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1073 lines
31 KiB
C
1073 lines
31 KiB
C
/**
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* \file texobj.c
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* Texture object management.
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*/
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/*
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* Mesa 3-D graphics library
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* Version: 7.1
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*
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* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include <precomp.h>
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/**********************************************************************/
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/** \name Internal functions */
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/*@{*/
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/**
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* Return the gl_texture_object for a given ID.
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*/
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struct gl_texture_object *
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_mesa_lookup_texture(struct gl_context *ctx, GLuint id)
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{
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return (struct gl_texture_object *)
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_mesa_HashLookup(ctx->Shared->TexObjects, id);
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}
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/**
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* Allocate and initialize a new texture object. But don't put it into the
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* texture object hash table.
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*
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* Called via ctx->Driver.NewTextureObject, unless overridden by a device
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* driver.
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*
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* \param shared the shared GL state structure to contain the texture object
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* \param name integer name for the texture object
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* \param target either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,
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* GL_TEXTURE_CUBE_MAP_ARB or GL_TEXTURE_RECTANGLE_NV. zero is ok for the sake
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* of GenTextures()
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*
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* \return pointer to new texture object.
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*/
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struct gl_texture_object *
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_mesa_new_texture_object( struct gl_context *ctx, GLuint name, GLenum target )
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{
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struct gl_texture_object *obj;
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(void) ctx;
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obj = MALLOC_STRUCT(gl_texture_object);
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_mesa_initialize_texture_object(obj, name, target);
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return obj;
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}
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/**
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* Initialize a new texture object to default values.
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* \param obj the texture object
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* \param name the texture name
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* \param target the texture target
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*/
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void
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_mesa_initialize_texture_object( struct gl_texture_object *obj,
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GLuint name, GLenum target )
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{
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ASSERT(target == 0 ||
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target == GL_TEXTURE_1D ||
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target == GL_TEXTURE_2D ||
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target == GL_TEXTURE_3D ||
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target == GL_TEXTURE_CUBE_MAP_ARB);
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memset(obj, 0, sizeof(*obj));
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/* init the non-zero fields */
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_glthread_INIT_MUTEX(obj->Mutex);
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obj->RefCount = 1;
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obj->Name = name;
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obj->Target = target;
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obj->Priority = 1.0F;
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obj->BaseLevel = 0;
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obj->MaxLevel = 1000;
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/* sampler state */
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obj->Sampler.WrapS = GL_REPEAT;
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obj->Sampler.WrapT = GL_REPEAT;
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obj->Sampler.WrapR = GL_REPEAT;
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obj->Sampler.MinFilter = GL_NEAREST_MIPMAP_LINEAR;
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obj->Sampler.MagFilter = GL_LINEAR;
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obj->Sampler.MaxAnisotropy = 1.0;
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}
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/**
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* Deallocate a texture object struct. It should have already been
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* removed from the texture object pool.
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* Called via ctx->Driver.DeleteTexture() if not overriden by a driver.
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*
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* \param shared the shared GL state to which the object belongs.
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* \param texObj the texture object to delete.
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*/
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void
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_mesa_delete_texture_object(struct gl_context *ctx,
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struct gl_texture_object *texObj)
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{
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GLuint i, face;
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/* Set Target to an invalid value. With some assertions elsewhere
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* we can try to detect possible use of deleted textures.
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*/
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texObj->Target = 0x99;
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/* free the texture images */
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for (face = 0; face < 6; face++) {
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for (i = 0; i < MAX_TEXTURE_LEVELS; i++) {
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if (texObj->Image[face][i]) {
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ctx->Driver.DeleteTextureImage(ctx, texObj->Image[face][i]);
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}
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}
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}
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/* destroy the mutex -- it may have allocated memory (eg on bsd) */
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_glthread_DESTROY_MUTEX(texObj->Mutex);
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/* free this object */
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free(texObj);
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}
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/**
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* Copy texture object state from one texture object to another.
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* Use for glPush/PopAttrib.
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*
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* \param dest destination texture object.
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* \param src source texture object.
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*/
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void
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_mesa_copy_texture_object( struct gl_texture_object *dest,
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const struct gl_texture_object *src )
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{
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dest->Target = src->Target;
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dest->Name = src->Name;
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dest->Priority = src->Priority;
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dest->Sampler.BorderColor.f[0] = src->Sampler.BorderColor.f[0];
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dest->Sampler.BorderColor.f[1] = src->Sampler.BorderColor.f[1];
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dest->Sampler.BorderColor.f[2] = src->Sampler.BorderColor.f[2];
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dest->Sampler.BorderColor.f[3] = src->Sampler.BorderColor.f[3];
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dest->Sampler.WrapS = src->Sampler.WrapS;
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dest->Sampler.WrapT = src->Sampler.WrapT;
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dest->Sampler.WrapR = src->Sampler.WrapR;
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dest->Sampler.MinFilter = src->Sampler.MinFilter;
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dest->Sampler.MagFilter = src->Sampler.MagFilter;
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dest->BaseLevel = src->BaseLevel;
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dest->MaxLevel = src->MaxLevel;
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dest->Sampler.MaxAnisotropy = src->Sampler.MaxAnisotropy;
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dest->_MaxLevel = src->_MaxLevel;
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dest->_MaxLambda = src->_MaxLambda;
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dest->_Complete = src->_Complete;
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}
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/**
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* Free all texture images of the given texture object.
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*
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* \param ctx GL context.
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* \param t texture object.
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*
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* \sa _mesa_clear_texture_image().
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*/
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void
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_mesa_clear_texture_object(struct gl_context *ctx,
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struct gl_texture_object *texObj)
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{
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GLuint i, j;
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if (texObj->Target == 0)
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return;
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for (i = 0; i < MAX_FACES; i++) {
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for (j = 0; j < MAX_TEXTURE_LEVELS; j++) {
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struct gl_texture_image *texImage = texObj->Image[i][j];
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if (texImage)
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_mesa_clear_texture_image(ctx, texImage);
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}
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}
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}
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/**
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* Check if the given texture object is valid by examining its Target field.
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* For debugging only.
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*/
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static GLboolean
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valid_texture_object(const struct gl_texture_object *tex)
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{
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switch (tex->Target) {
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case 0:
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case GL_TEXTURE_1D:
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case GL_TEXTURE_2D:
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case GL_TEXTURE_CUBE_MAP_ARB:
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return GL_TRUE;
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case 0x99:
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_mesa_problem(NULL, "invalid reference to a deleted texture object");
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return GL_FALSE;
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default:
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_mesa_problem(NULL, "invalid texture object Target 0x%x, Id = %u",
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tex->Target, tex->Name);
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return GL_FALSE;
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}
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}
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/**
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* Reference (or unreference) a texture object.
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* If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
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* If 'tex' is non-null, increment its refcount.
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* This is normally only called from the _mesa_reference_texobj() macro
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* when there's a real pointer change.
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*/
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void
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_mesa_reference_texobj_(struct gl_texture_object **ptr,
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struct gl_texture_object *tex)
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{
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assert(ptr);
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if (*ptr) {
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/* Unreference the old texture */
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GLboolean deleteFlag = GL_FALSE;
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struct gl_texture_object *oldTex = *ptr;
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ASSERT(valid_texture_object(oldTex));
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(void) valid_texture_object; /* silence warning in release builds */
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_glthread_LOCK_MUTEX(oldTex->Mutex);
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ASSERT(oldTex->RefCount > 0);
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oldTex->RefCount--;
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deleteFlag = (oldTex->RefCount == 0);
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_glthread_UNLOCK_MUTEX(oldTex->Mutex);
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if (deleteFlag) {
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GET_CURRENT_CONTEXT(ctx);
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if (ctx)
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ctx->Driver.DeleteTexture(ctx, oldTex);
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else
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_mesa_problem(NULL, "Unable to delete texture, no context");
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}
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*ptr = NULL;
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}
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assert(!*ptr);
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if (tex) {
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/* reference new texture */
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ASSERT(valid_texture_object(tex));
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_glthread_LOCK_MUTEX(tex->Mutex);
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if (tex->RefCount == 0) {
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/* this texture's being deleted (look just above) */
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/* Not sure this can every really happen. Warn if it does. */
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_mesa_problem(NULL, "referencing deleted texture object");
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*ptr = NULL;
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}
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else {
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tex->RefCount++;
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*ptr = tex;
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}
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_glthread_UNLOCK_MUTEX(tex->Mutex);
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}
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}
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/**
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* Mark a texture object as incomplete.
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* \param t texture object
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* \param fmt... string describing why it's incomplete (for debugging).
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*/
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static void
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incomplete(struct gl_texture_object *t, const char *fmt, ...)
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{
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#if 0
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va_list args;
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char s[100];
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va_start(args, fmt);
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vsnprintf(s, sizeof(s), fmt, args);
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va_end(args);
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printf("Texture Obj %d incomplete because: %s\n", t->Name, s);
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#endif
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t->_Complete = GL_FALSE;
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}
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/**
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* Examine a texture object to determine if it is complete.
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*
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* The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
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* accordingly.
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*
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* \param ctx GL context.
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* \param t texture object.
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*
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* According to the texture target, verifies that each of the mipmaps is
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* present and has the expected size.
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*/
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void
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_mesa_test_texobj_completeness( const struct gl_context *ctx,
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struct gl_texture_object *t )
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{
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const GLint baseLevel = t->BaseLevel;
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GLint maxLog2 = 0, maxLevels = 0;
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t->_Complete = GL_TRUE; /* be optimistic */
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/* Detect cases where the application set the base level to an invalid
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* value.
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*/
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if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS)) {
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incomplete(t, "base level = %d is invalid", baseLevel);
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return;
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}
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/* Always need the base level image */
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if (!t->Image[0][baseLevel]) {
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incomplete(t, "Image[baseLevel=%d] == NULL", baseLevel);
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return;
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}
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/* Check width/height/depth for zero */
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if (t->Image[0][baseLevel]->Width == 0 ||
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t->Image[0][baseLevel]->Height == 0 ||
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t->Image[0][baseLevel]->Depth == 0) {
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incomplete(t, "texture width = 0");
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return;
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}
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/* Compute _MaxLevel */
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if (t->Target == GL_TEXTURE_1D) {
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maxLog2 = t->Image[0][baseLevel]->WidthLog2;
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maxLevels = ctx->Const.MaxTextureLevels;
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}
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else if (t->Target == GL_TEXTURE_2D) {
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maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
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t->Image[0][baseLevel]->HeightLog2);
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maxLevels = ctx->Const.MaxTextureLevels;
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}
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else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
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maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
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t->Image[0][baseLevel]->HeightLog2);
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maxLevels = ctx->Const.MaxCubeTextureLevels;
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}
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else {
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_mesa_problem(ctx, "Bad t->Target in _mesa_test_texobj_completeness");
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return;
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}
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ASSERT(maxLevels > 0);
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if (t->MaxLevel < t->BaseLevel) {
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incomplete(t, "MAX_LEVEL (%d) < BASE_LEVEL (%d)",
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t->MaxLevel, t->BaseLevel);
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return;
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}
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t->_MaxLevel = baseLevel + maxLog2;
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t->_MaxLevel = MIN2(t->_MaxLevel, t->MaxLevel);
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t->_MaxLevel = MIN2(t->_MaxLevel, maxLevels - 1);
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/* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
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t->_MaxLambda = (GLfloat) (t->_MaxLevel - t->BaseLevel);
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if (t->Immutable) {
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/* This texture object was created with glTexStorage1/2/3D() so we
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* know that all the mipmap levels are the right size and all cube
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* map faces are the same size.
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* We don't need to do any of the additional checks below.
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*/
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return;
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}
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if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
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/* make sure that all six cube map level 0 images are the same size */
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const GLuint w = t->Image[0][baseLevel]->Width2;
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const GLuint h = t->Image[0][baseLevel]->Height2;
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GLuint face;
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for (face = 1; face < 6; face++) {
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if (t->Image[face][baseLevel] == NULL ||
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t->Image[face][baseLevel]->Width2 != w ||
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t->Image[face][baseLevel]->Height2 != h) {
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incomplete(t, "Cube face missing or mismatched size");
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return;
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}
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}
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}
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/* extra checking for mipmaps */
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if (t->Sampler.MinFilter != GL_NEAREST && t->Sampler.MinFilter != GL_LINEAR) {
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/*
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* Mipmapping: determine if we have a complete set of mipmaps
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*/
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GLint i;
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GLint minLevel = baseLevel;
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GLint maxLevel = t->_MaxLevel;
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if (minLevel > maxLevel) {
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incomplete(t, "minLevel > maxLevel");
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return;
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}
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/* Test dimension-independent attributes */
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for (i = minLevel; i <= maxLevel; i++) {
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if (t->Image[0][i]) {
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if (t->Image[0][i]->TexFormat != t->Image[0][baseLevel]->TexFormat) {
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incomplete(t, "Format[i] != Format[baseLevel]");
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return;
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}
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if (t->Image[0][i]->Border != t->Image[0][baseLevel]->Border) {
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incomplete(t, "Border[i] != Border[baseLevel]");
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return;
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}
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}
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}
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/* Test things which depend on number of texture image dimensions */
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if (t->Target == GL_TEXTURE_1D) {
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/* Test 1-D mipmaps */
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GLuint width = t->Image[0][baseLevel]->Width2;
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for (i = baseLevel + 1; i < maxLevels; i++) {
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if (width > 1) {
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width /= 2;
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}
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if (i >= minLevel && i <= maxLevel) {
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const struct gl_texture_image *img = t->Image[0][i];
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if (!img) {
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incomplete(t, "1D Image[%d] is missing", i);
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return;
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}
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if (img->Width2 != width ) {
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incomplete(t, "1D Image[%d] bad width %u", i, img->Width2);
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return;
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}
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}
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if (width == 1) {
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return; /* found smallest needed mipmap, all done! */
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}
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}
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}
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else if (t->Target == GL_TEXTURE_2D) {
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/* Test 2-D mipmaps */
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GLuint width = t->Image[0][baseLevel]->Width2;
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GLuint height = t->Image[0][baseLevel]->Height2;
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for (i = baseLevel + 1; i < maxLevels; i++) {
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if (width > 1) {
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width /= 2;
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}
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if (height > 1) {
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height /= 2;
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}
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if (i >= minLevel && i <= maxLevel) {
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const struct gl_texture_image *img = t->Image[0][i];
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if (!img) {
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incomplete(t, "2D Image[%d of %d] is missing", i, maxLevel);
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return;
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}
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if (img->Width2 != width) {
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incomplete(t, "2D Image[%d] bad width %u", i, img->Width2);
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return;
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}
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if (img->Height2 != height) {
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incomplete(t, "2D Image[i] bad height %u", i, img->Height2);
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return;
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}
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if (width==1 && height==1) {
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return; /* found smallest needed mipmap, all done! */
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}
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}
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}
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}
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else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
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/* make sure 6 cube faces are consistant */
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GLuint width = t->Image[0][baseLevel]->Width2;
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GLuint height = t->Image[0][baseLevel]->Height2;
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for (i = baseLevel + 1; i < maxLevels; i++) {
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if (width > 1) {
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width /= 2;
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}
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if (height > 1) {
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height /= 2;
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}
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if (i >= minLevel && i <= maxLevel) {
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GLuint face;
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for (face = 0; face < 6; face++) {
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/* check that we have images defined */
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if (!t->Image[face][i]) {
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incomplete(t, "CubeMap Image[n][i] == NULL");
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return;
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}
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/* Don't support GL_DEPTH_COMPONENT for cube maps */
|
|
if (ctx->VersionMajor < 3) {
|
|
if (t->Image[face][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
|
|
incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
|
|
return;
|
|
}
|
|
}
|
|
/* check that all six images have same size */
|
|
if (t->Image[face][i]->Width2 != width ||
|
|
t->Image[face][i]->Height2 != height) {
|
|
incomplete(t, "CubeMap Image[n][i] bad size");
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
if (width == 1 && height == 1) {
|
|
return; /* found smallest needed mipmap, all done! */
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
/* Target = ??? */
|
|
_mesa_problem(ctx, "Bug in gl_test_texture_object_completeness\n");
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Check if the given cube map texture is "cube complete" as defined in
|
|
* the OpenGL specification.
|
|
*/
|
|
GLboolean
|
|
_mesa_cube_complete(const struct gl_texture_object *texObj)
|
|
{
|
|
const GLint baseLevel = texObj->BaseLevel;
|
|
const struct gl_texture_image *img0, *img;
|
|
GLuint face;
|
|
|
|
if (texObj->Target != GL_TEXTURE_CUBE_MAP)
|
|
return GL_FALSE;
|
|
|
|
if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS))
|
|
return GL_FALSE;
|
|
|
|
/* check first face */
|
|
img0 = texObj->Image[0][baseLevel];
|
|
if (!img0 ||
|
|
img0->Width < 1 ||
|
|
img0->Width != img0->Height)
|
|
return GL_FALSE;
|
|
|
|
/* check remaining faces vs. first face */
|
|
for (face = 1; face < 6; face++) {
|
|
img = texObj->Image[face][baseLevel];
|
|
if (!img ||
|
|
img->Width != img0->Width ||
|
|
img->Height != img0->Height ||
|
|
img->TexFormat != img0->TexFormat)
|
|
return GL_FALSE;
|
|
}
|
|
|
|
return GL_TRUE;
|
|
}
|
|
|
|
|
|
/**
|
|
* Mark a texture object dirty. It forces the object to be incomplete
|
|
* and optionally forces the context to re-validate its state.
|
|
*
|
|
* \param ctx GL context.
|
|
* \param texObj texture object.
|
|
* \param invalidate_state also invalidate context state.
|
|
*/
|
|
void
|
|
_mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj,
|
|
GLboolean invalidate_state)
|
|
{
|
|
texObj->_Complete = GL_FALSE;
|
|
if (invalidate_state)
|
|
ctx->NewState |= _NEW_TEXTURE;
|
|
}
|
|
|
|
|
|
/**
|
|
* Return pointer to a default/fallback texture.
|
|
* The texture is a 2D 8x8 RGBA texture with all texels = (0,0,0,1).
|
|
* That's the value a sampler should get when sampling from an
|
|
* incomplete texture.
|
|
*/
|
|
struct gl_texture_object *
|
|
_mesa_get_fallback_texture(struct gl_context *ctx)
|
|
{
|
|
if (!ctx->Shared->FallbackTex) {
|
|
/* create fallback texture now */
|
|
static GLubyte texels[8 * 8][4];
|
|
struct gl_texture_object *texObj;
|
|
struct gl_texture_image *texImage;
|
|
gl_format texFormat;
|
|
GLuint i;
|
|
|
|
for (i = 0; i < 8 * 8; i++) {
|
|
texels[i][0] =
|
|
texels[i][1] =
|
|
texels[i][2] = 0x0;
|
|
texels[i][3] = 0xff;
|
|
}
|
|
|
|
/* create texture object */
|
|
texObj = ctx->Driver.NewTextureObject(ctx, 0, GL_TEXTURE_2D);
|
|
assert(texObj->RefCount == 1);
|
|
texObj->Sampler.MinFilter = GL_NEAREST;
|
|
texObj->Sampler.MagFilter = GL_NEAREST;
|
|
|
|
/* create level[0] texture image */
|
|
texImage = _mesa_get_tex_image(ctx, texObj, GL_TEXTURE_2D, 0);
|
|
|
|
texFormat = ctx->Driver.ChooseTextureFormat(ctx, GL_RGBA, GL_RGBA,
|
|
GL_UNSIGNED_BYTE);
|
|
|
|
/* init the image fields */
|
|
_mesa_init_teximage_fields(ctx, texImage,
|
|
8, 8, 1, 0, GL_RGBA, texFormat);
|
|
|
|
ASSERT(texImage->TexFormat != MESA_FORMAT_NONE);
|
|
|
|
/* set image data */
|
|
ctx->Driver.TexImage2D(ctx, texImage, GL_RGBA,
|
|
8, 8, 0,
|
|
GL_RGBA, GL_UNSIGNED_BYTE, texels,
|
|
&ctx->DefaultPacking);
|
|
|
|
_mesa_test_texobj_completeness(ctx, texObj);
|
|
assert(texObj->_Complete);
|
|
|
|
ctx->Shared->FallbackTex = texObj;
|
|
}
|
|
return ctx->Shared->FallbackTex;
|
|
}
|
|
|
|
|
|
/*@}*/
|
|
|
|
|
|
/***********************************************************************/
|
|
/** \name API functions */
|
|
/*@{*/
|
|
|
|
|
|
/**
|
|
* Generate texture names.
|
|
*
|
|
* \param n number of texture names to be generated.
|
|
* \param textures an array in which will hold the generated texture names.
|
|
*
|
|
* \sa glGenTextures().
|
|
*
|
|
* Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
|
|
* IDs which are stored in \p textures. Corresponding empty texture
|
|
* objects are also generated.
|
|
*/
|
|
void GLAPIENTRY
|
|
_mesa_GenTextures( GLsizei n, GLuint *textures )
|
|
{
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
GLuint first;
|
|
GLint i;
|
|
ASSERT_OUTSIDE_BEGIN_END(ctx);
|
|
|
|
if (n < 0) {
|
|
_mesa_error( ctx, GL_INVALID_VALUE, "glGenTextures" );
|
|
return;
|
|
}
|
|
|
|
if (!textures)
|
|
return;
|
|
|
|
/*
|
|
* This must be atomic (generation and allocation of texture IDs)
|
|
*/
|
|
_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
|
|
|
|
first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n);
|
|
|
|
/* Allocate new, empty texture objects */
|
|
for (i = 0; i < n; i++) {
|
|
struct gl_texture_object *texObj;
|
|
GLuint name = first + i;
|
|
GLenum target = 0;
|
|
texObj = ctx->Driver.NewTextureObject(ctx, name, target);
|
|
if (!texObj) {
|
|
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
|
|
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
|
|
return;
|
|
}
|
|
|
|
/* insert into hash table */
|
|
_mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
|
|
|
|
textures[i] = name;
|
|
}
|
|
|
|
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
|
|
}
|
|
|
|
/**
|
|
* Check if the given texture object is bound to any texture image units and
|
|
* unbind it if so (revert to default textures).
|
|
*/
|
|
static void
|
|
unbind_texobj_from_texunits(struct gl_context *ctx,
|
|
struct gl_texture_object *texObj)
|
|
{
|
|
GLuint tex;
|
|
struct gl_texture_unit *unit = &ctx->Texture.Unit;
|
|
for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
|
|
if (texObj == unit->CurrentTex[tex]) {
|
|
_mesa_reference_texobj(&unit->CurrentTex[tex],
|
|
ctx->Shared->DefaultTex[tex]);
|
|
ASSERT(unit->CurrentTex[tex]);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Delete named textures.
|
|
*
|
|
* \param n number of textures to be deleted.
|
|
* \param textures array of texture IDs to be deleted.
|
|
*
|
|
* \sa glDeleteTextures().
|
|
*
|
|
* If we're about to delete a texture that's currently bound to any
|
|
* texture unit, unbind the texture first. Decrement the reference
|
|
* count on the texture object and delete it if it's zero.
|
|
* Recall that texture objects can be shared among several rendering
|
|
* contexts.
|
|
*/
|
|
void GLAPIENTRY
|
|
_mesa_DeleteTextures( GLsizei n, const GLuint *textures)
|
|
{
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
GLint i;
|
|
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* too complex */
|
|
|
|
if (!textures)
|
|
return;
|
|
|
|
for (i = 0; i < n; i++) {
|
|
if (textures[i] > 0) {
|
|
struct gl_texture_object *delObj
|
|
= _mesa_lookup_texture(ctx, textures[i]);
|
|
|
|
if (delObj) {
|
|
_mesa_lock_texture(ctx, delObj);
|
|
|
|
/* Check if this texture is currently bound to any texture units.
|
|
* If so, unbind it.
|
|
*/
|
|
unbind_texobj_from_texunits(ctx, delObj);
|
|
|
|
_mesa_unlock_texture(ctx, delObj);
|
|
|
|
ctx->NewState |= _NEW_TEXTURE;
|
|
|
|
/* The texture _name_ is now free for re-use.
|
|
* Remove it from the hash table now.
|
|
*/
|
|
_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
|
|
_mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name);
|
|
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
|
|
|
|
/* Unreference the texobj. If refcount hits zero, the texture
|
|
* will be deleted.
|
|
*/
|
|
_mesa_reference_texobj(&delObj, NULL);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
|
|
* into the corresponding Mesa texture target index.
|
|
* Note that proxy targets are not valid here.
|
|
* \return TEXTURE_x_INDEX or -1 if target is invalid
|
|
*/
|
|
static GLint
|
|
target_enum_to_index(GLenum target)
|
|
{
|
|
switch (target) {
|
|
case GL_TEXTURE_1D:
|
|
return TEXTURE_1D_INDEX;
|
|
case GL_TEXTURE_2D:
|
|
return TEXTURE_2D_INDEX;
|
|
case GL_TEXTURE_CUBE_MAP_ARB:
|
|
return TEXTURE_CUBE_INDEX;
|
|
default:
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Bind a named texture to a texturing target.
|
|
*
|
|
* \param target texture target.
|
|
* \param texName texture name.
|
|
*
|
|
* \sa glBindTexture().
|
|
*
|
|
* Determines the old texture object bound and returns immediately if rebinding
|
|
* the same texture. Get the current texture which is either a default texture
|
|
* if name is null, a named texture from the hash, or a new texture if the
|
|
* given texture name is new. Increments its reference count, binds it, and
|
|
* calls dd_function_table::BindTexture. Decrements the old texture reference
|
|
* count and deletes it if it reaches zero.
|
|
*/
|
|
void GLAPIENTRY
|
|
_mesa_BindTexture( GLenum target, GLuint texName )
|
|
{
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
struct gl_texture_unit *texUnit = &ctx->Texture.Unit;
|
|
struct gl_texture_object *newTexObj = NULL;
|
|
GLint targetIndex;
|
|
ASSERT_OUTSIDE_BEGIN_END(ctx);
|
|
|
|
if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
|
|
_mesa_debug(ctx, "glBindTexture %s %d\n",
|
|
_mesa_lookup_enum_by_nr(target), (GLint) texName);
|
|
|
|
targetIndex = target_enum_to_index(target);
|
|
if (targetIndex < 0) {
|
|
_mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)");
|
|
return;
|
|
}
|
|
assert(targetIndex < NUM_TEXTURE_TARGETS);
|
|
|
|
/*
|
|
* Get pointer to new texture object (newTexObj)
|
|
*/
|
|
if (texName == 0) {
|
|
/* Use a default texture object */
|
|
newTexObj = ctx->Shared->DefaultTex[targetIndex];
|
|
}
|
|
else {
|
|
/* non-default texture object */
|
|
newTexObj = _mesa_lookup_texture(ctx, texName);
|
|
if (newTexObj) {
|
|
/* error checking */
|
|
if (newTexObj->Target != 0 && newTexObj->Target != target) {
|
|
/* the named texture object's target doesn't match the given target */
|
|
_mesa_error( ctx, GL_INVALID_OPERATION,
|
|
"glBindTexture(target mismatch)" );
|
|
return;
|
|
}
|
|
}
|
|
else {
|
|
/* if this is a new texture id, allocate a texture object now */
|
|
newTexObj = ctx->Driver.NewTextureObject(ctx, texName, target);
|
|
if (!newTexObj) {
|
|
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
|
|
return;
|
|
}
|
|
|
|
/* and insert it into hash table */
|
|
_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
|
|
_mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj);
|
|
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
|
|
}
|
|
newTexObj->Target = target;
|
|
}
|
|
|
|
assert(valid_texture_object(newTexObj));
|
|
|
|
/* Check if this texture is only used by this context and is already bound.
|
|
* If so, just return.
|
|
*/
|
|
{
|
|
GLboolean early_out;
|
|
_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
|
|
early_out = ((ctx->Shared->RefCount == 1)
|
|
&& (newTexObj == texUnit->CurrentTex[targetIndex]));
|
|
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
|
|
if (early_out) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
/* flush before changing binding */
|
|
FLUSH_VERTICES(ctx, _NEW_TEXTURE);
|
|
|
|
/* Do the actual binding. The refcount on the previously bound
|
|
* texture object will be decremented. It'll be deleted if the
|
|
* count hits zero.
|
|
*/
|
|
_mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], newTexObj);
|
|
ASSERT(texUnit->CurrentTex[targetIndex]);
|
|
|
|
/* Pass BindTexture call to device driver */
|
|
if (ctx->Driver.BindTexture)
|
|
ctx->Driver.BindTexture(ctx, target, newTexObj);
|
|
}
|
|
|
|
|
|
/**
|
|
* Set texture priorities.
|
|
*
|
|
* \param n number of textures.
|
|
* \param texName texture names.
|
|
* \param priorities corresponding texture priorities.
|
|
*
|
|
* \sa glPrioritizeTextures().
|
|
*
|
|
* Looks up each texture in the hash, clamps the corresponding priority between
|
|
* 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
|
|
*/
|
|
void GLAPIENTRY
|
|
_mesa_PrioritizeTextures( GLsizei n, const GLuint *texName,
|
|
const GLclampf *priorities )
|
|
{
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
GLint i;
|
|
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
|
|
|
|
if (n < 0) {
|
|
_mesa_error( ctx, GL_INVALID_VALUE, "glPrioritizeTextures" );
|
|
return;
|
|
}
|
|
|
|
if (!priorities)
|
|
return;
|
|
|
|
for (i = 0; i < n; i++) {
|
|
if (texName[i] > 0) {
|
|
struct gl_texture_object *t = _mesa_lookup_texture(ctx, texName[i]);
|
|
if (t) {
|
|
t->Priority = CLAMP( priorities[i], 0.0F, 1.0F );
|
|
}
|
|
}
|
|
}
|
|
|
|
ctx->NewState |= _NEW_TEXTURE;
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
* See if textures are loaded in texture memory.
|
|
*
|
|
* \param n number of textures to query.
|
|
* \param texName array with the texture names.
|
|
* \param residences array which will hold the residence status.
|
|
*
|
|
* \return GL_TRUE if all textures are resident and \p residences is left unchanged,
|
|
*
|
|
* Note: we assume all textures are always resident
|
|
*/
|
|
GLboolean GLAPIENTRY
|
|
_mesa_AreTexturesResident(GLsizei n, const GLuint *texName,
|
|
GLboolean *residences)
|
|
{
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
GLboolean allResident = GL_TRUE;
|
|
GLint i;
|
|
ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
|
|
|
|
if (n < 0) {
|
|
_mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)");
|
|
return GL_FALSE;
|
|
}
|
|
|
|
if (!texName || !residences)
|
|
return GL_FALSE;
|
|
|
|
/* We only do error checking on the texture names */
|
|
for (i = 0; i < n; i++) {
|
|
struct gl_texture_object *t;
|
|
if (texName[i] == 0) {
|
|
_mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
|
|
return GL_FALSE;
|
|
}
|
|
t = _mesa_lookup_texture(ctx, texName[i]);
|
|
if (!t) {
|
|
_mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
|
|
return GL_FALSE;
|
|
}
|
|
}
|
|
|
|
return allResident;
|
|
}
|
|
|
|
|
|
/**
|
|
* See if a name corresponds to a texture.
|
|
*
|
|
* \param texture texture name.
|
|
*
|
|
* \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
|
|
* otherwise.
|
|
*
|
|
* \sa glIsTexture().
|
|
*
|
|
* Calls _mesa_HashLookup().
|
|
*/
|
|
GLboolean GLAPIENTRY
|
|
_mesa_IsTexture( GLuint texture )
|
|
{
|
|
struct gl_texture_object *t;
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
|
|
|
|
if (!texture)
|
|
return GL_FALSE;
|
|
|
|
t = _mesa_lookup_texture(ctx, texture);
|
|
|
|
/* IsTexture is true only after object has been bound once. */
|
|
return t && t->Target;
|
|
}
|
|
|
|
|
|
/**
|
|
* Simplest implementation of texture locking: grab the shared tex
|
|
* mutex. Examine the shared context state timestamp and if there has
|
|
* been a change, set the appropriate bits in ctx->NewState.
|
|
*
|
|
* This is used to deal with synchronizing things when a texture object
|
|
* is used/modified by different contexts (or threads) which are sharing
|
|
* the texture.
|
|
*
|
|
* See also _mesa_lock/unlock_texture() in teximage.h
|
|
*/
|
|
void
|
|
_mesa_lock_context_textures( struct gl_context *ctx )
|
|
{
|
|
_glthread_LOCK_MUTEX(ctx->Shared->TexMutex);
|
|
|
|
if (ctx->Shared->TextureStateStamp != ctx->TextureStateTimestamp) {
|
|
ctx->NewState |= _NEW_TEXTURE;
|
|
ctx->TextureStateTimestamp = ctx->Shared->TextureStateStamp;
|
|
}
|
|
}
|
|
|
|
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void
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_mesa_unlock_context_textures( struct gl_context *ctx )
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{
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assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp);
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_glthread_UNLOCK_MUTEX(ctx->Shared->TexMutex);
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}
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/*@}*/
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