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.
32 #if FEATURE_colortable
47 /**********************************************************************/
48 /** \name Internal functions */
53 * Return the gl_texture_object for a given ID.
55 struct gl_texture_object *
56 _mesa_lookup_texture(GLcontext *ctx, GLuint id)
58 return (struct gl_texture_object *)
59 _mesa_HashLookup(ctx->Shared->TexObjects, id);
65 * Allocate and initialize a new texture object. But don't put it into the
66 * texture object hash table.
68 * Called via ctx->Driver.NewTextureObject, unless overridden by a device
71 * \param shared the shared GL state structure to contain the texture object
72 * \param name integer name for the texture object
73 * \param target either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,
74 * GL_TEXTURE_CUBE_MAP_ARB or GL_TEXTURE_RECTANGLE_NV. zero is ok for the sake
77 * \return pointer to new texture object.
79 struct gl_texture_object *
80 _mesa_new_texture_object( GLcontext *ctx, GLuint name, GLenum target )
82 struct gl_texture_object *obj;
84 obj = MALLOC_STRUCT(gl_texture_object);
85 _mesa_initialize_texture_object(obj, name, target);
91 * Initialize a new texture object to default values.
92 * \param obj the texture object
93 * \param name the texture name
94 * \param target the texture target
97 _mesa_initialize_texture_object( struct gl_texture_object *obj,
98 GLuint name, GLenum target )
100 ASSERT(target == 0 ||
101 target == GL_TEXTURE_1D ||
102 target == GL_TEXTURE_2D ||
103 target == GL_TEXTURE_3D ||
104 target == GL_TEXTURE_CUBE_MAP_ARB ||
105 target == GL_TEXTURE_RECTANGLE_NV ||
106 target == GL_TEXTURE_1D_ARRAY_EXT ||
107 target == GL_TEXTURE_2D_ARRAY_EXT);
109 _mesa_bzero(obj, sizeof(*obj));
110 /* init the non-zero fields */
111 _glthread_INIT_MUTEX(obj->Mutex);
114 obj->Target = target;
115 obj->Priority = 1.0F;
116 if (target == GL_TEXTURE_RECTANGLE_NV) {
117 obj->WrapS = GL_CLAMP_TO_EDGE;
118 obj->WrapT = GL_CLAMP_TO_EDGE;
119 obj->WrapR = GL_CLAMP_TO_EDGE;
120 obj->MinFilter = GL_LINEAR;
123 obj->WrapS = GL_REPEAT;
124 obj->WrapT = GL_REPEAT;
125 obj->WrapR = GL_REPEAT;
126 obj->MinFilter = GL_NEAREST_MIPMAP_LINEAR;
128 obj->MagFilter = GL_LINEAR;
129 obj->MinLod = -1000.0;
130 obj->MaxLod = 1000.0;
133 obj->MaxLevel = 1000;
134 obj->MaxAnisotropy = 1.0;
135 obj->CompareFlag = GL_FALSE; /* SGIX_shadow */
136 obj->CompareOperator = GL_TEXTURE_LEQUAL_R_SGIX; /* SGIX_shadow */
137 obj->CompareMode = GL_NONE; /* ARB_shadow */
138 obj->CompareFunc = GL_LEQUAL; /* ARB_shadow */
139 obj->DepthMode = GL_LUMINANCE; /* ARB_depth_texture */
140 obj->ShadowAmbient = 0.0F; /* ARB/SGIX_shadow_ambient */
145 * Some texture initialization can't be finished until we know which
146 * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
149 finish_texture_init(GLcontext *ctx, GLenum target,
150 struct gl_texture_object *obj)
152 assert(obj->Target == 0);
154 if (target == GL_TEXTURE_RECTANGLE_NV) {
155 /* have to init wrap and filter state here - kind of klunky */
156 obj->WrapS = GL_CLAMP_TO_EDGE;
157 obj->WrapT = GL_CLAMP_TO_EDGE;
158 obj->WrapR = GL_CLAMP_TO_EDGE;
159 obj->MinFilter = GL_LINEAR;
160 if (ctx->Driver.TexParameter) {
161 static const GLfloat fparam_wrap[1] = {(GLfloat) GL_CLAMP_TO_EDGE};
162 static const GLfloat fparam_filter[1] = {(GLfloat) GL_LINEAR};
163 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_S, fparam_wrap);
164 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_T, fparam_wrap);
165 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_R, fparam_wrap);
166 ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_MIN_FILTER, fparam_filter);
173 * Deallocate a texture object struct. It should have already been
174 * removed from the texture object pool.
175 * Called via ctx->Driver.DeleteTexture() if not overriden by a driver.
177 * \param shared the shared GL state to which the object belongs.
178 * \param texOjb the texture object to delete.
181 _mesa_delete_texture_object( GLcontext *ctx, struct gl_texture_object *texObj )
187 /* Set Target to an invalid value. With some assertions elsewhere
188 * we can try to detect possible use of deleted textures.
190 texObj->Target = 0x99;
192 #if FEATURE_colortable
193 _mesa_free_colortable_data(&texObj->Palette);
196 /* free the texture images */
197 for (face = 0; face < 6; face++) {
198 for (i = 0; i < MAX_TEXTURE_LEVELS; i++) {
199 if (texObj->Image[face][i]) {
200 _mesa_delete_texture_image( ctx, texObj->Image[face][i] );
205 /* destroy the mutex -- it may have allocated memory (eg on bsd) */
206 _glthread_DESTROY_MUTEX(texObj->Mutex);
208 /* free this object */
216 * Copy texture object state from one texture object to another.
217 * Use for glPush/PopAttrib.
219 * \param dest destination texture object.
220 * \param src source texture object.
223 _mesa_copy_texture_object( struct gl_texture_object *dest,
224 const struct gl_texture_object *src )
226 dest->Target = src->Target;
227 dest->Name = src->Name;
228 dest->Priority = src->Priority;
229 dest->BorderColor[0] = src->BorderColor[0];
230 dest->BorderColor[1] = src->BorderColor[1];
231 dest->BorderColor[2] = src->BorderColor[2];
232 dest->BorderColor[3] = src->BorderColor[3];
233 dest->WrapS = src->WrapS;
234 dest->WrapT = src->WrapT;
235 dest->WrapR = src->WrapR;
236 dest->MinFilter = src->MinFilter;
237 dest->MagFilter = src->MagFilter;
238 dest->MinLod = src->MinLod;
239 dest->MaxLod = src->MaxLod;
240 dest->LodBias = src->LodBias;
241 dest->BaseLevel = src->BaseLevel;
242 dest->MaxLevel = src->MaxLevel;
243 dest->MaxAnisotropy = src->MaxAnisotropy;
244 dest->CompareFlag = src->CompareFlag;
245 dest->CompareOperator = src->CompareOperator;
246 dest->ShadowAmbient = src->ShadowAmbient;
247 dest->CompareMode = src->CompareMode;
248 dest->CompareFunc = src->CompareFunc;
249 dest->DepthMode = src->DepthMode;
250 dest->_MaxLevel = src->_MaxLevel;
251 dest->_MaxLambda = src->_MaxLambda;
252 dest->GenerateMipmap = src->GenerateMipmap;
253 dest->Palette = src->Palette;
254 dest->_Complete = src->_Complete;
259 * Check if the given texture object is valid by examining its Target field.
260 * For debugging only.
263 valid_texture_object(const struct gl_texture_object *tex)
265 switch (tex->Target) {
270 case GL_TEXTURE_CUBE_MAP_ARB:
271 case GL_TEXTURE_RECTANGLE_NV:
272 case GL_TEXTURE_1D_ARRAY_EXT:
273 case GL_TEXTURE_2D_ARRAY_EXT:
276 _mesa_problem(NULL, "invalid reference to a deleted texture object");
279 _mesa_problem(NULL, "invalid texture object Target value");
286 * Reference (or unreference) a texture object.
287 * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
288 * If 'tex' is non-null, increment its refcount.
291 _mesa_reference_texobj(struct gl_texture_object **ptr,
292 struct gl_texture_object *tex)
301 /* Unreference the old texture */
302 GLboolean deleteFlag = GL_FALSE;
303 struct gl_texture_object *oldTex = *ptr;
305 assert(valid_texture_object(oldTex));
307 _glthread_LOCK_MUTEX(oldTex->Mutex);
308 ASSERT(oldTex->RefCount > 0);
311 deleteFlag = (oldTex->RefCount == 0);
312 _glthread_UNLOCK_MUTEX(oldTex->Mutex);
315 GET_CURRENT_CONTEXT(ctx);
317 ctx->Driver.DeleteTexture(ctx, oldTex);
319 _mesa_problem(NULL, "Unable to delete texture, no context");
327 /* reference new texture */
328 assert(valid_texture_object(tex));
329 _glthread_LOCK_MUTEX(tex->Mutex);
330 if (tex->RefCount == 0) {
331 /* this texture's being deleted (look just above) */
332 /* Not sure this can every really happen. Warn if it does. */
333 _mesa_problem(NULL, "referencing deleted texture object");
340 _glthread_UNLOCK_MUTEX(tex->Mutex);
347 * Report why a texture object is incomplete.
349 * \param t texture object.
350 * \param why string describing why it's incomplete.
352 * \note For debug purposes only.
356 incomplete(const struct gl_texture_object *t, const char *why)
358 _mesa_printf("Texture Obj %d incomplete because: %s\n", t->Name, why);
361 #define incomplete(t, why)
366 * Examine a texture object to determine if it is complete.
368 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
371 * \param ctx GL context.
372 * \param t texture object.
374 * According to the texture target, verifies that each of the mipmaps is
375 * present and has the expected size.
378 _mesa_test_texobj_completeness( const GLcontext *ctx,
379 struct gl_texture_object *t )
381 const GLint baseLevel = t->BaseLevel;
382 GLint maxLog2 = 0, maxLevels = 0;
384 t->_Complete = GL_TRUE; /* be optimistic */
386 /* Detect cases where the application set the base level to an invalid
389 if ((baseLevel < 0) || (baseLevel > MAX_TEXTURE_LEVELS)) {
391 _mesa_sprintf(s, "obj %p (%d) base level = %d is invalid",
392 (void *) t, t->Name, baseLevel);
394 t->_Complete = GL_FALSE;
398 /* Always need the base level image */
399 if (!t->Image[0][baseLevel]) {
401 _mesa_sprintf(s, "obj %p (%d) Image[baseLevel=%d] == NULL",
402 (void *) t, t->Name, baseLevel);
404 t->_Complete = GL_FALSE;
408 /* Check width/height/depth for zero */
409 if (t->Image[0][baseLevel]->Width == 0 ||
410 t->Image[0][baseLevel]->Height == 0 ||
411 t->Image[0][baseLevel]->Depth == 0) {
412 incomplete(t, "texture width = 0");
413 t->_Complete = GL_FALSE;
417 /* Compute _MaxLevel */
418 if ((t->Target == GL_TEXTURE_1D) ||
419 (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) {
420 maxLog2 = t->Image[0][baseLevel]->WidthLog2;
421 maxLevels = ctx->Const.MaxTextureLevels;
423 else if ((t->Target == GL_TEXTURE_2D) ||
424 (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) {
425 maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
426 t->Image[0][baseLevel]->HeightLog2);
427 maxLevels = ctx->Const.MaxTextureLevels;
429 else if (t->Target == GL_TEXTURE_3D) {
430 GLint max = MAX2(t->Image[0][baseLevel]->WidthLog2,
431 t->Image[0][baseLevel]->HeightLog2);
432 maxLog2 = MAX2(max, (GLint)(t->Image[0][baseLevel]->DepthLog2));
433 maxLevels = ctx->Const.Max3DTextureLevels;
435 else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
436 maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
437 t->Image[0][baseLevel]->HeightLog2);
438 maxLevels = ctx->Const.MaxCubeTextureLevels;
440 else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
441 maxLog2 = 0; /* not applicable */
442 maxLevels = 1; /* no mipmapping */
445 _mesa_problem(ctx, "Bad t->Target in _mesa_test_texobj_completeness");
449 ASSERT(maxLevels > 0);
451 t->_MaxLevel = baseLevel + maxLog2;
452 t->_MaxLevel = MIN2(t->_MaxLevel, t->MaxLevel);
453 t->_MaxLevel = MIN2(t->_MaxLevel, maxLevels - 1);
455 /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
456 t->_MaxLambda = (GLfloat) (t->_MaxLevel - t->BaseLevel);
458 if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
459 /* make sure that all six cube map level 0 images are the same size */
460 const GLuint w = t->Image[0][baseLevel]->Width2;
461 const GLuint h = t->Image[0][baseLevel]->Height2;
463 for (face = 1; face < 6; face++) {
464 if (t->Image[face][baseLevel] == NULL ||
465 t->Image[face][baseLevel]->Width2 != w ||
466 t->Image[face][baseLevel]->Height2 != h) {
467 t->_Complete = GL_FALSE;
468 incomplete(t, "Non-quare cubemap image");
474 /* extra checking for mipmaps */
475 if (t->MinFilter != GL_NEAREST && t->MinFilter != GL_LINEAR) {
477 * Mipmapping: determine if we have a complete set of mipmaps
480 GLint minLevel = baseLevel;
481 GLint maxLevel = t->_MaxLevel;
483 if (minLevel > maxLevel) {
484 t->_Complete = GL_FALSE;
485 incomplete(t, "minLevel > maxLevel");
489 /* Test dimension-independent attributes */
490 for (i = minLevel; i <= maxLevel; i++) {
491 if (t->Image[0][i]) {
492 if (t->Image[0][i]->TexFormat != t->Image[0][baseLevel]->TexFormat) {
493 t->_Complete = GL_FALSE;
494 incomplete(t, "Format[i] != Format[baseLevel]");
497 if (t->Image[0][i]->Border != t->Image[0][baseLevel]->Border) {
498 t->_Complete = GL_FALSE;
499 incomplete(t, "Border[i] != Border[baseLevel]");
505 /* Test things which depend on number of texture image dimensions */
506 if ((t->Target == GL_TEXTURE_1D) ||
507 (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) {
508 /* Test 1-D mipmaps */
509 GLuint width = t->Image[0][baseLevel]->Width2;
510 for (i = baseLevel + 1; i < maxLevels; i++) {
514 if (i >= minLevel && i <= maxLevel) {
515 if (!t->Image[0][i]) {
516 t->_Complete = GL_FALSE;
517 incomplete(t, "1D Image[0][i] == NULL");
520 if (t->Image[0][i]->Width2 != width ) {
521 t->_Complete = GL_FALSE;
522 incomplete(t, "1D Image[0][i] bad width");
527 return; /* found smallest needed mipmap, all done! */
531 else if ((t->Target == GL_TEXTURE_2D) ||
532 (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) {
533 /* Test 2-D mipmaps */
534 GLuint width = t->Image[0][baseLevel]->Width2;
535 GLuint height = t->Image[0][baseLevel]->Height2;
536 for (i = baseLevel + 1; i < maxLevels; i++) {
543 if (i >= minLevel && i <= maxLevel) {
544 if (!t->Image[0][i]) {
545 t->_Complete = GL_FALSE;
546 incomplete(t, "2D Image[0][i] == NULL");
549 if (t->Image[0][i]->Width2 != width) {
550 t->_Complete = GL_FALSE;
551 incomplete(t, "2D Image[0][i] bad width");
554 if (t->Image[0][i]->Height2 != height) {
555 t->_Complete = GL_FALSE;
556 incomplete(t, "2D Image[0][i] bad height");
559 if (width==1 && height==1) {
560 return; /* found smallest needed mipmap, all done! */
565 else if (t->Target == GL_TEXTURE_3D) {
566 /* Test 3-D mipmaps */
567 GLuint width = t->Image[0][baseLevel]->Width2;
568 GLuint height = t->Image[0][baseLevel]->Height2;
569 GLuint depth = t->Image[0][baseLevel]->Depth2;
570 for (i = baseLevel + 1; i < maxLevels; i++) {
580 if (i >= minLevel && i <= maxLevel) {
581 if (!t->Image[0][i]) {
582 incomplete(t, "3D Image[0][i] == NULL");
583 t->_Complete = GL_FALSE;
586 if (t->Image[0][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
587 t->_Complete = GL_FALSE;
588 incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
591 if (t->Image[0][i]->Width2 != width) {
592 t->_Complete = GL_FALSE;
593 incomplete(t, "3D Image[0][i] bad width");
596 if (t->Image[0][i]->Height2 != height) {
597 t->_Complete = GL_FALSE;
598 incomplete(t, "3D Image[0][i] bad height");
601 if (t->Image[0][i]->Depth2 != depth) {
602 t->_Complete = GL_FALSE;
603 incomplete(t, "3D Image[0][i] bad depth");
607 if (width == 1 && height == 1 && depth == 1) {
608 return; /* found smallest needed mipmap, all done! */
612 else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
613 /* make sure 6 cube faces are consistant */
614 GLuint width = t->Image[0][baseLevel]->Width2;
615 GLuint height = t->Image[0][baseLevel]->Height2;
616 for (i = baseLevel + 1; i < maxLevels; i++) {
623 if (i >= minLevel && i <= maxLevel) {
625 for (face = 0; face < 6; face++) {
626 /* check that we have images defined */
627 if (!t->Image[face][i]) {
628 t->_Complete = GL_FALSE;
629 incomplete(t, "CubeMap Image[n][i] == NULL");
632 /* Don't support GL_DEPTH_COMPONENT for cube maps */
633 if (t->Image[face][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
634 t->_Complete = GL_FALSE;
635 incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
638 /* check that all six images have same size */
639 if (t->Image[face][i]->Width2!=width ||
640 t->Image[face][i]->Height2!=height) {
641 t->_Complete = GL_FALSE;
642 incomplete(t, "CubeMap Image[n][i] bad size");
647 if (width == 1 && height == 1) {
648 return; /* found smallest needed mipmap, all done! */
652 else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
653 /* XXX special checking? */
657 _mesa_problem(ctx, "Bug in gl_test_texture_object_completeness\n");
665 /***********************************************************************/
666 /** \name API functions */
671 * Generate texture names.
673 * \param n number of texture names to be generated.
674 * \param textures an array in which will hold the generated texture names.
676 * \sa glGenTextures().
678 * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
679 * IDs which are stored in \p textures. Corresponding empty texture
680 * objects are also generated.
683 _mesa_GenTextures( GLsizei n, GLuint *textures )
685 GET_CURRENT_CONTEXT(ctx);
688 ASSERT_OUTSIDE_BEGIN_END(ctx);
691 _mesa_error( ctx, GL_INVALID_VALUE, "glGenTextures" );
699 * This must be atomic (generation and allocation of texture IDs)
701 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
703 first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n);
705 /* Allocate new, empty texture objects */
706 for (i = 0; i < n; i++) {
707 struct gl_texture_object *texObj;
708 GLuint name = first + i;
710 texObj = (*ctx->Driver.NewTextureObject)( ctx, name, target);
712 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
713 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
717 /* insert into hash table */
718 _mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
723 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
728 * Check if the given texture object is bound to the current draw or
729 * read framebuffer. If so, Unbind it.
732 unbind_texobj_from_fbo(GLcontext *ctx, struct gl_texture_object *texObj)
734 const GLuint n = (ctx->DrawBuffer == ctx->ReadBuffer) ? 1 : 2;
737 for (i = 0; i < n; i++) {
738 struct gl_framebuffer *fb = (i == 0) ? ctx->DrawBuffer : ctx->ReadBuffer;
741 for (j = 0; j < BUFFER_COUNT; j++) {
742 if (fb->Attachment[j].Type == GL_TEXTURE &&
743 fb->Attachment[j].Texture == texObj) {
744 _mesa_remove_attachment(ctx, fb->Attachment + j);
753 * Check if the given texture object is bound to any texture image units and
754 * unbind it if so (revert to default textures).
757 unbind_texobj_from_texunits(GLcontext *ctx, struct gl_texture_object *texObj)
761 for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++) {
762 struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
763 if (texObj == unit->Current1D) {
764 _mesa_reference_texobj(&unit->Current1D, ctx->Shared->Default1D);
765 ASSERT(unit->Current1D);
767 else if (texObj == unit->Current2D) {
768 _mesa_reference_texobj(&unit->Current2D, ctx->Shared->Default2D);
769 ASSERT(unit->Current2D);
771 else if (texObj == unit->Current3D) {
772 _mesa_reference_texobj(&unit->Current3D, ctx->Shared->Default3D);
773 ASSERT(unit->Current3D);
775 else if (texObj == unit->CurrentCubeMap) {
776 _mesa_reference_texobj(&unit->CurrentCubeMap, ctx->Shared->DefaultCubeMap);
777 ASSERT(unit->CurrentCubeMap);
779 else if (texObj == unit->CurrentRect) {
780 _mesa_reference_texobj(&unit->CurrentRect, ctx->Shared->DefaultRect);
781 ASSERT(unit->CurrentRect);
783 else if (texObj == unit->Current1DArray) {
784 _mesa_reference_texobj(&unit->Current1DArray, ctx->Shared->Default1DArray);
785 ASSERT(unit->Current1DArray);
787 else if (texObj == unit->Current2DArray) {
788 _mesa_reference_texobj(&unit->Current2DArray, ctx->Shared->Default2DArray);
789 ASSERT(unit->Current2DArray);
796 * Delete named textures.
798 * \param n number of textures to be deleted.
799 * \param textures array of texture IDs to be deleted.
801 * \sa glDeleteTextures().
803 * If we're about to delete a texture that's currently bound to any
804 * texture unit, unbind the texture first. Decrement the reference
805 * count on the texture object and delete it if it's zero.
806 * Recall that texture objects can be shared among several rendering
810 _mesa_DeleteTextures( GLsizei n, const GLuint *textures)
812 GET_CURRENT_CONTEXT(ctx);
814 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* too complex */
819 for (i = 0; i < n; i++) {
820 if (textures[i] > 0) {
821 struct gl_texture_object *delObj
822 = _mesa_lookup_texture(ctx, textures[i]);
825 _mesa_lock_texture(ctx, delObj);
827 /* Check if texture is bound to any framebuffer objects.
829 * See section 4.4.2.3 of GL_EXT_framebuffer_object.
831 unbind_texobj_from_fbo(ctx, delObj);
833 /* Check if this texture is currently bound to any texture units.
836 unbind_texobj_from_texunits(ctx, delObj);
838 _mesa_unlock_texture(ctx, delObj);
840 ctx->NewState |= _NEW_TEXTURE;
842 /* The texture _name_ is now free for re-use.
843 * Remove it from the hash table now.
845 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
846 _mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name);
847 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
849 /* Unreference the texobj. If refcount hits zero, the texture
852 _mesa_reference_texobj(&delObj, NULL);
860 * Bind a named texture to a texturing target.
862 * \param target texture target.
863 * \param texName texture name.
865 * \sa glBindTexture().
867 * Determines the old texture object bound and returns immediately if rebinding
868 * the same texture. Get the current texture which is either a default texture
869 * if name is null, a named texture from the hash, or a new texture if the
870 * given texture name is new. Increments its reference count, binds it, and
871 * calls dd_function_table::BindTexture. Decrements the old texture reference
872 * count and deletes it if it reaches zero.
875 _mesa_BindTexture( GLenum target, GLuint texName )
877 GET_CURRENT_CONTEXT(ctx);
878 const GLuint unit = ctx->Texture.CurrentUnit;
879 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
880 struct gl_texture_object *newTexObj = NULL, *defaultTexObj = NULL;
881 ASSERT_OUTSIDE_BEGIN_END(ctx);
883 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
884 _mesa_debug(ctx, "glBindTexture %s %d\n",
885 _mesa_lookup_enum_by_nr(target), (GLint) texName);
889 defaultTexObj = ctx->Shared->Default1D;
892 defaultTexObj = ctx->Shared->Default2D;
895 defaultTexObj = ctx->Shared->Default3D;
897 case GL_TEXTURE_CUBE_MAP_ARB:
898 defaultTexObj = ctx->Shared->DefaultCubeMap;
900 case GL_TEXTURE_RECTANGLE_NV:
901 defaultTexObj = ctx->Shared->DefaultRect;
903 case GL_TEXTURE_1D_ARRAY_EXT:
904 defaultTexObj = ctx->Shared->Default1DArray;
906 case GL_TEXTURE_2D_ARRAY_EXT:
907 defaultTexObj = ctx->Shared->Default2DArray;
910 _mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)");
915 * Get pointer to new texture object (newTexObj)
918 newTexObj = defaultTexObj;
921 /* non-default texture object */
922 newTexObj = _mesa_lookup_texture(ctx, texName);
925 if (newTexObj->Target != 0 && newTexObj->Target != target) {
926 /* the named texture object's target doesn't match the given target */
927 _mesa_error( ctx, GL_INVALID_OPERATION,
928 "glBindTexture(target mismatch)" );
931 if (newTexObj->Target == 0) {
932 finish_texture_init(ctx, target, newTexObj);
936 /* if this is a new texture id, allocate a texture object now */
937 newTexObj = (*ctx->Driver.NewTextureObject)(ctx, texName, target);
939 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
943 /* and insert it into hash table */
944 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
945 _mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj);
946 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
948 newTexObj->Target = target;
951 assert(valid_texture_object(newTexObj));
953 /* flush before changing binding */
954 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
956 /* Do the actual binding. The refcount on the previously bound
957 * texture object will be decremented. It'll be deleted if the
962 _mesa_reference_texobj(&texUnit->Current1D, newTexObj);
963 ASSERT(texUnit->Current1D);
966 _mesa_reference_texobj(&texUnit->Current2D, newTexObj);
967 ASSERT(texUnit->Current2D);
970 _mesa_reference_texobj(&texUnit->Current3D, newTexObj);
971 ASSERT(texUnit->Current3D);
973 case GL_TEXTURE_CUBE_MAP_ARB:
974 _mesa_reference_texobj(&texUnit->CurrentCubeMap, newTexObj);
975 ASSERT(texUnit->CurrentCubeMap);
977 case GL_TEXTURE_RECTANGLE_NV:
978 _mesa_reference_texobj(&texUnit->CurrentRect, newTexObj);
979 ASSERT(texUnit->CurrentRect);
981 case GL_TEXTURE_1D_ARRAY_EXT:
982 texUnit->Current1DArray = newTexObj;
983 ASSERT(texUnit->Current1DArray);
985 case GL_TEXTURE_2D_ARRAY_EXT:
986 texUnit->Current2DArray = newTexObj;
987 ASSERT(texUnit->Current2DArray);
990 /* Bad target should be caught above */
991 _mesa_problem(ctx, "bad target in BindTexture");
995 /* Pass BindTexture call to device driver */
996 if (ctx->Driver.BindTexture)
997 (*ctx->Driver.BindTexture)( ctx, target, newTexObj );
1002 * Set texture priorities.
1004 * \param n number of textures.
1005 * \param texName texture names.
1006 * \param priorities corresponding texture priorities.
1008 * \sa glPrioritizeTextures().
1010 * Looks up each texture in the hash, clamps the corresponding priority between
1011 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
1014 _mesa_PrioritizeTextures( GLsizei n, const GLuint *texName,
1015 const GLclampf *priorities )
1017 GET_CURRENT_CONTEXT(ctx);
1019 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1022 _mesa_error( ctx, GL_INVALID_VALUE, "glPrioritizeTextures" );
1029 for (i = 0; i < n; i++) {
1030 if (texName[i] > 0) {
1031 struct gl_texture_object *t = _mesa_lookup_texture(ctx, texName[i]);
1033 t->Priority = CLAMP( priorities[i], 0.0F, 1.0F );
1034 if (ctx->Driver.PrioritizeTexture)
1035 ctx->Driver.PrioritizeTexture( ctx, t, t->Priority );
1040 ctx->NewState |= _NEW_TEXTURE;
1044 * See if textures are loaded in texture memory.
1046 * \param n number of textures to query.
1047 * \param texName array with the texture names.
1048 * \param residences array which will hold the residence status.
1050 * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
1052 * \sa glAreTexturesResident().
1054 * Looks up each texture in the hash and calls
1055 * dd_function_table::IsTextureResident.
1057 GLboolean GLAPIENTRY
1058 _mesa_AreTexturesResident(GLsizei n, const GLuint *texName,
1059 GLboolean *residences)
1061 GET_CURRENT_CONTEXT(ctx);
1062 GLboolean allResident = GL_TRUE;
1064 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1067 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)");
1071 if (!texName || !residences)
1074 for (i = 0; i < n; i++) {
1075 struct gl_texture_object *t;
1076 if (texName[i] == 0) {
1077 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1080 t = _mesa_lookup_texture(ctx, texName[i]);
1082 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1085 if (!ctx->Driver.IsTextureResident ||
1086 ctx->Driver.IsTextureResident(ctx, t)) {
1087 /* The texture is resident */
1089 residences[i] = GL_TRUE;
1092 /* The texture is not resident */
1094 allResident = GL_FALSE;
1095 for (j = 0; j < i; j++)
1096 residences[j] = GL_TRUE;
1098 residences[i] = GL_FALSE;
1106 * See if a name corresponds to a texture.
1108 * \param texture texture name.
1110 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
1113 * \sa glIsTexture().
1115 * Calls _mesa_HashLookup().
1117 GLboolean GLAPIENTRY
1118 _mesa_IsTexture( GLuint texture )
1120 struct gl_texture_object *t;
1121 GET_CURRENT_CONTEXT(ctx);
1122 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1127 t = _mesa_lookup_texture(ctx, texture);
1129 /* IsTexture is true only after object has been bound once. */
1130 return t && t->Target;
1135 * Simplest implementation of texture locking: Grab the a new mutex in
1136 * the shared context. Examine the shared context state timestamp and
1137 * if there has been a change, set the appropriate bits in
1140 * This is used to deal with synchronizing things when a texture object
1141 * is used/modified by different contexts (or threads) which are sharing
1144 * See also _mesa_lock/unlock_texture() in teximage.h
1147 _mesa_lock_context_textures( GLcontext *ctx )
1149 _glthread_LOCK_MUTEX(ctx->Shared->TexMutex);
1151 if (ctx->Shared->TextureStateStamp != ctx->TextureStateTimestamp) {
1152 ctx->NewState |= _NEW_TEXTURE;
1153 ctx->TextureStateTimestamp = ctx->Shared->TextureStateStamp;
1159 _mesa_unlock_context_textures( GLcontext *ctx )
1161 assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp);
1162 _glthread_UNLOCK_MUTEX(ctx->Shared->TexMutex);