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 * Check if the given texture object is valid by examining its Target field.
265 * For debugging only.
268 valid_texture_object(const struct gl_texture_object *tex)
270 switch (tex->Target) {
275 case GL_TEXTURE_CUBE_MAP_ARB:
276 case GL_TEXTURE_RECTANGLE_NV:
277 case GL_TEXTURE_1D_ARRAY_EXT:
278 case GL_TEXTURE_2D_ARRAY_EXT:
281 _mesa_problem(NULL, "invalid reference to a deleted texture object");
284 _mesa_problem(NULL, "invalid texture object Target 0x%x, Id = %u",
285 tex->Target, tex->Name);
292 * Reference (or unreference) a texture object.
293 * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
294 * If 'tex' is non-null, increment its refcount.
297 _mesa_reference_texobj(struct gl_texture_object **ptr,
298 struct gl_texture_object *tex)
307 /* Unreference the old texture */
308 GLboolean deleteFlag = GL_FALSE;
309 struct gl_texture_object *oldTex = *ptr;
311 assert(valid_texture_object(oldTex));
313 _glthread_LOCK_MUTEX(oldTex->Mutex);
314 ASSERT(oldTex->RefCount > 0);
317 deleteFlag = (oldTex->RefCount == 0);
318 _glthread_UNLOCK_MUTEX(oldTex->Mutex);
321 GET_CURRENT_CONTEXT(ctx);
323 ctx->Driver.DeleteTexture(ctx, oldTex);
325 _mesa_problem(NULL, "Unable to delete texture, no context");
333 /* reference new texture */
334 assert(valid_texture_object(tex));
335 _glthread_LOCK_MUTEX(tex->Mutex);
336 if (tex->RefCount == 0) {
337 /* this texture's being deleted (look just above) */
338 /* Not sure this can every really happen. Warn if it does. */
339 _mesa_problem(NULL, "referencing deleted texture object");
346 _glthread_UNLOCK_MUTEX(tex->Mutex);
353 * Report why a texture object is incomplete.
355 * \param t texture object.
356 * \param why string describing why it's incomplete.
358 * \note For debug purposes only.
362 incomplete(const struct gl_texture_object *t, const char *why)
364 _mesa_printf("Texture Obj %d incomplete because: %s\n", t->Name, why);
367 #define incomplete(t, why)
372 * Examine a texture object to determine if it is complete.
374 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
377 * \param ctx GL context.
378 * \param t texture object.
380 * According to the texture target, verifies that each of the mipmaps is
381 * present and has the expected size.
384 _mesa_test_texobj_completeness( const GLcontext *ctx,
385 struct gl_texture_object *t )
387 const GLint baseLevel = t->BaseLevel;
388 GLint maxLog2 = 0, maxLevels = 0;
390 t->_Complete = GL_TRUE; /* be optimistic */
392 /* Detect cases where the application set the base level to an invalid
395 if ((baseLevel < 0) || (baseLevel > MAX_TEXTURE_LEVELS)) {
397 _mesa_sprintf(s, "base level = %d is invalid", baseLevel);
399 t->_Complete = GL_FALSE;
403 /* Always need the base level image */
404 if (!t->Image[0][baseLevel]) {
406 _mesa_sprintf(s, "Image[baseLevel=%d] == NULL", baseLevel);
408 t->_Complete = GL_FALSE;
412 /* Check width/height/depth for zero */
413 if (t->Image[0][baseLevel]->Width == 0 ||
414 t->Image[0][baseLevel]->Height == 0 ||
415 t->Image[0][baseLevel]->Depth == 0) {
416 incomplete(t, "texture width = 0");
417 t->_Complete = GL_FALSE;
421 /* Compute _MaxLevel */
422 if ((t->Target == GL_TEXTURE_1D) ||
423 (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) {
424 maxLog2 = t->Image[0][baseLevel]->WidthLog2;
425 maxLevels = ctx->Const.MaxTextureLevels;
427 else if ((t->Target == GL_TEXTURE_2D) ||
428 (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) {
429 maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
430 t->Image[0][baseLevel]->HeightLog2);
431 maxLevels = ctx->Const.MaxTextureLevels;
433 else if (t->Target == GL_TEXTURE_3D) {
434 GLint max = MAX2(t->Image[0][baseLevel]->WidthLog2,
435 t->Image[0][baseLevel]->HeightLog2);
436 maxLog2 = MAX2(max, (GLint)(t->Image[0][baseLevel]->DepthLog2));
437 maxLevels = ctx->Const.Max3DTextureLevels;
439 else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
440 maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
441 t->Image[0][baseLevel]->HeightLog2);
442 maxLevels = ctx->Const.MaxCubeTextureLevels;
444 else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
445 maxLog2 = 0; /* not applicable */
446 maxLevels = 1; /* no mipmapping */
449 _mesa_problem(ctx, "Bad t->Target in _mesa_test_texobj_completeness");
453 ASSERT(maxLevels > 0);
455 t->_MaxLevel = baseLevel + maxLog2;
456 t->_MaxLevel = MIN2(t->_MaxLevel, t->MaxLevel);
457 t->_MaxLevel = MIN2(t->_MaxLevel, maxLevels - 1);
459 /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
460 t->_MaxLambda = (GLfloat) (t->_MaxLevel - t->BaseLevel);
462 if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
463 /* make sure that all six cube map level 0 images are the same size */
464 const GLuint w = t->Image[0][baseLevel]->Width2;
465 const GLuint h = t->Image[0][baseLevel]->Height2;
467 for (face = 1; face < 6; face++) {
468 if (t->Image[face][baseLevel] == NULL ||
469 t->Image[face][baseLevel]->Width2 != w ||
470 t->Image[face][baseLevel]->Height2 != h) {
471 t->_Complete = GL_FALSE;
472 incomplete(t, "Non-quare cubemap image");
478 /* extra checking for mipmaps */
479 if (t->MinFilter != GL_NEAREST && t->MinFilter != GL_LINEAR) {
481 * Mipmapping: determine if we have a complete set of mipmaps
484 GLint minLevel = baseLevel;
485 GLint maxLevel = t->_MaxLevel;
487 if (minLevel > maxLevel) {
488 t->_Complete = GL_FALSE;
489 incomplete(t, "minLevel > maxLevel");
493 /* Test dimension-independent attributes */
494 for (i = minLevel; i <= maxLevel; i++) {
495 if (t->Image[0][i]) {
496 if (t->Image[0][i]->TexFormat != t->Image[0][baseLevel]->TexFormat) {
497 t->_Complete = GL_FALSE;
498 incomplete(t, "Format[i] != Format[baseLevel]");
501 if (t->Image[0][i]->Border != t->Image[0][baseLevel]->Border) {
502 t->_Complete = GL_FALSE;
503 incomplete(t, "Border[i] != Border[baseLevel]");
509 /* Test things which depend on number of texture image dimensions */
510 if ((t->Target == GL_TEXTURE_1D) ||
511 (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) {
512 /* Test 1-D mipmaps */
513 GLuint width = t->Image[0][baseLevel]->Width2;
514 for (i = baseLevel + 1; i < maxLevels; i++) {
518 if (i >= minLevel && i <= maxLevel) {
519 if (!t->Image[0][i]) {
520 t->_Complete = GL_FALSE;
521 incomplete(t, "1D Image[0][i] == NULL");
524 if (t->Image[0][i]->Width2 != width ) {
525 t->_Complete = GL_FALSE;
526 incomplete(t, "1D Image[0][i] bad width");
531 return; /* found smallest needed mipmap, all done! */
535 else if ((t->Target == GL_TEXTURE_2D) ||
536 (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) {
537 /* Test 2-D mipmaps */
538 GLuint width = t->Image[0][baseLevel]->Width2;
539 GLuint height = t->Image[0][baseLevel]->Height2;
540 for (i = baseLevel + 1; i < maxLevels; i++) {
547 if (i >= minLevel && i <= maxLevel) {
548 if (!t->Image[0][i]) {
549 t->_Complete = GL_FALSE;
550 incomplete(t, "2D Image[0][i] == NULL");
553 if (t->Image[0][i]->Width2 != width) {
554 t->_Complete = GL_FALSE;
555 incomplete(t, "2D Image[0][i] bad width");
558 if (t->Image[0][i]->Height2 != height) {
559 t->_Complete = GL_FALSE;
560 incomplete(t, "2D Image[0][i] bad height");
563 if (width==1 && height==1) {
564 return; /* found smallest needed mipmap, all done! */
569 else if (t->Target == GL_TEXTURE_3D) {
570 /* Test 3-D mipmaps */
571 GLuint width = t->Image[0][baseLevel]->Width2;
572 GLuint height = t->Image[0][baseLevel]->Height2;
573 GLuint depth = t->Image[0][baseLevel]->Depth2;
574 for (i = baseLevel + 1; i < maxLevels; i++) {
584 if (i >= minLevel && i <= maxLevel) {
585 if (!t->Image[0][i]) {
586 incomplete(t, "3D Image[0][i] == NULL");
587 t->_Complete = GL_FALSE;
590 if (t->Image[0][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
591 t->_Complete = GL_FALSE;
592 incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
595 if (t->Image[0][i]->Width2 != width) {
596 t->_Complete = GL_FALSE;
597 incomplete(t, "3D Image[0][i] bad width");
600 if (t->Image[0][i]->Height2 != height) {
601 t->_Complete = GL_FALSE;
602 incomplete(t, "3D Image[0][i] bad height");
605 if (t->Image[0][i]->Depth2 != depth) {
606 t->_Complete = GL_FALSE;
607 incomplete(t, "3D Image[0][i] bad depth");
611 if (width == 1 && height == 1 && depth == 1) {
612 return; /* found smallest needed mipmap, all done! */
616 else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
617 /* make sure 6 cube faces are consistant */
618 GLuint width = t->Image[0][baseLevel]->Width2;
619 GLuint height = t->Image[0][baseLevel]->Height2;
620 for (i = baseLevel + 1; i < maxLevels; i++) {
627 if (i >= minLevel && i <= maxLevel) {
629 for (face = 0; face < 6; face++) {
630 /* check that we have images defined */
631 if (!t->Image[face][i]) {
632 t->_Complete = GL_FALSE;
633 incomplete(t, "CubeMap Image[n][i] == NULL");
636 /* Don't support GL_DEPTH_COMPONENT for cube maps */
637 if (t->Image[face][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
638 t->_Complete = GL_FALSE;
639 incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
642 /* check that all six images have same size */
643 if (t->Image[face][i]->Width2!=width ||
644 t->Image[face][i]->Height2!=height) {
645 t->_Complete = GL_FALSE;
646 incomplete(t, "CubeMap Image[n][i] bad size");
651 if (width == 1 && height == 1) {
652 return; /* found smallest needed mipmap, all done! */
656 else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
657 /* XXX special checking? */
661 _mesa_problem(ctx, "Bug in gl_test_texture_object_completeness\n");
668 * Return pointer to a default/fallback texture.
669 * The texture is a 2D 8x8 RGBA texture with all texels = (0,0,0,1).
670 * That's the value a sampler should get when sampling from an
671 * incomplete texture.
673 struct gl_texture_object *
674 _mesa_get_fallback_texture(GLcontext *ctx)
676 if (!ctx->Shared->FallbackTex) {
677 /* create fallback texture now */
678 static GLubyte texels[8 * 8][4];
679 struct gl_texture_object *texObj;
680 struct gl_texture_image *texImage;
683 for (i = 0; i < 8 * 8; i++) {
690 /* create texture object */
691 texObj = ctx->Driver.NewTextureObject(ctx, 0, GL_TEXTURE_2D);
692 assert(texObj->RefCount == 1);
693 texObj->MinFilter = GL_NEAREST;
694 texObj->MagFilter = GL_NEAREST;
696 /* create level[0] texture image */
697 texImage = _mesa_get_tex_image(ctx, texObj, GL_TEXTURE_2D, 0);
699 /* init the image fields */
700 _mesa_init_teximage_fields(ctx, GL_TEXTURE_2D, texImage,
701 8, 8, 1, 0, GL_RGBA);
704 ctx->Driver.TexImage2D(ctx, GL_TEXTURE_2D, 0, GL_RGBA,
706 GL_RGBA, GL_UNSIGNED_BYTE, texels,
707 &ctx->DefaultPacking, texObj, texImage);
709 _mesa_test_texobj_completeness(ctx, texObj);
710 assert(texObj->_Complete);
712 ctx->Shared->FallbackTex = texObj;
714 return ctx->Shared->FallbackTex;
722 /***********************************************************************/
723 /** \name API functions */
728 * Generate texture names.
730 * \param n number of texture names to be generated.
731 * \param textures an array in which will hold the generated texture names.
733 * \sa glGenTextures().
735 * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
736 * IDs which are stored in \p textures. Corresponding empty texture
737 * objects are also generated.
740 _mesa_GenTextures( GLsizei n, GLuint *textures )
742 GET_CURRENT_CONTEXT(ctx);
745 ASSERT_OUTSIDE_BEGIN_END(ctx);
748 _mesa_error( ctx, GL_INVALID_VALUE, "glGenTextures" );
756 * This must be atomic (generation and allocation of texture IDs)
758 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
760 first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n);
762 /* Allocate new, empty texture objects */
763 for (i = 0; i < n; i++) {
764 struct gl_texture_object *texObj;
765 GLuint name = first + i;
767 texObj = (*ctx->Driver.NewTextureObject)( ctx, name, target);
769 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
770 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
774 /* insert into hash table */
775 _mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
780 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
785 * Check if the given texture object is bound to the current draw or
786 * read framebuffer. If so, Unbind it.
789 unbind_texobj_from_fbo(GLcontext *ctx, struct gl_texture_object *texObj)
791 const GLuint n = (ctx->DrawBuffer == ctx->ReadBuffer) ? 1 : 2;
794 for (i = 0; i < n; i++) {
795 struct gl_framebuffer *fb = (i == 0) ? ctx->DrawBuffer : ctx->ReadBuffer;
798 for (j = 0; j < BUFFER_COUNT; j++) {
799 if (fb->Attachment[j].Type == GL_TEXTURE &&
800 fb->Attachment[j].Texture == texObj) {
801 _mesa_remove_attachment(ctx, fb->Attachment + j);
810 * Check if the given texture object is bound to any texture image units and
811 * unbind it if so (revert to default textures).
814 unbind_texobj_from_texunits(GLcontext *ctx, struct gl_texture_object *texObj)
818 for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++) {
819 struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
820 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
821 if (texObj == unit->CurrentTex[tex]) {
822 _mesa_reference_texobj(&unit->CurrentTex[tex],
823 ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]);
824 ASSERT(unit->CurrentTex[tex]);
833 * Delete named textures.
835 * \param n number of textures to be deleted.
836 * \param textures array of texture IDs to be deleted.
838 * \sa glDeleteTextures().
840 * If we're about to delete a texture that's currently bound to any
841 * texture unit, unbind the texture first. Decrement the reference
842 * count on the texture object and delete it if it's zero.
843 * Recall that texture objects can be shared among several rendering
847 _mesa_DeleteTextures( GLsizei n, const GLuint *textures)
849 GET_CURRENT_CONTEXT(ctx);
851 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* too complex */
856 for (i = 0; i < n; i++) {
857 if (textures[i] > 0) {
858 struct gl_texture_object *delObj
859 = _mesa_lookup_texture(ctx, textures[i]);
862 _mesa_lock_texture(ctx, delObj);
864 /* Check if texture is bound to any framebuffer objects.
866 * See section 4.4.2.3 of GL_EXT_framebuffer_object.
868 unbind_texobj_from_fbo(ctx, delObj);
870 /* Check if this texture is currently bound to any texture units.
873 unbind_texobj_from_texunits(ctx, delObj);
875 _mesa_unlock_texture(ctx, delObj);
877 ctx->NewState |= _NEW_TEXTURE;
879 /* The texture _name_ is now free for re-use.
880 * Remove it from the hash table now.
882 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
883 _mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name);
884 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
886 /* Unreference the texobj. If refcount hits zero, the texture
889 _mesa_reference_texobj(&delObj, NULL);
897 * Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
898 * into the corresponding Mesa texture target index.
899 * Return -1 if target is invalid.
902 target_enum_to_index(GLenum target)
906 return TEXTURE_1D_INDEX;
908 return TEXTURE_2D_INDEX;
910 return TEXTURE_3D_INDEX;
911 case GL_TEXTURE_CUBE_MAP_ARB:
912 return TEXTURE_CUBE_INDEX;
913 case GL_TEXTURE_RECTANGLE_NV:
914 return TEXTURE_RECT_INDEX;
915 case GL_TEXTURE_1D_ARRAY_EXT:
916 return TEXTURE_1D_ARRAY_INDEX;
917 case GL_TEXTURE_2D_ARRAY_EXT:
918 return TEXTURE_2D_ARRAY_INDEX;
926 * Bind a named texture to a texturing target.
928 * \param target texture target.
929 * \param texName texture name.
931 * \sa glBindTexture().
933 * Determines the old texture object bound and returns immediately if rebinding
934 * the same texture. Get the current texture which is either a default texture
935 * if name is null, a named texture from the hash, or a new texture if the
936 * given texture name is new. Increments its reference count, binds it, and
937 * calls dd_function_table::BindTexture. Decrements the old texture reference
938 * count and deletes it if it reaches zero.
941 _mesa_BindTexture( GLenum target, GLuint texName )
943 GET_CURRENT_CONTEXT(ctx);
944 const GLuint unit = ctx->Texture.CurrentUnit;
945 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
946 struct gl_texture_object *newTexObj = NULL, *defaultTexObj = NULL;
948 GLboolean early_out = GL_FALSE;
949 ASSERT_OUTSIDE_BEGIN_END(ctx);
951 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
952 _mesa_debug(ctx, "glBindTexture %s %d\n",
953 _mesa_lookup_enum_by_nr(target), (GLint) texName);
955 targetIndex = target_enum_to_index(target);
956 if (targetIndex < 0) {
957 _mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)");
960 assert(targetIndex < NUM_TEXTURE_TARGETS);
961 defaultTexObj = ctx->Shared->DefaultTex[targetIndex];
964 * Get pointer to new texture object (newTexObj)
967 newTexObj = defaultTexObj;
970 /* non-default texture object */
971 newTexObj = _mesa_lookup_texture(ctx, texName);
974 if (newTexObj->Target != 0 && newTexObj->Target != target) {
975 /* the named texture object's target doesn't match the given target */
976 _mesa_error( ctx, GL_INVALID_OPERATION,
977 "glBindTexture(target mismatch)" );
980 if (newTexObj->Target == 0) {
981 finish_texture_init(ctx, target, newTexObj);
985 /* if this is a new texture id, allocate a texture object now */
986 newTexObj = (*ctx->Driver.NewTextureObject)(ctx, texName, target);
988 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
992 /* and insert it into hash table */
993 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
994 _mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj);
995 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
997 newTexObj->Target = target;
1000 assert(valid_texture_object(newTexObj));
1002 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1003 if ((ctx->Shared->RefCount == 1)
1004 && (newTexObj == texUnit->CurrentTex[targetIndex])) {
1005 early_out = GL_TRUE;
1007 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1013 /* flush before changing binding */
1014 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1016 /* Do the actual binding. The refcount on the previously bound
1017 * texture object will be decremented. It'll be deleted if the
1020 _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], newTexObj);
1021 ASSERT(texUnit->CurrentTex[targetIndex]);
1023 /* Pass BindTexture call to device driver */
1024 if (ctx->Driver.BindTexture)
1025 (*ctx->Driver.BindTexture)( ctx, target, newTexObj );
1030 * Set texture priorities.
1032 * \param n number of textures.
1033 * \param texName texture names.
1034 * \param priorities corresponding texture priorities.
1036 * \sa glPrioritizeTextures().
1038 * Looks up each texture in the hash, clamps the corresponding priority between
1039 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
1042 _mesa_PrioritizeTextures( GLsizei n, const GLuint *texName,
1043 const GLclampf *priorities )
1045 GET_CURRENT_CONTEXT(ctx);
1047 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1050 _mesa_error( ctx, GL_INVALID_VALUE, "glPrioritizeTextures" );
1057 for (i = 0; i < n; i++) {
1058 if (texName[i] > 0) {
1059 struct gl_texture_object *t = _mesa_lookup_texture(ctx, texName[i]);
1061 t->Priority = CLAMP( priorities[i], 0.0F, 1.0F );
1062 if (ctx->Driver.PrioritizeTexture)
1063 ctx->Driver.PrioritizeTexture( ctx, t, t->Priority );
1068 ctx->NewState |= _NEW_TEXTURE;
1072 * See if textures are loaded in texture memory.
1074 * \param n number of textures to query.
1075 * \param texName array with the texture names.
1076 * \param residences array which will hold the residence status.
1078 * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
1080 * \sa glAreTexturesResident().
1082 * Looks up each texture in the hash and calls
1083 * dd_function_table::IsTextureResident.
1085 GLboolean GLAPIENTRY
1086 _mesa_AreTexturesResident(GLsizei n, const GLuint *texName,
1087 GLboolean *residences)
1089 GET_CURRENT_CONTEXT(ctx);
1090 GLboolean allResident = GL_TRUE;
1092 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1095 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)");
1099 if (!texName || !residences)
1102 for (i = 0; i < n; i++) {
1103 struct gl_texture_object *t;
1104 if (texName[i] == 0) {
1105 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1108 t = _mesa_lookup_texture(ctx, texName[i]);
1110 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1113 if (!ctx->Driver.IsTextureResident ||
1114 ctx->Driver.IsTextureResident(ctx, t)) {
1115 /* The texture is resident */
1117 residences[i] = GL_TRUE;
1120 /* The texture is not resident */
1122 allResident = GL_FALSE;
1123 for (j = 0; j < i; j++)
1124 residences[j] = GL_TRUE;
1126 residences[i] = GL_FALSE;
1134 * See if a name corresponds to a texture.
1136 * \param texture texture name.
1138 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
1141 * \sa glIsTexture().
1143 * Calls _mesa_HashLookup().
1145 GLboolean GLAPIENTRY
1146 _mesa_IsTexture( GLuint texture )
1148 struct gl_texture_object *t;
1149 GET_CURRENT_CONTEXT(ctx);
1150 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1155 t = _mesa_lookup_texture(ctx, texture);
1157 /* IsTexture is true only after object has been bound once. */
1158 return t && t->Target;
1163 * Simplest implementation of texture locking: Grab the a new mutex in
1164 * the shared context. Examine the shared context state timestamp and
1165 * if there has been a change, set the appropriate bits in
1168 * This is used to deal with synchronizing things when a texture object
1169 * is used/modified by different contexts (or threads) which are sharing
1172 * See also _mesa_lock/unlock_texture() in teximage.h
1175 _mesa_lock_context_textures( GLcontext *ctx )
1177 _glthread_LOCK_MUTEX(ctx->Shared->TexMutex);
1179 if (ctx->Shared->TextureStateStamp != ctx->TextureStateTimestamp) {
1180 ctx->NewState |= _NEW_TEXTURE;
1181 ctx->TextureStateTimestamp = ctx->Shared->TextureStateStamp;
1187 _mesa_unlock_context_textures( GLcontext *ctx )
1189 assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp);
1190 _glthread_UNLOCK_MUTEX(ctx->Shared->TexMutex);