /* init the image fields */
744 _mesa_init_teximage_fields(ctx, GL_TEXTURE_2D, texImage,
745 8, 8, 1, 0, GL_RGBA);
748 ctx->Driver.TexImage2D(ctx, GL_TEXTURE_2D, 0, GL_RGBA,
750 GL_RGBA, GL_UNSIGNED_BYTE, texels,
751 &ctx->DefaultPacking, texObj, texImage);
753 _mesa_test_texobj_completeness(ctx, texObj);
754 assert(texObj->_Complete);
756 ctx->Shared->FallbackTex = texObj;
758 return ctx->Shared->FallbackTex;
765 /***********************************************************************/
766 /** \name API functions */
771 * Generate texture names.
773 * \param n number of texture names to be generated.
774 * \param textures an array in which will hold the generated texture names.
776 * \sa glGenTextures().
778 * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
779 * IDs which are stored in \p textures. Corresponding empty texture
780 * objects are also generated.
783 _mesa_GenTextures( GLsizei n, GLuint *textures )
785 GET_CURRENT_CONTEXT(ctx);
788 ASSERT_OUTSIDE_BEGIN_END(ctx);
791 _mesa_error( ctx, GL_INVALID_VALUE, "glGenTextures" );
799 * This must be atomic (generation and allocation of texture IDs)
801 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
803 first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n);
805 /* Allocate new, empty texture objects */
806 for (i = 0; i < n; i++) {
807 struct gl_texture_object *texObj;
808 GLuint name = first + i;
810 texObj = (*ctx->Driver.NewTextureObject)( ctx, name, target);
812 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
813 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
817 /* insert into hash table */
818 _mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
823 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
828 * Check if the given texture object is bound to the current draw or
829 * read framebuffer. If so, Unbind it.
832 unbind_texobj_from_fbo(GLcontext *ctx, struct gl_texture_object *texObj)
834 const GLuint n = (ctx->DrawBuffer == ctx->ReadBuffer) ? 1 : 2;
837 for (i = 0; i < n; i++) {
838 struct gl_framebuffer *fb = (i == 0) ? ctx->DrawBuffer : ctx->ReadBuffer;
841 for (j = 0; j < BUFFER_COUNT; j++) {
842 if (fb->Attachment[j].Type == GL_TEXTURE &&
843 fb->Attachment[j].Texture == texObj) {
844 _mesa_remove_attachment(ctx, fb->Attachment + j);
853 * Check if the given texture object is bound to any texture image units and
854 * unbind it if so (revert to default textures).
857 unbind_texobj_from_texunits(GLcontext *ctx, struct gl_texture_object *texObj)
861 for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++) {
862 struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
863 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
864 if (texObj == unit->CurrentTex[tex]) {
865 _mesa_reference_texobj(&unit->CurrentTex[tex],
866 ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]);
867 ASSERT(unit->CurrentTex[tex]);
876 * Delete named textures.
878 * \param n number of textures to be deleted.
879 * \param textures array of texture IDs to be deleted.
881 * \sa glDeleteTextures().
883 * If we're about to delete a texture that's currently bound to any
884 * texture unit, unbind the texture first. Decrement the reference
885 * count on the texture object and delete it if it's zero.
886 * Recall that texture objects can be shared among several rendering
890 _mesa_DeleteTextures( GLsizei n, const GLuint *textures)
892 GET_CURRENT_CONTEXT(ctx);
894 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* too complex */
899 for (i = 0; i < n; i++) {
900 if (textures[i] > 0) {
901 struct gl_texture_object *delObj
902 = _mesa_lookup_texture(ctx, textures[i]);
905 _mesa_lock_texture(ctx, delObj);
907 /* Check if texture is bound to any framebuffer objects.
909 * See section 4.4.2.3 of GL_EXT_framebuffer_object.
911 unbind_texobj_from_fbo(ctx, delObj);
913 /* Check if this texture is currently bound to any texture units.
916 unbind_texobj_from_texunits(ctx, delObj);
918 _mesa_unlock_texture(ctx, delObj);
920 ctx->NewState |= _NEW_TEXTURE;
922 /* The texture _name_ is now free for re-use.
923 * Remove it from the hash table now.
925 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
926 _mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name);
927 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
929 /* Unreference the texobj. If refcount hits zero, the texture
932 _mesa_reference_texobj(&delObj, NULL);
940 * Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
941 * into the corresponding Mesa texture target index.
942 * Return -1 if target is invalid.
945 target_enum_to_index(GLenum target)
949 return TEXTURE_1D_INDEX;
951 return TEXTURE_2D_INDEX;
953 return TEXTURE_3D_INDEX;
954 case GL_TEXTURE_CUBE_MAP_ARB:
955 return TEXTURE_CUBE_INDEX;
956 case GL_TEXTURE_RECTANGLE_NV:
957 return TEXTURE_RECT_INDEX;
958 case GL_TEXTURE_1D_ARRAY_EXT:
959 return TEXTURE_1D_ARRAY_INDEX;
960 case GL_TEXTURE_2D_ARRAY_EXT:
961 return TEXTURE_2D_ARRAY_INDEX;
969 * Bind a named texture to a texturing target.
971 * \param target texture target.
972 * \param texName texture name.
974 * \sa glBindTexture().
976 * Determines the old texture object bound and returns immediately if rebinding
977 * the same texture. Get the current texture which is either a default texture
978 * if name is null, a named texture from the hash, or a new texture if the
979 * given texture name is new. Increments its reference count, binds it, and
980 * calls dd_function_table::BindTexture. Decrements the old texture reference
981 * count and deletes it if it reaches zero.
984 _mesa_BindTexture( GLenum target, GLuint texName )
986 GET_CURRENT_CONTEXT(ctx);
987 const GLuint unit = ctx->Texture.CurrentUnit;
988 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
989 struct gl_texture_object *newTexObj = NULL, *defaultTexObj = NULL;
991 GLboolean early_out = GL_FALSE;
992 ASSERT_OUTSIDE_BEGIN_END(ctx);
994 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
995 _mesa_debug(ctx, "glBindTexture %s %d\n",
996 _mesa_lookup_enum_by_nr(target), (GLint) texName);
998 targetIndex = target_enum_to_index(target);
999 if (targetIndex < 0) {
1000 _mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)");
1003 assert(targetIndex < NUM_TEXTURE_TARGETS);
1004 defaultTexObj = ctx->Shared->DefaultTex[targetIndex];
1007 * Get pointer to new texture object (newTexObj)
1010 newTexObj = defaultTexObj;
1013 /* non-default texture object */
1014 newTexObj = _mesa_lookup_texture(ctx, texName);
1016 /* error checking */
1017 if (newTexObj->Target != 0 && newTexObj->Target != target) {
1018 /* the named texture object's target doesn't match the given target */
1019 _mesa_error( ctx, GL_INVALID_OPERATION,
1020 "glBindTexture(target mismatch)" );
1023 if (newTexObj->Target == 0) {
1024 finish_texture_init(ctx, target, newTexObj);
1028 /* if this is a new texture id, allocate a texture object now */
1029 newTexObj = (*ctx->Driver.NewTextureObject)(ctx, texName, target);
1031 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
1035 /* and insert it into hash table */
1036 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1037 _mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj);
1038 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1040 newTexObj->Target = target;
1043 assert(valid_texture_object(newTexObj));
1045 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1046 if ((ctx->Shared->RefCount == 1)
1047 && (newTexObj == texUnit->CurrentTex[targetIndex])) {
1048 early_out = GL_TRUE;
1050 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1056 /* flush before changing binding */
1057 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1059 /* Do the actual binding. The refcount on the previously bound
1060 * texture object will be decremented. It'll be deleted if the
1063 _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], newTexObj);
1064 ASSERT(texUnit->CurrentTex[targetIndex]);
1066 /* Pass BindTexture call to device driver */
1067 if (ctx->Driver.BindTexture)
1068 (*ctx->Driver.BindTexture)( ctx, target, newTexObj );
1073 * Set texture priorities.
1075 * \param n number of textures.
1076 * \param texName texture names.
1077 * \param priorities corresponding texture priorities.
1079 * \sa glPrioritizeTextures().
1081 * Looks up each texture in the hash, clamps the corresponding priority between
1082 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
1085 _mesa_PrioritizeTextures( GLsizei n, const GLuint *texName,
1086 const GLclampf *priorities )
1088 GET_CURRENT_CONTEXT(ctx);
1090 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1093 _mesa_error( ctx, GL_INVALID_VALUE, "glPrioritizeTextures" );
1100 for (i = 0; i < n; i++) {
1101 if (texName[i] > 0) {
1102 struct gl_texture_object *t = _mesa_lookup_texture(ctx, texName[i]);
1104 t->Priority = CLAMP( priorities[i], 0.0F, 1.0F );
1105 if (ctx->Driver.PrioritizeTexture)
1106 ctx->Driver.PrioritizeTexture( ctx, t, t->Priority );
1111 ctx->NewState |= _NEW_TEXTURE;
1115 * See if textures are loaded in texture memory.
1117 * \param n number of textures to query.
1118 * \param texName array with the texture names.
1119 * \param residences array which will hold the residence status.
1121 * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
1123 * \sa glAreTexturesResident().
1125 * Looks up each texture in the hash and calls
1126 * dd_function_table::IsTextureResident.
1128 GLboolean GLAPIENTRY
1129 _mesa_AreTexturesResident(GLsizei n, const GLuint *texName,
1130 GLboolean *residences)
1132 GET_CURRENT_CONTEXT(ctx);
1133 GLboolean allResident = GL_TRUE;
1135 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1138 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)");
1142 if (!texName || !residences)
1145 for (i = 0; i < n; i++) {
1146 struct gl_texture_object *t;
1147 if (texName[i] == 0) {
1148 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1151 t = _mesa_lookup_texture(ctx, texName[i]);
1153 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1156 if (!ctx->Driver.IsTextureResident ||
1157 ctx->Driver.IsTextureResident(ctx, t)) {
1158 /* The texture is resident */
1160 residences[i] = GL_TRUE;
1163 /* The texture is not resident */
1165 allResident = GL_FALSE;
1166 for (j = 0; j < i; j++)
1167 residences[j] = GL_TRUE;
1169 residences[i] = GL_FALSE;
1177 * See if a name corresponds to a texture.
1179 * \param texture texture name.
1181 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
1184 * \sa glIsTexture().
1186 * Calls _mesa_HashLookup().
1188 GLboolean GLAPIENTRY
1189 _mesa_IsTexture( GLuint texture )
1191 struct gl_texture_object *t;
1192 GET_CURRENT_CONTEXT(ctx);
1193 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1198 t = _mesa_lookup_texture(ctx, texture);
1200 /* IsTexture is true only after object has been bound once. */
1201 return t && t->Target;
1206 * Simplest implementation of texture locking: grab the shared tex
1207 * mutex. Examine the shared context state timestamp and if there has
1208 * been a change, set the appropriate bits in ctx->NewState.
1210 * This is used to deal with synchronizing things when a texture object
1211 * is used/modified by different contexts (or threads) which are sharing
1214 * See also _mesa_lock/unlock_texture() in teximage.h
1217 _mesa_lock_context_textures( GLcontext *ctx )
1219 _glthread_LOCK_MUTEX(ctx->Shared->TexMutex);
1221 if (ctx->Shared->TextureStateStamp != ctx->TextureStateTimestamp) {
1222 ctx->NewState |= _NEW_TEXTURE;
1223 ctx->TextureStateTimestamp = ctx->Shared->TextureStateStamp;
1229 _mesa_unlock_context_textures( GLcontext *ctx )
1231 assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp);
1232 _glthread_UNLOCK_MUTEX(ctx->Shared->TexMutex);