reactos/dll/opengl/mesa/main/texobj.c

1074 lines
31 KiB
C

/**
* \file texobj.c
* Texture object management.
*/
/*
* Mesa 3-D graphics library
* Version: 7.1
*
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include <precomp.h>
/**********************************************************************/
/** \name Internal functions */
/*@{*/
/**
* Return the gl_texture_object for a given ID.
*/
struct gl_texture_object *
_mesa_lookup_texture(struct gl_context *ctx, GLuint id)
{
return (struct gl_texture_object *)
_mesa_HashLookup(ctx->Shared->TexObjects, id);
}
/**
* Allocate and initialize a new texture object. But don't put it into the
* texture object hash table.
*
* Called via ctx->Driver.NewTextureObject, unless overridden by a device
* driver.
*
* \param shared the shared GL state structure to contain the texture object
* \param name integer name for the texture object
* \param target either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,
* GL_TEXTURE_CUBE_MAP_ARB or GL_TEXTURE_RECTANGLE_NV. zero is ok for the sake
* of GenTextures()
*
* \return pointer to new texture object.
*/
struct gl_texture_object *
_mesa_new_texture_object( struct gl_context *ctx, GLuint name, GLenum target )
{
struct gl_texture_object *obj;
(void) ctx;
obj = MALLOC_STRUCT(gl_texture_object);
_mesa_initialize_texture_object(obj, name, target);
return obj;
}
/**
* Initialize a new texture object to default values.
* \param obj the texture object
* \param name the texture name
* \param target the texture target
*/
void
_mesa_initialize_texture_object( struct gl_texture_object *obj,
GLuint name, GLenum target )
{
ASSERT(target == 0 ||
target == GL_TEXTURE_1D ||
target == GL_TEXTURE_2D ||
target == GL_TEXTURE_3D ||
target == GL_TEXTURE_CUBE_MAP_ARB);
memset(obj, 0, sizeof(*obj));
/* init the non-zero fields */
_glthread_INIT_MUTEX(obj->Mutex);
obj->RefCount = 1;
obj->Name = name;
obj->Target = target;
obj->Priority = 1.0F;
obj->BaseLevel = 0;
obj->MaxLevel = 1000;
/* sampler state */
obj->Sampler.WrapS = GL_REPEAT;
obj->Sampler.WrapT = GL_REPEAT;
obj->Sampler.WrapR = GL_REPEAT;
obj->Sampler.MinFilter = GL_NEAREST_MIPMAP_LINEAR;
obj->Sampler.MagFilter = GL_LINEAR;
obj->Sampler.MaxAnisotropy = 1.0;
}
/**
* Deallocate a texture object struct. It should have already been
* removed from the texture object pool.
* Called via ctx->Driver.DeleteTexture() if not overriden by a driver.
*
* \param shared the shared GL state to which the object belongs.
* \param texObj the texture object to delete.
*/
void
_mesa_delete_texture_object(struct gl_context *ctx,
struct gl_texture_object *texObj)
{
GLuint i, face;
/* Set Target to an invalid value. With some assertions elsewhere
* we can try to detect possible use of deleted textures.
*/
texObj->Target = 0x99;
/* free the texture images */
for (face = 0; face < 6; face++) {
for (i = 0; i < MAX_TEXTURE_LEVELS; i++) {
if (texObj->Image[face][i]) {
ctx->Driver.DeleteTextureImage(ctx, texObj->Image[face][i]);
}
}
}
/* destroy the mutex -- it may have allocated memory (eg on bsd) */
_glthread_DESTROY_MUTEX(texObj->Mutex);
/* free this object */
free(texObj);
}
/**
* Copy texture object state from one texture object to another.
* Use for glPush/PopAttrib.
*
* \param dest destination texture object.
* \param src source texture object.
*/
void
_mesa_copy_texture_object( struct gl_texture_object *dest,
const struct gl_texture_object *src )
{
dest->Target = src->Target;
dest->Name = src->Name;
dest->Priority = src->Priority;
dest->Sampler.BorderColor.f[0] = src->Sampler.BorderColor.f[0];
dest->Sampler.BorderColor.f[1] = src->Sampler.BorderColor.f[1];
dest->Sampler.BorderColor.f[2] = src->Sampler.BorderColor.f[2];
dest->Sampler.BorderColor.f[3] = src->Sampler.BorderColor.f[3];
dest->Sampler.WrapS = src->Sampler.WrapS;
dest->Sampler.WrapT = src->Sampler.WrapT;
dest->Sampler.WrapR = src->Sampler.WrapR;
dest->Sampler.MinFilter = src->Sampler.MinFilter;
dest->Sampler.MagFilter = src->Sampler.MagFilter;
dest->BaseLevel = src->BaseLevel;
dest->MaxLevel = src->MaxLevel;
dest->Sampler.MaxAnisotropy = src->Sampler.MaxAnisotropy;
dest->_MaxLevel = src->_MaxLevel;
dest->_MaxLambda = src->_MaxLambda;
dest->_Complete = src->_Complete;
}
/**
* Free all texture images of the given texture object.
*
* \param ctx GL context.
* \param t texture object.
*
* \sa _mesa_clear_texture_image().
*/
void
_mesa_clear_texture_object(struct gl_context *ctx,
struct gl_texture_object *texObj)
{
GLuint i, j;
if (texObj->Target == 0)
return;
for (i = 0; i < MAX_FACES; i++) {
for (j = 0; j < MAX_TEXTURE_LEVELS; j++) {
struct gl_texture_image *texImage = texObj->Image[i][j];
if (texImage)
_mesa_clear_texture_image(ctx, texImage);
}
}
}
/**
* Check if the given texture object is valid by examining its Target field.
* For debugging only.
*/
static GLboolean
valid_texture_object(const struct gl_texture_object *tex)
{
switch (tex->Target) {
case 0:
case GL_TEXTURE_1D:
case GL_TEXTURE_2D:
case GL_TEXTURE_CUBE_MAP_ARB:
return GL_TRUE;
case 0x99:
_mesa_problem(NULL, "invalid reference to a deleted texture object");
return GL_FALSE;
default:
_mesa_problem(NULL, "invalid texture object Target 0x%x, Id = %u",
tex->Target, tex->Name);
return GL_FALSE;
}
}
/**
* Reference (or unreference) a texture object.
* If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
* If 'tex' is non-null, increment its refcount.
* This is normally only called from the _mesa_reference_texobj() macro
* when there's a real pointer change.
*/
void
_mesa_reference_texobj_(struct gl_texture_object **ptr,
struct gl_texture_object *tex)
{
assert(ptr);
if (*ptr) {
/* Unreference the old texture */
GLboolean deleteFlag = GL_FALSE;
struct gl_texture_object *oldTex = *ptr;
ASSERT(valid_texture_object(oldTex));
(void) valid_texture_object; /* silence warning in release builds */
_glthread_LOCK_MUTEX(oldTex->Mutex);
ASSERT(oldTex->RefCount > 0);
oldTex->RefCount--;
deleteFlag = (oldTex->RefCount == 0);
_glthread_UNLOCK_MUTEX(oldTex->Mutex);
if (deleteFlag) {
GET_CURRENT_CONTEXT(ctx);
if (ctx)
ctx->Driver.DeleteTexture(ctx, oldTex);
else
_mesa_problem(NULL, "Unable to delete texture, no context");
}
*ptr = NULL;
}
assert(!*ptr);
if (tex) {
/* reference new texture */
ASSERT(valid_texture_object(tex));
_glthread_LOCK_MUTEX(tex->Mutex);
if (tex->RefCount == 0) {
/* this texture's being deleted (look just above) */
/* Not sure this can every really happen. Warn if it does. */
_mesa_problem(NULL, "referencing deleted texture object");
*ptr = NULL;
}
else {
tex->RefCount++;
*ptr = tex;
}
_glthread_UNLOCK_MUTEX(tex->Mutex);
}
}
/**
* Mark a texture object as incomplete.
* \param t texture object
* \param fmt... string describing why it's incomplete (for debugging).
*/
static void
incomplete(struct gl_texture_object *t, const char *fmt, ...)
{
#if 0
va_list args;
char s[100];
va_start(args, fmt);
vsnprintf(s, sizeof(s), fmt, args);
va_end(args);
printf("Texture Obj %d incomplete because: %s\n", t->Name, s);
#endif
t->_Complete = GL_FALSE;
}
/**
* Examine a texture object to determine if it is complete.
*
* The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
* accordingly.
*
* \param ctx GL context.
* \param t texture object.
*
* According to the texture target, verifies that each of the mipmaps is
* present and has the expected size.
*/
void
_mesa_test_texobj_completeness( const struct gl_context *ctx,
struct gl_texture_object *t )
{
const GLint baseLevel = t->BaseLevel;
GLint maxLog2 = 0, maxLevels = 0;
t->_Complete = GL_TRUE; /* be optimistic */
/* Detect cases where the application set the base level to an invalid
* value.
*/
if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS)) {
incomplete(t, "base level = %d is invalid", baseLevel);
return;
}
/* Always need the base level image */
if (!t->Image[0][baseLevel]) {
incomplete(t, "Image[baseLevel=%d] == NULL", baseLevel);
return;
}
/* Check width/height/depth for zero */
if (t->Image[0][baseLevel]->Width == 0 ||
t->Image[0][baseLevel]->Height == 0 ||
t->Image[0][baseLevel]->Depth == 0) {
incomplete(t, "texture width = 0");
return;
}
/* Compute _MaxLevel */
if (t->Target == GL_TEXTURE_1D) {
maxLog2 = t->Image[0][baseLevel]->WidthLog2;
maxLevels = ctx->Const.MaxTextureLevels;
}
else if (t->Target == GL_TEXTURE_2D) {
maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
t->Image[0][baseLevel]->HeightLog2);
maxLevels = ctx->Const.MaxTextureLevels;
}
else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
t->Image[0][baseLevel]->HeightLog2);
maxLevels = ctx->Const.MaxCubeTextureLevels;
}
else {
_mesa_problem(ctx, "Bad t->Target in _mesa_test_texobj_completeness");
return;
}
ASSERT(maxLevels > 0);
if (t->MaxLevel < t->BaseLevel) {
incomplete(t, "MAX_LEVEL (%d) < BASE_LEVEL (%d)",
t->MaxLevel, t->BaseLevel);
return;
}
t->_MaxLevel = baseLevel + maxLog2;
t->_MaxLevel = MIN2(t->_MaxLevel, t->MaxLevel);
t->_MaxLevel = MIN2(t->_MaxLevel, maxLevels - 1);
/* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
t->_MaxLambda = (GLfloat) (t->_MaxLevel - t->BaseLevel);
if (t->Immutable) {
/* This texture object was created with glTexStorage1/2/3D() so we
* know that all the mipmap levels are the right size and all cube
* map faces are the same size.
* We don't need to do any of the additional checks below.
*/
return;
}
if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
/* make sure that all six cube map level 0 images are the same size */
const GLuint w = t->Image[0][baseLevel]->Width2;
const GLuint h = t->Image[0][baseLevel]->Height2;
GLuint face;
for (face = 1; face < 6; face++) {
if (t->Image[face][baseLevel] == NULL ||
t->Image[face][baseLevel]->Width2 != w ||
t->Image[face][baseLevel]->Height2 != h) {
incomplete(t, "Cube face missing or mismatched size");
return;
}
}
}
/* extra checking for mipmaps */
if (t->Sampler.MinFilter != GL_NEAREST && t->Sampler.MinFilter != GL_LINEAR) {
/*
* Mipmapping: determine if we have a complete set of mipmaps
*/
GLint i;
GLint minLevel = baseLevel;
GLint maxLevel = t->_MaxLevel;
if (minLevel > maxLevel) {
incomplete(t, "minLevel > maxLevel");
return;
}
/* Test dimension-independent attributes */
for (i = minLevel; i <= maxLevel; i++) {
if (t->Image[0][i]) {
if (t->Image[0][i]->TexFormat != t->Image[0][baseLevel]->TexFormat) {
incomplete(t, "Format[i] != Format[baseLevel]");
return;
}
if (t->Image[0][i]->Border != t->Image[0][baseLevel]->Border) {
incomplete(t, "Border[i] != Border[baseLevel]");
return;
}
}
}
/* Test things which depend on number of texture image dimensions */
if (t->Target == GL_TEXTURE_1D) {
/* Test 1-D mipmaps */
GLuint width = t->Image[0][baseLevel]->Width2;
for (i = baseLevel + 1; i < maxLevels; i++) {
if (width > 1) {
width /= 2;
}
if (i >= minLevel && i <= maxLevel) {
const struct gl_texture_image *img = t->Image[0][i];
if (!img) {
incomplete(t, "1D Image[%d] is missing", i);
return;
}
if (img->Width2 != width ) {
incomplete(t, "1D Image[%d] bad width %u", i, img->Width2);
return;
}
}
if (width == 1) {
return; /* found smallest needed mipmap, all done! */
}
}
}
else if (t->Target == GL_TEXTURE_2D) {
/* Test 2-D mipmaps */
GLuint width = t->Image[0][baseLevel]->Width2;
GLuint height = t->Image[0][baseLevel]->Height2;
for (i = baseLevel + 1; i < maxLevels; i++) {
if (width > 1) {
width /= 2;
}
if (height > 1) {
height /= 2;
}
if (i >= minLevel && i <= maxLevel) {
const struct gl_texture_image *img = t->Image[0][i];
if (!img) {
incomplete(t, "2D Image[%d of %d] is missing", i, maxLevel);
return;
}
if (img->Width2 != width) {
incomplete(t, "2D Image[%d] bad width %u", i, img->Width2);
return;
}
if (img->Height2 != height) {
incomplete(t, "2D Image[i] bad height %u", i, img->Height2);
return;
}
if (width==1 && height==1) {
return; /* found smallest needed mipmap, all done! */
}
}
}
}
else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
/* make sure 6 cube faces are consistant */
GLuint width = t->Image[0][baseLevel]->Width2;
GLuint height = t->Image[0][baseLevel]->Height2;
for (i = baseLevel + 1; i < maxLevels; i++) {
if (width > 1) {
width /= 2;
}
if (height > 1) {
height /= 2;
}
if (i >= minLevel && i <= maxLevel) {
GLuint face;
for (face = 0; face < 6; face++) {
/* check that we have images defined */
if (!t->Image[face][i]) {
incomplete(t, "CubeMap Image[n][i] == NULL");
return;
}
/* 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;
}
}
void
_mesa_unlock_context_textures( struct gl_context *ctx )
{
assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp);
_glthread_UNLOCK_MUTEX(ctx->Shared->TexMutex);
}
/*@}*/