1 /**
2 * \file texobj.c
3 * Texture object management.
4 */
5
6 /*
7 * Mesa 3-D graphics library
8 *
9 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
10 *
11 * Permission is hereby granted, free of charge, to any person obtaining a
12 * copy of this software and associated documentation files (the "Software"),
13 * to deal in the Software without restriction, including without limitation
14 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
15 * and/or sell copies of the Software, and to permit persons to whom the
16 * Software is furnished to do so, subject to the following conditions:
17 *
18 * The above copyright notice and this permission notice shall be included
19 * in all copies or substantial portions of the Software.
20 *
21 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
22 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
23 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
24 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
25 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
26 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
27 * OTHER DEALINGS IN THE SOFTWARE.
28 */
29
30
31 #include <stdio.h>
32 #include "bufferobj.h"
33 #include "context.h"
34 #include "enums.h"
35 #include "fbobject.h"
36 #include "formats.h"
37 #include "hash.h"
38 #include "imports.h"
39 #include "macros.h"
40 #include "shaderimage.h"
41 #include "teximage.h"
42 #include "texobj.h"
43 #include "texstate.h"
44 #include "mtypes.h"
45 #include "program/prog_instruction.h"
46
47
48
49 /**********************************************************************/
50 /** \name Internal functions */
51 /*@{*/
52
53 /**
54 * This function checks for all valid combinations of Min and Mag filters for
55 * Float types, when extensions like OES_texture_float and
56 * OES_texture_float_linear are supported. OES_texture_float mentions support
57 * for NEAREST, NEAREST_MIPMAP_NEAREST magnification and minification filters.
58 * Mag filters like LINEAR and min filters like NEAREST_MIPMAP_LINEAR,
59 * LINEAR_MIPMAP_NEAREST and LINEAR_MIPMAP_LINEAR are only valid in case
60 * OES_texture_float_linear is supported.
61 *
62 * Returns true in case the filter is valid for given Float type else false.
63 */
64 static bool
valid_filter_for_float(const struct gl_context * ctx,const struct gl_texture_object * obj)65 valid_filter_for_float(const struct gl_context *ctx,
66 const struct gl_texture_object *obj)
67 {
68 switch (obj->Sampler.MagFilter) {
69 case GL_LINEAR:
70 if (obj->_IsHalfFloat && !ctx->Extensions.OES_texture_half_float_linear) {
71 return false;
72 } else if (obj->_IsFloat && !ctx->Extensions.OES_texture_float_linear) {
73 return false;
74 }
75 case GL_NEAREST:
76 case GL_NEAREST_MIPMAP_NEAREST:
77 break;
78 default:
79 unreachable("Invalid mag filter");
80 }
81
82 switch (obj->Sampler.MinFilter) {
83 case GL_LINEAR:
84 case GL_NEAREST_MIPMAP_LINEAR:
85 case GL_LINEAR_MIPMAP_NEAREST:
86 case GL_LINEAR_MIPMAP_LINEAR:
87 if (obj->_IsHalfFloat && !ctx->Extensions.OES_texture_half_float_linear) {
88 return false;
89 } else if (obj->_IsFloat && !ctx->Extensions.OES_texture_float_linear) {
90 return false;
91 }
92 case GL_NEAREST:
93 case GL_NEAREST_MIPMAP_NEAREST:
94 break;
95 default:
96 unreachable("Invalid min filter");
97 }
98
99 return true;
100 }
101
102 /**
103 * Return the gl_texture_object for a given ID.
104 */
105 struct gl_texture_object *
_mesa_lookup_texture(struct gl_context * ctx,GLuint id)106 _mesa_lookup_texture(struct gl_context *ctx, GLuint id)
107 {
108 return (struct gl_texture_object *)
109 _mesa_HashLookup(ctx->Shared->TexObjects, id);
110 }
111
112 /**
113 * Wrapper around _mesa_lookup_texture that throws GL_INVALID_OPERATION if id
114 * is not in the hash table. After calling _mesa_error, it returns NULL.
115 */
116 struct gl_texture_object *
_mesa_lookup_texture_err(struct gl_context * ctx,GLuint id,const char * func)117 _mesa_lookup_texture_err(struct gl_context *ctx, GLuint id, const char* func)
118 {
119 struct gl_texture_object *texObj = NULL;
120
121 if (id > 0)
122 texObj = _mesa_lookup_texture(ctx, id); /* Returns NULL if not found. */
123
124 if (!texObj)
125 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(texture)", func);
126
127 return texObj;
128 }
129
130 void
_mesa_begin_texture_lookups(struct gl_context * ctx)131 _mesa_begin_texture_lookups(struct gl_context *ctx)
132 {
133 _mesa_HashLockMutex(ctx->Shared->TexObjects);
134 }
135
136
137 void
_mesa_end_texture_lookups(struct gl_context * ctx)138 _mesa_end_texture_lookups(struct gl_context *ctx)
139 {
140 _mesa_HashUnlockMutex(ctx->Shared->TexObjects);
141 }
142
143
144 struct gl_texture_object *
_mesa_lookup_texture_locked(struct gl_context * ctx,GLuint id)145 _mesa_lookup_texture_locked(struct gl_context *ctx, GLuint id)
146 {
147 return (struct gl_texture_object *)
148 _mesa_HashLookupLocked(ctx->Shared->TexObjects, id);
149 }
150
151 /**
152 * Return a pointer to the current texture object for the given target
153 * on the current texture unit.
154 * Note: all <target> error checking should have been done by this point.
155 */
156 struct gl_texture_object *
_mesa_get_current_tex_object(struct gl_context * ctx,GLenum target)157 _mesa_get_current_tex_object(struct gl_context *ctx, GLenum target)
158 {
159 struct gl_texture_unit *texUnit = _mesa_get_current_tex_unit(ctx);
160 const GLboolean arrayTex = ctx->Extensions.EXT_texture_array;
161
162 switch (target) {
163 case GL_TEXTURE_1D:
164 return texUnit->CurrentTex[TEXTURE_1D_INDEX];
165 case GL_PROXY_TEXTURE_1D:
166 return ctx->Texture.ProxyTex[TEXTURE_1D_INDEX];
167 case GL_TEXTURE_2D:
168 return texUnit->CurrentTex[TEXTURE_2D_INDEX];
169 case GL_PROXY_TEXTURE_2D:
170 return ctx->Texture.ProxyTex[TEXTURE_2D_INDEX];
171 case GL_TEXTURE_3D:
172 return texUnit->CurrentTex[TEXTURE_3D_INDEX];
173 case GL_PROXY_TEXTURE_3D:
174 return ctx->Texture.ProxyTex[TEXTURE_3D_INDEX];
175 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
176 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
177 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
178 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
179 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
180 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
181 case GL_TEXTURE_CUBE_MAP:
182 return ctx->Extensions.ARB_texture_cube_map
183 ? texUnit->CurrentTex[TEXTURE_CUBE_INDEX] : NULL;
184 case GL_PROXY_TEXTURE_CUBE_MAP:
185 return ctx->Extensions.ARB_texture_cube_map
186 ? ctx->Texture.ProxyTex[TEXTURE_CUBE_INDEX] : NULL;
187 case GL_TEXTURE_CUBE_MAP_ARRAY:
188 return _mesa_has_texture_cube_map_array(ctx)
189 ? texUnit->CurrentTex[TEXTURE_CUBE_ARRAY_INDEX] : NULL;
190 case GL_PROXY_TEXTURE_CUBE_MAP_ARRAY:
191 return _mesa_has_texture_cube_map_array(ctx)
192 ? ctx->Texture.ProxyTex[TEXTURE_CUBE_ARRAY_INDEX] : NULL;
193 case GL_TEXTURE_RECTANGLE_NV:
194 return ctx->Extensions.NV_texture_rectangle
195 ? texUnit->CurrentTex[TEXTURE_RECT_INDEX] : NULL;
196 case GL_PROXY_TEXTURE_RECTANGLE_NV:
197 return ctx->Extensions.NV_texture_rectangle
198 ? ctx->Texture.ProxyTex[TEXTURE_RECT_INDEX] : NULL;
199 case GL_TEXTURE_1D_ARRAY_EXT:
200 return arrayTex ? texUnit->CurrentTex[TEXTURE_1D_ARRAY_INDEX] : NULL;
201 case GL_PROXY_TEXTURE_1D_ARRAY_EXT:
202 return arrayTex ? ctx->Texture.ProxyTex[TEXTURE_1D_ARRAY_INDEX] : NULL;
203 case GL_TEXTURE_2D_ARRAY_EXT:
204 return arrayTex ? texUnit->CurrentTex[TEXTURE_2D_ARRAY_INDEX] : NULL;
205 case GL_PROXY_TEXTURE_2D_ARRAY_EXT:
206 return arrayTex ? ctx->Texture.ProxyTex[TEXTURE_2D_ARRAY_INDEX] : NULL;
207 case GL_TEXTURE_BUFFER:
208 return (_mesa_has_ARB_texture_buffer_object(ctx) ||
209 _mesa_has_OES_texture_buffer(ctx)) ?
210 texUnit->CurrentTex[TEXTURE_BUFFER_INDEX] : NULL;
211 case GL_TEXTURE_EXTERNAL_OES:
212 return _mesa_is_gles(ctx) && ctx->Extensions.OES_EGL_image_external
213 ? texUnit->CurrentTex[TEXTURE_EXTERNAL_INDEX] : NULL;
214 case GL_TEXTURE_2D_MULTISAMPLE:
215 return ctx->Extensions.ARB_texture_multisample
216 ? texUnit->CurrentTex[TEXTURE_2D_MULTISAMPLE_INDEX] : NULL;
217 case GL_PROXY_TEXTURE_2D_MULTISAMPLE:
218 return ctx->Extensions.ARB_texture_multisample
219 ? ctx->Texture.ProxyTex[TEXTURE_2D_MULTISAMPLE_INDEX] : NULL;
220 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
221 return ctx->Extensions.ARB_texture_multisample
222 ? texUnit->CurrentTex[TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX] : NULL;
223 case GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY:
224 return ctx->Extensions.ARB_texture_multisample
225 ? ctx->Texture.ProxyTex[TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX] : NULL;
226 default:
227 _mesa_problem(NULL, "bad target in _mesa_get_current_tex_object()");
228 return NULL;
229 }
230 }
231
232
233 /**
234 * Allocate and initialize a new texture object. But don't put it into the
235 * texture object hash table.
236 *
237 * Called via ctx->Driver.NewTextureObject, unless overridden by a device
238 * driver.
239 *
240 * \param shared the shared GL state structure to contain the texture object
241 * \param name integer name for the texture object
242 * \param target either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,
243 * GL_TEXTURE_CUBE_MAP or GL_TEXTURE_RECTANGLE_NV. zero is ok for the sake
244 * of GenTextures()
245 *
246 * \return pointer to new texture object.
247 */
248 struct gl_texture_object *
_mesa_new_texture_object(struct gl_context * ctx,GLuint name,GLenum target)249 _mesa_new_texture_object( struct gl_context *ctx, GLuint name, GLenum target )
250 {
251 struct gl_texture_object *obj;
252 (void) ctx;
253 obj = MALLOC_STRUCT(gl_texture_object);
254 _mesa_initialize_texture_object(ctx, obj, name, target);
255 return obj;
256 }
257
258
259 /**
260 * Initialize a new texture object to default values.
261 * \param obj the texture object
262 * \param name the texture name
263 * \param target the texture target
264 */
265 void
_mesa_initialize_texture_object(struct gl_context * ctx,struct gl_texture_object * obj,GLuint name,GLenum target)266 _mesa_initialize_texture_object( struct gl_context *ctx,
267 struct gl_texture_object *obj,
268 GLuint name, GLenum target )
269 {
270 assert(target == 0 ||
271 target == GL_TEXTURE_1D ||
272 target == GL_TEXTURE_2D ||
273 target == GL_TEXTURE_3D ||
274 target == GL_TEXTURE_CUBE_MAP ||
275 target == GL_TEXTURE_RECTANGLE_NV ||
276 target == GL_TEXTURE_1D_ARRAY_EXT ||
277 target == GL_TEXTURE_2D_ARRAY_EXT ||
278 target == GL_TEXTURE_EXTERNAL_OES ||
279 target == GL_TEXTURE_CUBE_MAP_ARRAY ||
280 target == GL_TEXTURE_BUFFER ||
281 target == GL_TEXTURE_2D_MULTISAMPLE ||
282 target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY);
283
284 memset(obj, 0, sizeof(*obj));
285 /* init the non-zero fields */
286 mtx_init(&obj->Mutex, mtx_plain);
287 obj->RefCount = 1;
288 obj->Name = name;
289 obj->Target = target;
290 if (target != 0) {
291 obj->TargetIndex = _mesa_tex_target_to_index(ctx, target);
292 }
293 else {
294 obj->TargetIndex = NUM_TEXTURE_TARGETS; /* invalid/error value */
295 }
296 obj->Priority = 1.0F;
297 obj->BaseLevel = 0;
298 obj->MaxLevel = 1000;
299
300 /* must be one; no support for (YUV) planes in separate buffers */
301 obj->RequiredTextureImageUnits = 1;
302
303 /* sampler state */
304 if (target == GL_TEXTURE_RECTANGLE_NV ||
305 target == GL_TEXTURE_EXTERNAL_OES) {
306 obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
307 obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
308 obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
309 obj->Sampler.MinFilter = GL_LINEAR;
310 }
311 else {
312 obj->Sampler.WrapS = GL_REPEAT;
313 obj->Sampler.WrapT = GL_REPEAT;
314 obj->Sampler.WrapR = GL_REPEAT;
315 obj->Sampler.MinFilter = GL_NEAREST_MIPMAP_LINEAR;
316 }
317 obj->Sampler.MagFilter = GL_LINEAR;
318 obj->Sampler.MinLod = -1000.0;
319 obj->Sampler.MaxLod = 1000.0;
320 obj->Sampler.LodBias = 0.0;
321 obj->Sampler.MaxAnisotropy = 1.0;
322 obj->Sampler.CompareMode = GL_NONE; /* ARB_shadow */
323 obj->Sampler.CompareFunc = GL_LEQUAL; /* ARB_shadow */
324 obj->DepthMode = ctx->API == API_OPENGL_CORE ? GL_RED : GL_LUMINANCE;
325 obj->StencilSampling = false;
326 obj->Sampler.CubeMapSeamless = GL_FALSE;
327 obj->Swizzle[0] = GL_RED;
328 obj->Swizzle[1] = GL_GREEN;
329 obj->Swizzle[2] = GL_BLUE;
330 obj->Swizzle[3] = GL_ALPHA;
331 obj->_Swizzle = SWIZZLE_NOOP;
332 obj->Sampler.sRGBDecode = GL_DECODE_EXT;
333 obj->BufferObjectFormat = GL_R8;
334 obj->_BufferObjectFormat = MESA_FORMAT_R_UNORM8;
335 obj->ImageFormatCompatibilityType = GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE;
336 }
337
338
339 /**
340 * Some texture initialization can't be finished until we know which
341 * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
342 */
343 static void
finish_texture_init(struct gl_context * ctx,GLenum target,struct gl_texture_object * obj)344 finish_texture_init(struct gl_context *ctx, GLenum target,
345 struct gl_texture_object *obj)
346 {
347 GLenum filter = GL_LINEAR;
348 assert(obj->Target == 0);
349
350 obj->Target = target;
351 obj->TargetIndex = _mesa_tex_target_to_index(ctx, target);
352 assert(obj->TargetIndex < NUM_TEXTURE_TARGETS);
353
354 switch (target) {
355 case GL_TEXTURE_2D_MULTISAMPLE:
356 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
357 filter = GL_NEAREST;
358 /* fallthrough */
359
360 case GL_TEXTURE_RECTANGLE_NV:
361 case GL_TEXTURE_EXTERNAL_OES:
362 /* have to init wrap and filter state here - kind of klunky */
363 obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
364 obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
365 obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
366 obj->Sampler.MinFilter = filter;
367 obj->Sampler.MagFilter = filter;
368 if (ctx->Driver.TexParameter) {
369 /* XXX we probably don't need to make all these calls */
370 ctx->Driver.TexParameter(ctx, obj, GL_TEXTURE_WRAP_S);
371 ctx->Driver.TexParameter(ctx, obj, GL_TEXTURE_WRAP_T);
372 ctx->Driver.TexParameter(ctx, obj, GL_TEXTURE_WRAP_R);
373 ctx->Driver.TexParameter(ctx, obj, GL_TEXTURE_MIN_FILTER);
374 ctx->Driver.TexParameter(ctx, obj, GL_TEXTURE_MAG_FILTER);
375 }
376 break;
377
378 default:
379 /* nothing needs done */
380 break;
381 }
382 }
383
384
385 /**
386 * Deallocate a texture object struct. It should have already been
387 * removed from the texture object pool.
388 * Called via ctx->Driver.DeleteTexture() if not overriden by a driver.
389 *
390 * \param shared the shared GL state to which the object belongs.
391 * \param texObj the texture object to delete.
392 */
393 void
_mesa_delete_texture_object(struct gl_context * ctx,struct gl_texture_object * texObj)394 _mesa_delete_texture_object(struct gl_context *ctx,
395 struct gl_texture_object *texObj)
396 {
397 GLuint i, face;
398
399 /* Set Target to an invalid value. With some assertions elsewhere
400 * we can try to detect possible use of deleted textures.
401 */
402 texObj->Target = 0x99;
403
404 /* free the texture images */
405 for (face = 0; face < 6; face++) {
406 for (i = 0; i < MAX_TEXTURE_LEVELS; i++) {
407 if (texObj->Image[face][i]) {
408 ctx->Driver.DeleteTextureImage(ctx, texObj->Image[face][i]);
409 }
410 }
411 }
412
413 _mesa_reference_buffer_object(ctx, &texObj->BufferObject, NULL);
414
415 /* destroy the mutex -- it may have allocated memory (eg on bsd) */
416 mtx_destroy(&texObj->Mutex);
417
418 free(texObj->Label);
419
420 /* free this object */
421 free(texObj);
422 }
423
424
425 /**
426 * Copy texture object state from one texture object to another.
427 * Use for glPush/PopAttrib.
428 *
429 * \param dest destination texture object.
430 * \param src source texture object.
431 */
432 void
_mesa_copy_texture_object(struct gl_texture_object * dest,const struct gl_texture_object * src)433 _mesa_copy_texture_object( struct gl_texture_object *dest,
434 const struct gl_texture_object *src )
435 {
436 dest->Target = src->Target;
437 dest->TargetIndex = src->TargetIndex;
438 dest->Name = src->Name;
439 dest->Priority = src->Priority;
440 dest->Sampler.BorderColor.f[0] = src->Sampler.BorderColor.f[0];
441 dest->Sampler.BorderColor.f[1] = src->Sampler.BorderColor.f[1];
442 dest->Sampler.BorderColor.f[2] = src->Sampler.BorderColor.f[2];
443 dest->Sampler.BorderColor.f[3] = src->Sampler.BorderColor.f[3];
444 dest->Sampler.WrapS = src->Sampler.WrapS;
445 dest->Sampler.WrapT = src->Sampler.WrapT;
446 dest->Sampler.WrapR = src->Sampler.WrapR;
447 dest->Sampler.MinFilter = src->Sampler.MinFilter;
448 dest->Sampler.MagFilter = src->Sampler.MagFilter;
449 dest->Sampler.MinLod = src->Sampler.MinLod;
450 dest->Sampler.MaxLod = src->Sampler.MaxLod;
451 dest->Sampler.LodBias = src->Sampler.LodBias;
452 dest->BaseLevel = src->BaseLevel;
453 dest->MaxLevel = src->MaxLevel;
454 dest->Sampler.MaxAnisotropy = src->Sampler.MaxAnisotropy;
455 dest->Sampler.CompareMode = src->Sampler.CompareMode;
456 dest->Sampler.CompareFunc = src->Sampler.CompareFunc;
457 dest->Sampler.CubeMapSeamless = src->Sampler.CubeMapSeamless;
458 dest->DepthMode = src->DepthMode;
459 dest->StencilSampling = src->StencilSampling;
460 dest->Sampler.sRGBDecode = src->Sampler.sRGBDecode;
461 dest->_MaxLevel = src->_MaxLevel;
462 dest->_MaxLambda = src->_MaxLambda;
463 dest->GenerateMipmap = src->GenerateMipmap;
464 dest->_BaseComplete = src->_BaseComplete;
465 dest->_MipmapComplete = src->_MipmapComplete;
466 COPY_4V(dest->Swizzle, src->Swizzle);
467 dest->_Swizzle = src->_Swizzle;
468 dest->_IsHalfFloat = src->_IsHalfFloat;
469 dest->_IsFloat = src->_IsFloat;
470
471 dest->RequiredTextureImageUnits = src->RequiredTextureImageUnits;
472 }
473
474
475 /**
476 * Free all texture images of the given texture object.
477 *
478 * \param ctx GL context.
479 * \param t texture object.
480 *
481 * \sa _mesa_clear_texture_image().
482 */
483 void
_mesa_clear_texture_object(struct gl_context * ctx,struct gl_texture_object * texObj)484 _mesa_clear_texture_object(struct gl_context *ctx,
485 struct gl_texture_object *texObj)
486 {
487 GLuint i, j;
488
489 if (texObj->Target == 0)
490 return;
491
492 for (i = 0; i < MAX_FACES; i++) {
493 for (j = 0; j < MAX_TEXTURE_LEVELS; j++) {
494 struct gl_texture_image *texImage = texObj->Image[i][j];
495 if (texImage)
496 _mesa_clear_texture_image(ctx, texImage);
497 }
498 }
499 }
500
501
502 /**
503 * Check if the given texture object is valid by examining its Target field.
504 * For debugging only.
505 */
506 static GLboolean
valid_texture_object(const struct gl_texture_object * tex)507 valid_texture_object(const struct gl_texture_object *tex)
508 {
509 switch (tex->Target) {
510 case 0:
511 case GL_TEXTURE_1D:
512 case GL_TEXTURE_2D:
513 case GL_TEXTURE_3D:
514 case GL_TEXTURE_CUBE_MAP:
515 case GL_TEXTURE_RECTANGLE_NV:
516 case GL_TEXTURE_1D_ARRAY_EXT:
517 case GL_TEXTURE_2D_ARRAY_EXT:
518 case GL_TEXTURE_BUFFER:
519 case GL_TEXTURE_EXTERNAL_OES:
520 case GL_TEXTURE_CUBE_MAP_ARRAY:
521 case GL_TEXTURE_2D_MULTISAMPLE:
522 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
523 return GL_TRUE;
524 case 0x99:
525 _mesa_problem(NULL, "invalid reference to a deleted texture object");
526 return GL_FALSE;
527 default:
528 _mesa_problem(NULL, "invalid texture object Target 0x%x, Id = %u",
529 tex->Target, tex->Name);
530 return GL_FALSE;
531 }
532 }
533
534
535 /**
536 * Reference (or unreference) a texture object.
537 * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
538 * If 'tex' is non-null, increment its refcount.
539 * This is normally only called from the _mesa_reference_texobj() macro
540 * when there's a real pointer change.
541 */
542 void
_mesa_reference_texobj_(struct gl_texture_object ** ptr,struct gl_texture_object * tex)543 _mesa_reference_texobj_(struct gl_texture_object **ptr,
544 struct gl_texture_object *tex)
545 {
546 assert(ptr);
547
548 if (*ptr) {
549 /* Unreference the old texture */
550 GLboolean deleteFlag = GL_FALSE;
551 struct gl_texture_object *oldTex = *ptr;
552
553 assert(valid_texture_object(oldTex));
554 (void) valid_texture_object; /* silence warning in release builds */
555
556 mtx_lock(&oldTex->Mutex);
557 assert(oldTex->RefCount > 0);
558 oldTex->RefCount--;
559
560 deleteFlag = (oldTex->RefCount == 0);
561 mtx_unlock(&oldTex->Mutex);
562
563 if (deleteFlag) {
564 /* Passing in the context drastically changes the driver code for
565 * framebuffer deletion.
566 */
567 GET_CURRENT_CONTEXT(ctx);
568 if (ctx)
569 ctx->Driver.DeleteTexture(ctx, oldTex);
570 else
571 _mesa_problem(NULL, "Unable to delete texture, no context");
572 }
573
574 *ptr = NULL;
575 }
576 assert(!*ptr);
577
578 if (tex) {
579 /* reference new texture */
580 assert(valid_texture_object(tex));
581 mtx_lock(&tex->Mutex);
582 if (tex->RefCount == 0) {
583 /* this texture's being deleted (look just above) */
584 /* Not sure this can every really happen. Warn if it does. */
585 _mesa_problem(NULL, "referencing deleted texture object");
586 *ptr = NULL;
587 }
588 else {
589 tex->RefCount++;
590 *ptr = tex;
591 }
592 mtx_unlock(&tex->Mutex);
593 }
594 }
595
596
597 enum base_mipmap { BASE, MIPMAP };
598
599
600 /**
601 * Mark a texture object as incomplete. There are actually three kinds of
602 * (in)completeness:
603 * 1. "base incomplete": the base level of the texture is invalid so no
604 * texturing is possible.
605 * 2. "mipmap incomplete": a non-base level of the texture is invalid so
606 * mipmap filtering isn't possible, but non-mipmap filtering is.
607 * 3. "texture incompleteness": some combination of texture state and
608 * sampler state renders the texture incomplete.
609 *
610 * \param t texture object
611 * \param bm either BASE or MIPMAP to indicate what's incomplete
612 * \param fmt... string describing why it's incomplete (for debugging).
613 */
614 static void
incomplete(struct gl_texture_object * t,enum base_mipmap bm,const char * fmt,...)615 incomplete(struct gl_texture_object *t, enum base_mipmap bm,
616 const char *fmt, ...)
617 {
618 if (MESA_DEBUG_FLAGS & DEBUG_INCOMPLETE_TEXTURE) {
619 va_list args;
620 char s[100];
621
622 va_start(args, fmt);
623 vsnprintf(s, sizeof(s), fmt, args);
624 va_end(args);
625
626 _mesa_debug(NULL, "Texture Obj %d incomplete because: %s\n", t->Name, s);
627 }
628
629 if (bm == BASE)
630 t->_BaseComplete = GL_FALSE;
631 t->_MipmapComplete = GL_FALSE;
632 }
633
634
635 /**
636 * Examine a texture object to determine if it is complete.
637 *
638 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
639 * accordingly.
640 *
641 * \param ctx GL context.
642 * \param t texture object.
643 *
644 * According to the texture target, verifies that each of the mipmaps is
645 * present and has the expected size.
646 */
647 void
_mesa_test_texobj_completeness(const struct gl_context * ctx,struct gl_texture_object * t)648 _mesa_test_texobj_completeness( const struct gl_context *ctx,
649 struct gl_texture_object *t )
650 {
651 const GLint baseLevel = t->BaseLevel;
652 const struct gl_texture_image *baseImage;
653 GLint maxLevels = 0;
654
655 /* We'll set these to FALSE if tests fail below */
656 t->_BaseComplete = GL_TRUE;
657 t->_MipmapComplete = GL_TRUE;
658
659 if (t->Target == GL_TEXTURE_BUFFER) {
660 /* Buffer textures are always considered complete. The obvious case where
661 * they would be incomplete (no BO attached) is actually specced to be
662 * undefined rendering results.
663 */
664 return;
665 }
666
667 /* Detect cases where the application set the base level to an invalid
668 * value.
669 */
670 if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS)) {
671 incomplete(t, BASE, "base level = %d is invalid", baseLevel);
672 return;
673 }
674
675 if (t->MaxLevel < baseLevel) {
676 incomplete(t, MIPMAP, "MAX_LEVEL (%d) < BASE_LEVEL (%d)",
677 t->MaxLevel, baseLevel);
678 return;
679 }
680
681 baseImage = t->Image[0][baseLevel];
682
683 /* Always need the base level image */
684 if (!baseImage) {
685 incomplete(t, BASE, "Image[baseLevel=%d] == NULL", baseLevel);
686 return;
687 }
688
689 /* Check width/height/depth for zero */
690 if (baseImage->Width == 0 ||
691 baseImage->Height == 0 ||
692 baseImage->Depth == 0) {
693 incomplete(t, BASE, "texture width or height or depth = 0");
694 return;
695 }
696
697 /* Check if the texture values are integer */
698 {
699 GLenum datatype = _mesa_get_format_datatype(baseImage->TexFormat);
700 t->_IsIntegerFormat = datatype == GL_INT || datatype == GL_UNSIGNED_INT;
701 }
702
703 /* Check if the texture type is Float or HalfFloatOES and ensure Min and Mag
704 * filters are supported in this case.
705 */
706 if (_mesa_is_gles(ctx) && !valid_filter_for_float(ctx, t)) {
707 incomplete(t, BASE, "Filter is not supported with Float types.");
708 return;
709 }
710
711 /* Compute _MaxLevel (the maximum mipmap level we'll sample from given the
712 * mipmap image sizes and GL_TEXTURE_MAX_LEVEL state).
713 */
714 switch (t->Target) {
715 case GL_TEXTURE_1D:
716 case GL_TEXTURE_1D_ARRAY_EXT:
717 maxLevels = ctx->Const.MaxTextureLevels;
718 break;
719 case GL_TEXTURE_2D:
720 case GL_TEXTURE_2D_ARRAY_EXT:
721 maxLevels = ctx->Const.MaxTextureLevels;
722 break;
723 case GL_TEXTURE_3D:
724 maxLevels = ctx->Const.Max3DTextureLevels;
725 break;
726 case GL_TEXTURE_CUBE_MAP:
727 case GL_TEXTURE_CUBE_MAP_ARRAY:
728 maxLevels = ctx->Const.MaxCubeTextureLevels;
729 break;
730 case GL_TEXTURE_RECTANGLE_NV:
731 case GL_TEXTURE_BUFFER:
732 case GL_TEXTURE_EXTERNAL_OES:
733 case GL_TEXTURE_2D_MULTISAMPLE:
734 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
735 maxLevels = 1; /* no mipmapping */
736 break;
737 default:
738 _mesa_problem(ctx, "Bad t->Target in _mesa_test_texobj_completeness");
739 return;
740 }
741
742 assert(maxLevels > 0);
743
744 t->_MaxLevel = MIN3(t->MaxLevel,
745 /* 'p' in the GL spec */
746 (int) (baseLevel + baseImage->MaxNumLevels - 1),
747 /* 'q' in the GL spec */
748 maxLevels - 1);
749
750 if (t->Immutable) {
751 /* Adjust max level for views: the data store may have more levels than
752 * the view exposes.
753 */
754 t->_MaxLevel = MIN2(t->_MaxLevel, t->NumLevels - 1);
755 }
756
757 /* Compute _MaxLambda = q - p in the spec used during mipmapping */
758 t->_MaxLambda = (GLfloat) (t->_MaxLevel - baseLevel);
759
760 if (t->Immutable) {
761 /* This texture object was created with glTexStorage1/2/3D() so we
762 * know that all the mipmap levels are the right size and all cube
763 * map faces are the same size.
764 * We don't need to do any of the additional checks below.
765 */
766 return;
767 }
768
769 if (t->Target == GL_TEXTURE_CUBE_MAP) {
770 /* Make sure that all six cube map level 0 images are the same size and
771 * format.
772 * Note: we know that the image's width==height (we enforce that
773 * at glTexImage time) so we only need to test the width here.
774 */
775 GLuint face;
776 assert(baseImage->Width2 == baseImage->Height);
777 for (face = 1; face < 6; face++) {
778 assert(t->Image[face][baseLevel] == NULL ||
779 t->Image[face][baseLevel]->Width2 ==
780 t->Image[face][baseLevel]->Height2);
781 if (t->Image[face][baseLevel] == NULL ||
782 t->Image[face][baseLevel]->Width2 != baseImage->Width2) {
783 incomplete(t, BASE, "Cube face missing or mismatched size");
784 return;
785 }
786 if (t->Image[face][baseLevel]->InternalFormat !=
787 baseImage->InternalFormat) {
788 incomplete(t, BASE, "Cube face format mismatch");
789 return;
790 }
791 if (t->Image[face][baseLevel]->Border != baseImage->Border) {
792 incomplete(t, BASE, "Cube face border size mismatch");
793 return;
794 }
795 }
796 }
797
798 /*
799 * Do mipmap consistency checking.
800 * Note: we don't care about the current texture sampler state here.
801 * To determine texture completeness we'll either look at _BaseComplete
802 * or _MipmapComplete depending on the current minification filter mode.
803 */
804 {
805 GLint i;
806 const GLint minLevel = baseLevel;
807 const GLint maxLevel = t->_MaxLevel;
808 const GLuint numFaces = _mesa_num_tex_faces(t->Target);
809 GLuint width, height, depth, face;
810
811 if (minLevel > maxLevel) {
812 incomplete(t, MIPMAP, "minLevel > maxLevel");
813 return;
814 }
815
816 /* Get the base image's dimensions */
817 width = baseImage->Width2;
818 height = baseImage->Height2;
819 depth = baseImage->Depth2;
820
821 /* Note: this loop will be a no-op for RECT, BUFFER, EXTERNAL,
822 * MULTISAMPLE and MULTISAMPLE_ARRAY textures
823 */
824 for (i = baseLevel + 1; i < maxLevels; i++) {
825 /* Compute the expected size of image at level[i] */
826 if (width > 1) {
827 width /= 2;
828 }
829 if (height > 1 && t->Target != GL_TEXTURE_1D_ARRAY) {
830 height /= 2;
831 }
832 if (depth > 1 && t->Target != GL_TEXTURE_2D_ARRAY
833 && t->Target != GL_TEXTURE_CUBE_MAP_ARRAY) {
834 depth /= 2;
835 }
836
837 /* loop over cube faces (or single face otherwise) */
838 for (face = 0; face < numFaces; face++) {
839 if (i >= minLevel && i <= maxLevel) {
840 const struct gl_texture_image *img = t->Image[face][i];
841
842 if (!img) {
843 incomplete(t, MIPMAP, "TexImage[%d] is missing", i);
844 return;
845 }
846 if (img->InternalFormat != baseImage->InternalFormat) {
847 incomplete(t, MIPMAP, "Format[i] != Format[baseLevel]");
848 return;
849 }
850 if (img->Border != baseImage->Border) {
851 incomplete(t, MIPMAP, "Border[i] != Border[baseLevel]");
852 return;
853 }
854 if (img->Width2 != width) {
855 incomplete(t, MIPMAP, "TexImage[%d] bad width %u", i,
856 img->Width2);
857 return;
858 }
859 if (img->Height2 != height) {
860 incomplete(t, MIPMAP, "TexImage[%d] bad height %u", i,
861 img->Height2);
862 return;
863 }
864 if (img->Depth2 != depth) {
865 incomplete(t, MIPMAP, "TexImage[%d] bad depth %u", i,
866 img->Depth2);
867 return;
868 }
869 }
870 }
871
872 if (width == 1 && height == 1 && depth == 1) {
873 return; /* found smallest needed mipmap, all done! */
874 }
875 }
876 }
877 }
878
879
880 GLboolean
_mesa_cube_level_complete(const struct gl_texture_object * texObj,const GLint level)881 _mesa_cube_level_complete(const struct gl_texture_object *texObj,
882 const GLint level)
883 {
884 const struct gl_texture_image *img0, *img;
885 GLuint face;
886
887 if (texObj->Target != GL_TEXTURE_CUBE_MAP)
888 return GL_FALSE;
889
890 if ((level < 0) || (level >= MAX_TEXTURE_LEVELS))
891 return GL_FALSE;
892
893 /* check first face */
894 img0 = texObj->Image[0][level];
895 if (!img0 ||
896 img0->Width < 1 ||
897 img0->Width != img0->Height)
898 return GL_FALSE;
899
900 /* check remaining faces vs. first face */
901 for (face = 1; face < 6; face++) {
902 img = texObj->Image[face][level];
903 if (!img ||
904 img->Width != img0->Width ||
905 img->Height != img0->Height ||
906 img->TexFormat != img0->TexFormat)
907 return GL_FALSE;
908 }
909
910 return GL_TRUE;
911 }
912
913 /**
914 * Check if the given cube map texture is "cube complete" as defined in
915 * the OpenGL specification.
916 */
917 GLboolean
_mesa_cube_complete(const struct gl_texture_object * texObj)918 _mesa_cube_complete(const struct gl_texture_object *texObj)
919 {
920 return _mesa_cube_level_complete(texObj, texObj->BaseLevel);
921 }
922
923 /**
924 * Mark a texture object dirty. It forces the object to be incomplete
925 * and forces the context to re-validate its state.
926 *
927 * \param ctx GL context.
928 * \param texObj texture object.
929 */
930 void
_mesa_dirty_texobj(struct gl_context * ctx,struct gl_texture_object * texObj)931 _mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj)
932 {
933 texObj->_BaseComplete = GL_FALSE;
934 texObj->_MipmapComplete = GL_FALSE;
935 ctx->NewState |= _NEW_TEXTURE;
936 }
937
938
939 /**
940 * Return pointer to a default/fallback texture of the given type/target.
941 * The texture is an RGBA texture with all texels = (0,0,0,1).
942 * That's the value a GLSL sampler should get when sampling from an
943 * incomplete texture.
944 */
945 struct gl_texture_object *
_mesa_get_fallback_texture(struct gl_context * ctx,gl_texture_index tex)946 _mesa_get_fallback_texture(struct gl_context *ctx, gl_texture_index tex)
947 {
948 if (!ctx->Shared->FallbackTex[tex]) {
949 /* create fallback texture now */
950 const GLsizei width = 1, height = 1;
951 GLsizei depth = 1;
952 GLubyte texel[24];
953 struct gl_texture_object *texObj;
954 struct gl_texture_image *texImage;
955 mesa_format texFormat;
956 GLuint dims, face, numFaces = 1;
957 GLenum target;
958
959 for (face = 0; face < 6; face++) {
960 texel[4*face + 0] =
961 texel[4*face + 1] =
962 texel[4*face + 2] = 0x0;
963 texel[4*face + 3] = 0xff;
964 }
965
966 switch (tex) {
967 case TEXTURE_2D_ARRAY_INDEX:
968 dims = 3;
969 target = GL_TEXTURE_2D_ARRAY;
970 break;
971 case TEXTURE_1D_ARRAY_INDEX:
972 dims = 2;
973 target = GL_TEXTURE_1D_ARRAY;
974 break;
975 case TEXTURE_CUBE_INDEX:
976 dims = 2;
977 target = GL_TEXTURE_CUBE_MAP;
978 numFaces = 6;
979 break;
980 case TEXTURE_3D_INDEX:
981 dims = 3;
982 target = GL_TEXTURE_3D;
983 break;
984 case TEXTURE_RECT_INDEX:
985 dims = 2;
986 target = GL_TEXTURE_RECTANGLE;
987 break;
988 case TEXTURE_2D_INDEX:
989 dims = 2;
990 target = GL_TEXTURE_2D;
991 break;
992 case TEXTURE_1D_INDEX:
993 dims = 1;
994 target = GL_TEXTURE_1D;
995 break;
996 case TEXTURE_BUFFER_INDEX:
997 dims = 0;
998 target = GL_TEXTURE_BUFFER;
999 break;
1000 case TEXTURE_CUBE_ARRAY_INDEX:
1001 dims = 3;
1002 target = GL_TEXTURE_CUBE_MAP_ARRAY;
1003 depth = 6;
1004 break;
1005 case TEXTURE_EXTERNAL_INDEX:
1006 dims = 2;
1007 target = GL_TEXTURE_EXTERNAL_OES;
1008 break;
1009 case TEXTURE_2D_MULTISAMPLE_INDEX:
1010 dims = 2;
1011 target = GL_TEXTURE_2D_MULTISAMPLE;
1012 break;
1013 case TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX:
1014 dims = 3;
1015 target = GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
1016 break;
1017 default:
1018 /* no-op */
1019 return NULL;
1020 }
1021
1022 /* create texture object */
1023 texObj = ctx->Driver.NewTextureObject(ctx, 0, target);
1024 if (!texObj)
1025 return NULL;
1026
1027 assert(texObj->RefCount == 1);
1028 texObj->Sampler.MinFilter = GL_NEAREST;
1029 texObj->Sampler.MagFilter = GL_NEAREST;
1030
1031 texFormat = ctx->Driver.ChooseTextureFormat(ctx, target,
1032 GL_RGBA, GL_RGBA,
1033 GL_UNSIGNED_BYTE);
1034
1035 /* need a loop here just for cube maps */
1036 for (face = 0; face < numFaces; face++) {
1037 const GLenum faceTarget = _mesa_cube_face_target(target, face);
1038
1039 /* initialize level[0] texture image */
1040 texImage = _mesa_get_tex_image(ctx, texObj, faceTarget, 0);
1041
1042 _mesa_init_teximage_fields(ctx, texImage,
1043 width,
1044 (dims > 1) ? height : 1,
1045 (dims > 2) ? depth : 1,
1046 0, /* border */
1047 GL_RGBA, texFormat);
1048
1049 ctx->Driver.TexImage(ctx, dims, texImage,
1050 GL_RGBA, GL_UNSIGNED_BYTE, texel,
1051 &ctx->DefaultPacking);
1052 }
1053
1054 _mesa_test_texobj_completeness(ctx, texObj);
1055 assert(texObj->_BaseComplete);
1056 assert(texObj->_MipmapComplete);
1057
1058 ctx->Shared->FallbackTex[tex] = texObj;
1059 }
1060 return ctx->Shared->FallbackTex[tex];
1061 }
1062
1063
1064 /**
1065 * Compute the size of the given texture object, in bytes.
1066 */
1067 static GLuint
texture_size(const struct gl_texture_object * texObj)1068 texture_size(const struct gl_texture_object *texObj)
1069 {
1070 const GLuint numFaces = _mesa_num_tex_faces(texObj->Target);
1071 GLuint face, level, size = 0;
1072
1073 for (face = 0; face < numFaces; face++) {
1074 for (level = 0; level < MAX_TEXTURE_LEVELS; level++) {
1075 const struct gl_texture_image *img = texObj->Image[face][level];
1076 if (img) {
1077 GLuint sz = _mesa_format_image_size(img->TexFormat, img->Width,
1078 img->Height, img->Depth);
1079 size += sz;
1080 }
1081 }
1082 }
1083
1084 return size;
1085 }
1086
1087
1088 /**
1089 * Callback called from _mesa_HashWalk()
1090 */
1091 static void
count_tex_size(GLuint key,void * data,void * userData)1092 count_tex_size(GLuint key, void *data, void *userData)
1093 {
1094 const struct gl_texture_object *texObj =
1095 (const struct gl_texture_object *) data;
1096 GLuint *total = (GLuint *) userData;
1097
1098 (void) key;
1099
1100 *total = *total + texture_size(texObj);
1101 }
1102
1103
1104 /**
1105 * Compute total size (in bytes) of all textures for the given context.
1106 * For debugging purposes.
1107 */
1108 GLuint
_mesa_total_texture_memory(struct gl_context * ctx)1109 _mesa_total_texture_memory(struct gl_context *ctx)
1110 {
1111 GLuint tgt, total = 0;
1112
1113 _mesa_HashWalk(ctx->Shared->TexObjects, count_tex_size, &total);
1114
1115 /* plus, the default texture objects */
1116 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1117 total += texture_size(ctx->Shared->DefaultTex[tgt]);
1118 }
1119
1120 return total;
1121 }
1122
1123
1124 /**
1125 * Return the base format for the given texture object by looking
1126 * at the base texture image.
1127 * \return base format (such as GL_RGBA) or GL_NONE if it can't be determined
1128 */
1129 GLenum
_mesa_texture_base_format(const struct gl_texture_object * texObj)1130 _mesa_texture_base_format(const struct gl_texture_object *texObj)
1131 {
1132 const struct gl_texture_image *texImage = _mesa_base_tex_image(texObj);
1133
1134 return texImage ? texImage->_BaseFormat : GL_NONE;
1135 }
1136
1137
1138 static struct gl_texture_object *
invalidate_tex_image_error_check(struct gl_context * ctx,GLuint texture,GLint level,const char * name)1139 invalidate_tex_image_error_check(struct gl_context *ctx, GLuint texture,
1140 GLint level, const char *name)
1141 {
1142 /* The GL_ARB_invalidate_subdata spec says:
1143 *
1144 * "If <texture> is zero or is not the name of a texture, the error
1145 * INVALID_VALUE is generated."
1146 *
1147 * This performs the error check in a different order than listed in the
1148 * spec. We have to get the texture object before we can validate the
1149 * other parameters against values in the texture object.
1150 */
1151 struct gl_texture_object *const t = _mesa_lookup_texture(ctx, texture);
1152 if (texture == 0 || t == NULL) {
1153 _mesa_error(ctx, GL_INVALID_VALUE, "%s(texture)", name);
1154 return NULL;
1155 }
1156
1157 /* The GL_ARB_invalidate_subdata spec says:
1158 *
1159 * "If <level> is less than zero or greater than the base 2 logarithm
1160 * of the maximum texture width, height, or depth, the error
1161 * INVALID_VALUE is generated."
1162 */
1163 if (level < 0 || level > t->MaxLevel) {
1164 _mesa_error(ctx, GL_INVALID_VALUE, "%s(level)", name);
1165 return NULL;
1166 }
1167
1168 /* The GL_ARB_invalidate_subdata spec says:
1169 *
1170 * "If the target of <texture> is TEXTURE_RECTANGLE, TEXTURE_BUFFER,
1171 * TEXTURE_2D_MULTISAMPLE, or TEXTURE_2D_MULTISAMPLE_ARRAY, and <level>
1172 * is not zero, the error INVALID_VALUE is generated."
1173 */
1174 if (level != 0) {
1175 switch (t->Target) {
1176 case GL_TEXTURE_RECTANGLE:
1177 case GL_TEXTURE_BUFFER:
1178 case GL_TEXTURE_2D_MULTISAMPLE:
1179 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
1180 _mesa_error(ctx, GL_INVALID_VALUE, "%s(level)", name);
1181 return NULL;
1182
1183 default:
1184 break;
1185 }
1186 }
1187
1188 return t;
1189 }
1190
1191
1192 /**
1193 * Helper function for glCreateTextures and glGenTextures. Need this because
1194 * glCreateTextures should throw errors if target = 0. This is not exposed to
1195 * the rest of Mesa to encourage Mesa internals to use nameless textures,
1196 * which do not require expensive hash lookups.
1197 * \param target either 0 or a valid / error-checked texture target enum
1198 */
1199 static void
create_textures(struct gl_context * ctx,GLenum target,GLsizei n,GLuint * textures,const char * caller)1200 create_textures(struct gl_context *ctx, GLenum target,
1201 GLsizei n, GLuint *textures, const char *caller)
1202 {
1203 GLuint first;
1204 GLint i;
1205
1206 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1207 _mesa_debug(ctx, "%s %d\n", caller, n);
1208
1209 if (n < 0) {
1210 _mesa_error(ctx, GL_INVALID_VALUE, "%s(n < 0)", caller);
1211 return;
1212 }
1213
1214 if (!textures)
1215 return;
1216
1217 /*
1218 * This must be atomic (generation and allocation of texture IDs)
1219 */
1220 _mesa_HashLockMutex(ctx->Shared->TexObjects);
1221
1222 first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n);
1223
1224 /* Allocate new, empty texture objects */
1225 for (i = 0; i < n; i++) {
1226 struct gl_texture_object *texObj;
1227 GLuint name = first + i;
1228 texObj = ctx->Driver.NewTextureObject(ctx, name, target);
1229 if (!texObj) {
1230 _mesa_HashUnlockMutex(ctx->Shared->TexObjects);
1231 _mesa_error(ctx, GL_OUT_OF_MEMORY, "gl%sTextures", caller);
1232 return;
1233 }
1234
1235 /* insert into hash table */
1236 _mesa_HashInsertLocked(ctx->Shared->TexObjects, texObj->Name, texObj);
1237
1238 textures[i] = name;
1239 }
1240
1241 _mesa_HashUnlockMutex(ctx->Shared->TexObjects);
1242 }
1243
1244 /*@}*/
1245
1246
1247 /***********************************************************************/
1248 /** \name API functions */
1249 /*@{*/
1250
1251
1252 /**
1253 * Generate texture names.
1254 *
1255 * \param n number of texture names to be generated.
1256 * \param textures an array in which will hold the generated texture names.
1257 *
1258 * \sa glGenTextures(), glCreateTextures().
1259 *
1260 * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
1261 * IDs which are stored in \p textures. Corresponding empty texture
1262 * objects are also generated.
1263 */
1264 void GLAPIENTRY
_mesa_GenTextures(GLsizei n,GLuint * textures)1265 _mesa_GenTextures(GLsizei n, GLuint *textures)
1266 {
1267 GET_CURRENT_CONTEXT(ctx);
1268 create_textures(ctx, 0, n, textures, "glGenTextures");
1269 }
1270
1271 /**
1272 * Create texture objects.
1273 *
1274 * \param target the texture target for each name to be generated.
1275 * \param n number of texture names to be generated.
1276 * \param textures an array in which will hold the generated texture names.
1277 *
1278 * \sa glCreateTextures(), glGenTextures().
1279 *
1280 * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
1281 * IDs which are stored in \p textures. Corresponding empty texture
1282 * objects are also generated.
1283 */
1284 void GLAPIENTRY
_mesa_CreateTextures(GLenum target,GLsizei n,GLuint * textures)1285 _mesa_CreateTextures(GLenum target, GLsizei n, GLuint *textures)
1286 {
1287 GLint targetIndex;
1288 GET_CURRENT_CONTEXT(ctx);
1289
1290 /*
1291 * The 4.5 core profile spec (30.10.2014) doesn't specify what
1292 * glCreateTextures should do with invalid targets, which was probably an
1293 * oversight. This conforms to the spec for glBindTexture.
1294 */
1295 targetIndex = _mesa_tex_target_to_index(ctx, target);
1296 if (targetIndex < 0) {
1297 _mesa_error(ctx, GL_INVALID_ENUM, "glCreateTextures(target)");
1298 return;
1299 }
1300
1301 create_textures(ctx, target, n, textures, "glCreateTextures");
1302 }
1303
1304 /**
1305 * Check if the given texture object is bound to the current draw or
1306 * read framebuffer. If so, Unbind it.
1307 */
1308 static void
unbind_texobj_from_fbo(struct gl_context * ctx,struct gl_texture_object * texObj)1309 unbind_texobj_from_fbo(struct gl_context *ctx,
1310 struct gl_texture_object *texObj)
1311 {
1312 bool progress = false;
1313
1314 /* Section 4.4.2 (Attaching Images to Framebuffer Objects), subsection
1315 * "Attaching Texture Images to a Framebuffer," of the OpenGL 3.1 spec
1316 * says:
1317 *
1318 * "If a texture object is deleted while its image is attached to one
1319 * or more attachment points in the currently bound framebuffer, then
1320 * it is as if FramebufferTexture* had been called, with a texture of
1321 * zero, for each attachment point to which this image was attached in
1322 * the currently bound framebuffer. In other words, this texture image
1323 * is first detached from all attachment points in the currently bound
1324 * framebuffer. Note that the texture image is specifically not
1325 * detached from any other framebuffer objects. Detaching the texture
1326 * image from any other framebuffer objects is the responsibility of
1327 * the application."
1328 */
1329 if (_mesa_is_user_fbo(ctx->DrawBuffer)) {
1330 progress = _mesa_detach_renderbuffer(ctx, ctx->DrawBuffer, texObj);
1331 }
1332 if (_mesa_is_user_fbo(ctx->ReadBuffer)
1333 && ctx->ReadBuffer != ctx->DrawBuffer) {
1334 progress = _mesa_detach_renderbuffer(ctx, ctx->ReadBuffer, texObj)
1335 || progress;
1336 }
1337
1338 if (progress)
1339 /* Vertices are already flushed by _mesa_DeleteTextures */
1340 ctx->NewState |= _NEW_BUFFERS;
1341 }
1342
1343
1344 /**
1345 * Check if the given texture object is bound to any texture image units and
1346 * unbind it if so (revert to default textures).
1347 */
1348 static void
unbind_texobj_from_texunits(struct gl_context * ctx,struct gl_texture_object * texObj)1349 unbind_texobj_from_texunits(struct gl_context *ctx,
1350 struct gl_texture_object *texObj)
1351 {
1352 const gl_texture_index index = texObj->TargetIndex;
1353 GLuint u;
1354
1355 if (texObj->Target == 0) {
1356 /* texture was never bound */
1357 return;
1358 }
1359
1360 assert(index < NUM_TEXTURE_TARGETS);
1361
1362 for (u = 0; u < ctx->Texture.NumCurrentTexUsed; u++) {
1363 struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
1364
1365 if (texObj == unit->CurrentTex[index]) {
1366 /* Bind the default texture for this unit/target */
1367 _mesa_reference_texobj(&unit->CurrentTex[index],
1368 ctx->Shared->DefaultTex[index]);
1369 unit->_BoundTextures &= ~(1 << index);
1370 }
1371 }
1372 }
1373
1374
1375 /**
1376 * Check if the given texture object is bound to any shader image unit
1377 * and unbind it if that's the case.
1378 */
1379 static void
unbind_texobj_from_image_units(struct gl_context * ctx,struct gl_texture_object * texObj)1380 unbind_texobj_from_image_units(struct gl_context *ctx,
1381 struct gl_texture_object *texObj)
1382 {
1383 GLuint i;
1384
1385 for (i = 0; i < ctx->Const.MaxImageUnits; i++) {
1386 struct gl_image_unit *unit = &ctx->ImageUnits[i];
1387
1388 if (texObj == unit->TexObj) {
1389 _mesa_reference_texobj(&unit->TexObj, NULL);
1390 *unit = _mesa_default_image_unit(ctx);
1391 }
1392 }
1393 }
1394
1395
1396 /**
1397 * Unbinds all textures bound to the given texture image unit.
1398 */
1399 static void
unbind_textures_from_unit(struct gl_context * ctx,GLuint unit)1400 unbind_textures_from_unit(struct gl_context *ctx, GLuint unit)
1401 {
1402 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
1403
1404 while (texUnit->_BoundTextures) {
1405 const GLuint index = ffs(texUnit->_BoundTextures) - 1;
1406 struct gl_texture_object *texObj = ctx->Shared->DefaultTex[index];
1407
1408 _mesa_reference_texobj(&texUnit->CurrentTex[index], texObj);
1409
1410 /* Pass BindTexture call to device driver */
1411 if (ctx->Driver.BindTexture)
1412 ctx->Driver.BindTexture(ctx, unit, 0, texObj);
1413
1414 texUnit->_BoundTextures &= ~(1 << index);
1415 ctx->NewState |= _NEW_TEXTURE;
1416 }
1417 }
1418
1419
1420 /**
1421 * Delete named textures.
1422 *
1423 * \param n number of textures to be deleted.
1424 * \param textures array of texture IDs to be deleted.
1425 *
1426 * \sa glDeleteTextures().
1427 *
1428 * If we're about to delete a texture that's currently bound to any
1429 * texture unit, unbind the texture first. Decrement the reference
1430 * count on the texture object and delete it if it's zero.
1431 * Recall that texture objects can be shared among several rendering
1432 * contexts.
1433 */
1434 void GLAPIENTRY
_mesa_DeleteTextures(GLsizei n,const GLuint * textures)1435 _mesa_DeleteTextures( GLsizei n, const GLuint *textures)
1436 {
1437 GET_CURRENT_CONTEXT(ctx);
1438 GLint i;
1439
1440 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1441 _mesa_debug(ctx, "glDeleteTextures %d\n", n);
1442
1443 if (n < 0) {
1444 _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteTextures(n < 0)");
1445 return;
1446 }
1447
1448 FLUSH_VERTICES(ctx, 0); /* too complex */
1449
1450 if (n < 0) {
1451 _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteTextures(n)");
1452 return;
1453 }
1454
1455 if (!textures)
1456 return;
1457
1458 for (i = 0; i < n; i++) {
1459 if (textures[i] > 0) {
1460 struct gl_texture_object *delObj
1461 = _mesa_lookup_texture(ctx, textures[i]);
1462
1463 if (delObj) {
1464 _mesa_lock_texture(ctx, delObj);
1465
1466 /* Check if texture is bound to any framebuffer objects.
1467 * If so, unbind.
1468 * See section 4.4.2.3 of GL_EXT_framebuffer_object.
1469 */
1470 unbind_texobj_from_fbo(ctx, delObj);
1471
1472 /* Check if this texture is currently bound to any texture units.
1473 * If so, unbind it.
1474 */
1475 unbind_texobj_from_texunits(ctx, delObj);
1476
1477 /* Check if this texture is currently bound to any shader
1478 * image unit. If so, unbind it.
1479 * See section 3.9.X of GL_ARB_shader_image_load_store.
1480 */
1481 unbind_texobj_from_image_units(ctx, delObj);
1482
1483 _mesa_unlock_texture(ctx, delObj);
1484
1485 ctx->NewState |= _NEW_TEXTURE;
1486
1487 /* The texture _name_ is now free for re-use.
1488 * Remove it from the hash table now.
1489 */
1490 _mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name);
1491
1492 /* Unreference the texobj. If refcount hits zero, the texture
1493 * will be deleted.
1494 */
1495 _mesa_reference_texobj(&delObj, NULL);
1496 }
1497 }
1498 }
1499 }
1500
1501 /**
1502 * This deletes a texObj without altering the hash table.
1503 */
1504 void
_mesa_delete_nameless_texture(struct gl_context * ctx,struct gl_texture_object * texObj)1505 _mesa_delete_nameless_texture(struct gl_context *ctx,
1506 struct gl_texture_object *texObj)
1507 {
1508 if (!texObj)
1509 return;
1510
1511 FLUSH_VERTICES(ctx, 0);
1512
1513 _mesa_lock_texture(ctx, texObj);
1514 {
1515 /* Check if texture is bound to any framebuffer objects.
1516 * If so, unbind.
1517 * See section 4.4.2.3 of GL_EXT_framebuffer_object.
1518 */
1519 unbind_texobj_from_fbo(ctx, texObj);
1520
1521 /* Check if this texture is currently bound to any texture units.
1522 * If so, unbind it.
1523 */
1524 unbind_texobj_from_texunits(ctx, texObj);
1525
1526 /* Check if this texture is currently bound to any shader
1527 * image unit. If so, unbind it.
1528 * See section 3.9.X of GL_ARB_shader_image_load_store.
1529 */
1530 unbind_texobj_from_image_units(ctx, texObj);
1531 }
1532 _mesa_unlock_texture(ctx, texObj);
1533
1534 ctx->NewState |= _NEW_TEXTURE;
1535
1536 /* Unreference the texobj. If refcount hits zero, the texture
1537 * will be deleted.
1538 */
1539 _mesa_reference_texobj(&texObj, NULL);
1540 }
1541
1542
1543 /**
1544 * Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
1545 * into the corresponding Mesa texture target index.
1546 * Note that proxy targets are not valid here.
1547 * \return TEXTURE_x_INDEX or -1 if target is invalid
1548 */
1549 int
_mesa_tex_target_to_index(const struct gl_context * ctx,GLenum target)1550 _mesa_tex_target_to_index(const struct gl_context *ctx, GLenum target)
1551 {
1552 switch (target) {
1553 case GL_TEXTURE_1D:
1554 return _mesa_is_desktop_gl(ctx) ? TEXTURE_1D_INDEX : -1;
1555 case GL_TEXTURE_2D:
1556 return TEXTURE_2D_INDEX;
1557 case GL_TEXTURE_3D:
1558 return ctx->API != API_OPENGLES ? TEXTURE_3D_INDEX : -1;
1559 case GL_TEXTURE_CUBE_MAP:
1560 return ctx->Extensions.ARB_texture_cube_map
1561 ? TEXTURE_CUBE_INDEX : -1;
1562 case GL_TEXTURE_RECTANGLE:
1563 return _mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle
1564 ? TEXTURE_RECT_INDEX : -1;
1565 case GL_TEXTURE_1D_ARRAY:
1566 return _mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_texture_array
1567 ? TEXTURE_1D_ARRAY_INDEX : -1;
1568 case GL_TEXTURE_2D_ARRAY:
1569 return (_mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_texture_array)
1570 || _mesa_is_gles3(ctx)
1571 ? TEXTURE_2D_ARRAY_INDEX : -1;
1572 case GL_TEXTURE_BUFFER:
1573 return (_mesa_has_ARB_texture_buffer_object(ctx) ||
1574 _mesa_has_OES_texture_buffer(ctx)) ?
1575 TEXTURE_BUFFER_INDEX : -1;
1576 case GL_TEXTURE_EXTERNAL_OES:
1577 return _mesa_is_gles(ctx) && ctx->Extensions.OES_EGL_image_external
1578 ? TEXTURE_EXTERNAL_INDEX : -1;
1579 case GL_TEXTURE_CUBE_MAP_ARRAY:
1580 return _mesa_has_texture_cube_map_array(ctx)
1581 ? TEXTURE_CUBE_ARRAY_INDEX : -1;
1582 case GL_TEXTURE_2D_MULTISAMPLE:
1583 return ((_mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_multisample) ||
1584 _mesa_is_gles31(ctx)) ? TEXTURE_2D_MULTISAMPLE_INDEX: -1;
1585 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
1586 return ((_mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_multisample) ||
1587 _mesa_is_gles31(ctx))
1588 ? TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX: -1;
1589 default:
1590 return -1;
1591 }
1592 }
1593
1594
1595 /**
1596 * Do actual texture binding. All error checking should have been done prior
1597 * to calling this function. Note that the texture target (1D, 2D, etc) is
1598 * always specified by the texObj->TargetIndex.
1599 *
1600 * \param unit index of texture unit to update
1601 * \param texObj the new texture object (cannot be NULL)
1602 */
1603 static void
bind_texture(struct gl_context * ctx,unsigned unit,struct gl_texture_object * texObj)1604 bind_texture(struct gl_context *ctx,
1605 unsigned unit,
1606 struct gl_texture_object *texObj)
1607 {
1608 struct gl_texture_unit *texUnit;
1609 int targetIndex;
1610
1611 assert(unit < ARRAY_SIZE(ctx->Texture.Unit));
1612 texUnit = &ctx->Texture.Unit[unit];
1613
1614 assert(texObj);
1615 assert(valid_texture_object(texObj));
1616
1617 targetIndex = texObj->TargetIndex;
1618 assert(targetIndex >= 0);
1619 assert(targetIndex < NUM_TEXTURE_TARGETS);
1620
1621 /* Check if this texture is only used by this context and is already bound.
1622 * If so, just return.
1623 */
1624 {
1625 bool early_out;
1626 mtx_lock(&ctx->Shared->Mutex);
1627 early_out = ((ctx->Shared->RefCount == 1)
1628 && (texObj == texUnit->CurrentTex[targetIndex]));
1629 mtx_unlock(&ctx->Shared->Mutex);
1630 if (early_out) {
1631 return;
1632 }
1633 }
1634
1635 /* flush before changing binding */
1636 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1637
1638 /* If the refcount on the previously bound texture is decremented to
1639 * zero, it'll be deleted here.
1640 */
1641 _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], texObj);
1642
1643 ctx->Texture.NumCurrentTexUsed = MAX2(ctx->Texture.NumCurrentTexUsed,
1644 unit + 1);
1645
1646 if (texObj->Name != 0)
1647 texUnit->_BoundTextures |= (1 << targetIndex);
1648 else
1649 texUnit->_BoundTextures &= ~(1 << targetIndex);
1650
1651 /* Pass BindTexture call to device driver */
1652 if (ctx->Driver.BindTexture) {
1653 ctx->Driver.BindTexture(ctx, unit, texObj->Target, texObj);
1654 }
1655 }
1656
1657
1658 /**
1659 * Implement glBindTexture(). Do error checking, look-up or create a new
1660 * texture object, then bind it in the current texture unit.
1661 *
1662 * \param target texture target.
1663 * \param texName texture name.
1664 */
1665 void GLAPIENTRY
_mesa_BindTexture(GLenum target,GLuint texName)1666 _mesa_BindTexture( GLenum target, GLuint texName )
1667 {
1668 GET_CURRENT_CONTEXT(ctx);
1669 struct gl_texture_object *newTexObj = NULL;
1670 GLint targetIndex;
1671
1672 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1673 _mesa_debug(ctx, "glBindTexture %s %d\n",
1674 _mesa_enum_to_string(target), (GLint) texName);
1675
1676 targetIndex = _mesa_tex_target_to_index(ctx, target);
1677 if (targetIndex < 0) {
1678 _mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)");
1679 return;
1680 }
1681 assert(targetIndex < NUM_TEXTURE_TARGETS);
1682
1683 /*
1684 * Get pointer to new texture object (newTexObj)
1685 */
1686 if (texName == 0) {
1687 /* Use a default texture object */
1688 newTexObj = ctx->Shared->DefaultTex[targetIndex];
1689 }
1690 else {
1691 /* non-default texture object */
1692 newTexObj = _mesa_lookup_texture(ctx, texName);
1693 if (newTexObj) {
1694 /* error checking */
1695 if (newTexObj->Target != 0 && newTexObj->Target != target) {
1696 /* The named texture object's target doesn't match the
1697 * given target
1698 */
1699 _mesa_error( ctx, GL_INVALID_OPERATION,
1700 "glBindTexture(target mismatch)" );
1701 return;
1702 }
1703 if (newTexObj->Target == 0) {
1704 finish_texture_init(ctx, target, newTexObj);
1705 }
1706 }
1707 else {
1708 if (ctx->API == API_OPENGL_CORE) {
1709 _mesa_error(ctx, GL_INVALID_OPERATION,
1710 "glBindTexture(non-gen name)");
1711 return;
1712 }
1713
1714 /* if this is a new texture id, allocate a texture object now */
1715 newTexObj = ctx->Driver.NewTextureObject(ctx, texName, target);
1716 if (!newTexObj) {
1717 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
1718 return;
1719 }
1720
1721 /* and insert it into hash table */
1722 _mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj);
1723 }
1724 }
1725
1726 assert(newTexObj->Target == target);
1727 assert(newTexObj->TargetIndex == targetIndex);
1728
1729 bind_texture(ctx, ctx->Texture.CurrentUnit, newTexObj);
1730 }
1731
1732
1733 /**
1734 * OpenGL 4.5 / GL_ARB_direct_state_access glBindTextureUnit().
1735 *
1736 * \param unit texture unit.
1737 * \param texture texture name.
1738 *
1739 * \sa glBindTexture().
1740 *
1741 * If the named texture is 0, this will reset each target for the specified
1742 * texture unit to its default texture.
1743 * If the named texture is not 0 or a recognized texture name, this throws
1744 * GL_INVALID_OPERATION.
1745 */
1746 void GLAPIENTRY
_mesa_BindTextureUnit(GLuint unit,GLuint texture)1747 _mesa_BindTextureUnit(GLuint unit, GLuint texture)
1748 {
1749 GET_CURRENT_CONTEXT(ctx);
1750 struct gl_texture_object *texObj;
1751
1752 if (unit >= _mesa_max_tex_unit(ctx)) {
1753 _mesa_error(ctx, GL_INVALID_VALUE, "glBindTextureUnit(unit=%u)", unit);
1754 return;
1755 }
1756
1757 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1758 _mesa_debug(ctx, "glBindTextureUnit %s %d\n",
1759 _mesa_enum_to_string(GL_TEXTURE0+unit), (GLint) texture);
1760
1761 /* Section 8.1 (Texture Objects) of the OpenGL 4.5 core profile spec
1762 * (20141030) says:
1763 * "When texture is zero, each of the targets enumerated at the
1764 * beginning of this section is reset to its default texture for the
1765 * corresponding texture image unit."
1766 */
1767 if (texture == 0) {
1768 unbind_textures_from_unit(ctx, unit);
1769 return;
1770 }
1771
1772 /* Get the non-default texture object */
1773 texObj = _mesa_lookup_texture(ctx, texture);
1774
1775 /* Error checking */
1776 if (!texObj) {
1777 _mesa_error(ctx, GL_INVALID_OPERATION,
1778 "glBindTextureUnit(non-gen name)");
1779 return;
1780 }
1781 if (texObj->Target == 0) {
1782 /* Texture object was gen'd but never bound so the target is not set */
1783 _mesa_error(ctx, GL_INVALID_OPERATION, "glBindTextureUnit(target)");
1784 return;
1785 }
1786 assert(valid_texture_object(texObj));
1787
1788 bind_texture(ctx, unit, texObj);
1789 }
1790
1791
1792 /**
1793 * OpenGL 4.4 / GL_ARB_multi_bind glBindTextures().
1794 */
1795 void GLAPIENTRY
_mesa_BindTextures(GLuint first,GLsizei count,const GLuint * textures)1796 _mesa_BindTextures(GLuint first, GLsizei count, const GLuint *textures)
1797 {
1798 GET_CURRENT_CONTEXT(ctx);
1799 GLint i;
1800
1801 /* The ARB_multi_bind spec says:
1802 *
1803 * "An INVALID_OPERATION error is generated if <first> + <count>
1804 * is greater than the number of texture image units supported
1805 * by the implementation."
1806 */
1807 if (first + count > ctx->Const.MaxCombinedTextureImageUnits) {
1808 _mesa_error(ctx, GL_INVALID_OPERATION,
1809 "glBindTextures(first=%u + count=%d > the value of "
1810 "GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS=%u)",
1811 first, count, ctx->Const.MaxCombinedTextureImageUnits);
1812 return;
1813 }
1814
1815 if (textures) {
1816 /* Note that the error semantics for multi-bind commands differ from
1817 * those of other GL commands.
1818 *
1819 * The issues section in the ARB_multi_bind spec says:
1820 *
1821 * "(11) Typically, OpenGL specifies that if an error is generated by
1822 * a command, that command has no effect. This is somewhat
1823 * unfortunate for multi-bind commands, because it would require
1824 * a first pass to scan the entire list of bound objects for
1825 * errors and then a second pass to actually perform the
1826 * bindings. Should we have different error semantics?
1827 *
1828 * RESOLVED: Yes. In this specification, when the parameters for
1829 * one of the <count> binding points are invalid, that binding
1830 * point is not updated and an error will be generated. However,
1831 * other binding points in the same command will be updated if
1832 * their parameters are valid and no other error occurs."
1833 */
1834
1835 _mesa_begin_texture_lookups(ctx);
1836
1837 for (i = 0; i < count; i++) {
1838 if (textures[i] != 0) {
1839 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[first + i];
1840 struct gl_texture_object *current = texUnit->_Current;
1841 struct gl_texture_object *texObj;
1842
1843 if (current && current->Name == textures[i])
1844 texObj = current;
1845 else
1846 texObj = _mesa_lookup_texture_locked(ctx, textures[i]);
1847
1848 if (texObj && texObj->Target != 0) {
1849 bind_texture(ctx, first + i, texObj);
1850 } else {
1851 /* The ARB_multi_bind spec says:
1852 *
1853 * "An INVALID_OPERATION error is generated if any value
1854 * in <textures> is not zero or the name of an existing
1855 * texture object (per binding)."
1856 */
1857 _mesa_error(ctx, GL_INVALID_OPERATION,
1858 "glBindTextures(textures[%d]=%u is not zero "
1859 "or the name of an existing texture object)",
1860 i, textures[i]);
1861 }
1862 } else {
1863 unbind_textures_from_unit(ctx, first + i);
1864 }
1865 }
1866
1867 _mesa_end_texture_lookups(ctx);
1868 } else {
1869 /* Unbind all textures in the range <first> through <first>+<count>-1 */
1870 for (i = 0; i < count; i++)
1871 unbind_textures_from_unit(ctx, first + i);
1872 }
1873 }
1874
1875
1876 /**
1877 * Set texture priorities.
1878 *
1879 * \param n number of textures.
1880 * \param texName texture names.
1881 * \param priorities corresponding texture priorities.
1882 *
1883 * \sa glPrioritizeTextures().
1884 *
1885 * Looks up each texture in the hash, clamps the corresponding priority between
1886 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
1887 */
1888 void GLAPIENTRY
_mesa_PrioritizeTextures(GLsizei n,const GLuint * texName,const GLclampf * priorities)1889 _mesa_PrioritizeTextures( GLsizei n, const GLuint *texName,
1890 const GLclampf *priorities )
1891 {
1892 GET_CURRENT_CONTEXT(ctx);
1893 GLint i;
1894
1895 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1896 _mesa_debug(ctx, "glPrioritizeTextures %d\n", n);
1897
1898 FLUSH_VERTICES(ctx, 0);
1899
1900 if (n < 0) {
1901 _mesa_error( ctx, GL_INVALID_VALUE, "glPrioritizeTextures" );
1902 return;
1903 }
1904
1905 if (!priorities)
1906 return;
1907
1908 for (i = 0; i < n; i++) {
1909 if (texName[i] > 0) {
1910 struct gl_texture_object *t = _mesa_lookup_texture(ctx, texName[i]);
1911 if (t) {
1912 t->Priority = CLAMP( priorities[i], 0.0F, 1.0F );
1913 }
1914 }
1915 }
1916
1917 ctx->NewState |= _NEW_TEXTURE;
1918 }
1919
1920
1921
1922 /**
1923 * See if textures are loaded in texture memory.
1924 *
1925 * \param n number of textures to query.
1926 * \param texName array with the texture names.
1927 * \param residences array which will hold the residence status.
1928 *
1929 * \return GL_TRUE if all textures are resident and
1930 * residences is left unchanged,
1931 *
1932 * Note: we assume all textures are always resident
1933 */
1934 GLboolean GLAPIENTRY
_mesa_AreTexturesResident(GLsizei n,const GLuint * texName,GLboolean * residences)1935 _mesa_AreTexturesResident(GLsizei n, const GLuint *texName,
1936 GLboolean *residences)
1937 {
1938 GET_CURRENT_CONTEXT(ctx);
1939 GLboolean allResident = GL_TRUE;
1940 GLint i;
1941 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1942
1943 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1944 _mesa_debug(ctx, "glAreTexturesResident %d\n", n);
1945
1946 if (n < 0) {
1947 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)");
1948 return GL_FALSE;
1949 }
1950
1951 if (!texName || !residences)
1952 return GL_FALSE;
1953
1954 /* We only do error checking on the texture names */
1955 for (i = 0; i < n; i++) {
1956 struct gl_texture_object *t;
1957 if (texName[i] == 0) {
1958 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1959 return GL_FALSE;
1960 }
1961 t = _mesa_lookup_texture(ctx, texName[i]);
1962 if (!t) {
1963 _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1964 return GL_FALSE;
1965 }
1966 }
1967
1968 return allResident;
1969 }
1970
1971
1972 /**
1973 * See if a name corresponds to a texture.
1974 *
1975 * \param texture texture name.
1976 *
1977 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
1978 * otherwise.
1979 *
1980 * \sa glIsTexture().
1981 *
1982 * Calls _mesa_HashLookup().
1983 */
1984 GLboolean GLAPIENTRY
_mesa_IsTexture(GLuint texture)1985 _mesa_IsTexture( GLuint texture )
1986 {
1987 struct gl_texture_object *t;
1988 GET_CURRENT_CONTEXT(ctx);
1989 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1990
1991 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1992 _mesa_debug(ctx, "glIsTexture %d\n", texture);
1993
1994 if (!texture)
1995 return GL_FALSE;
1996
1997 t = _mesa_lookup_texture(ctx, texture);
1998
1999 /* IsTexture is true only after object has been bound once. */
2000 return t && t->Target;
2001 }
2002
2003
2004 /**
2005 * Simplest implementation of texture locking: grab the shared tex
2006 * mutex. Examine the shared context state timestamp and if there has
2007 * been a change, set the appropriate bits in ctx->NewState.
2008 *
2009 * This is used to deal with synchronizing things when a texture object
2010 * is used/modified by different contexts (or threads) which are sharing
2011 * the texture.
2012 *
2013 * See also _mesa_lock/unlock_texture() in teximage.h
2014 */
2015 void
_mesa_lock_context_textures(struct gl_context * ctx)2016 _mesa_lock_context_textures( struct gl_context *ctx )
2017 {
2018 mtx_lock(&ctx->Shared->TexMutex);
2019
2020 if (ctx->Shared->TextureStateStamp != ctx->TextureStateTimestamp) {
2021 ctx->NewState |= _NEW_TEXTURE;
2022 ctx->TextureStateTimestamp = ctx->Shared->TextureStateStamp;
2023 }
2024 }
2025
2026
2027 void
_mesa_unlock_context_textures(struct gl_context * ctx)2028 _mesa_unlock_context_textures( struct gl_context *ctx )
2029 {
2030 assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp);
2031 mtx_unlock(&ctx->Shared->TexMutex);
2032 }
2033
2034
2035 void GLAPIENTRY
_mesa_InvalidateTexSubImage(GLuint texture,GLint level,GLint xoffset,GLint yoffset,GLint zoffset,GLsizei width,GLsizei height,GLsizei depth)2036 _mesa_InvalidateTexSubImage(GLuint texture, GLint level, GLint xoffset,
2037 GLint yoffset, GLint zoffset, GLsizei width,
2038 GLsizei height, GLsizei depth)
2039 {
2040 struct gl_texture_object *t;
2041 struct gl_texture_image *image;
2042 GET_CURRENT_CONTEXT(ctx);
2043
2044 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
2045 _mesa_debug(ctx, "glInvalidateTexSubImage %d\n", texture);
2046
2047 t = invalidate_tex_image_error_check(ctx, texture, level,
2048 "glInvalidateTexSubImage");
2049
2050 /* The GL_ARB_invalidate_subdata spec says:
2051 *
2052 * "...the specified subregion must be between -<b> and <dim>+<b> where
2053 * <dim> is the size of the dimension of the texture image, and <b> is
2054 * the size of the border of that texture image, otherwise
2055 * INVALID_VALUE is generated (border is not applied to dimensions that
2056 * don't exist in a given texture target)."
2057 */
2058 image = t->Image[0][level];
2059 if (image) {
2060 int xBorder;
2061 int yBorder;
2062 int zBorder;
2063 int imageWidth;
2064 int imageHeight;
2065 int imageDepth;
2066
2067 /* The GL_ARB_invalidate_subdata spec says:
2068 *
2069 * "For texture targets that don't have certain dimensions, this
2070 * command treats those dimensions as having a size of 1. For
2071 * example, to invalidate a portion of a two-dimensional texture,
2072 * the application would use <zoffset> equal to zero and <depth>
2073 * equal to one."
2074 */
2075 switch (t->Target) {
2076 case GL_TEXTURE_BUFFER:
2077 xBorder = 0;
2078 yBorder = 0;
2079 zBorder = 0;
2080 imageWidth = 1;
2081 imageHeight = 1;
2082 imageDepth = 1;
2083 break;
2084 case GL_TEXTURE_1D:
2085 xBorder = image->Border;
2086 yBorder = 0;
2087 zBorder = 0;
2088 imageWidth = image->Width;
2089 imageHeight = 1;
2090 imageDepth = 1;
2091 break;
2092 case GL_TEXTURE_1D_ARRAY:
2093 xBorder = image->Border;
2094 yBorder = 0;
2095 zBorder = 0;
2096 imageWidth = image->Width;
2097 imageHeight = image->Height;
2098 imageDepth = 1;
2099 break;
2100 case GL_TEXTURE_2D:
2101 case GL_TEXTURE_CUBE_MAP:
2102 case GL_TEXTURE_RECTANGLE:
2103 case GL_TEXTURE_2D_MULTISAMPLE:
2104 xBorder = image->Border;
2105 yBorder = image->Border;
2106 zBorder = 0;
2107 imageWidth = image->Width;
2108 imageHeight = image->Height;
2109 imageDepth = 1;
2110 break;
2111 case GL_TEXTURE_2D_ARRAY:
2112 case GL_TEXTURE_CUBE_MAP_ARRAY:
2113 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
2114 xBorder = image->Border;
2115 yBorder = image->Border;
2116 zBorder = 0;
2117 imageWidth = image->Width;
2118 imageHeight = image->Height;
2119 imageDepth = image->Depth;
2120 break;
2121 case GL_TEXTURE_3D:
2122 xBorder = image->Border;
2123 yBorder = image->Border;
2124 zBorder = image->Border;
2125 imageWidth = image->Width;
2126 imageHeight = image->Height;
2127 imageDepth = image->Depth;
2128 break;
2129 default:
2130 assert(!"Should not get here.");
2131 xBorder = 0;
2132 yBorder = 0;
2133 zBorder = 0;
2134 imageWidth = 0;
2135 imageHeight = 0;
2136 imageDepth = 0;
2137 break;
2138 }
2139
2140 if (xoffset < -xBorder) {
2141 _mesa_error(ctx, GL_INVALID_VALUE, "glInvalidateSubTexImage(xoffset)");
2142 return;
2143 }
2144
2145 if (xoffset + width > imageWidth + xBorder) {
2146 _mesa_error(ctx, GL_INVALID_VALUE,
2147 "glInvalidateSubTexImage(xoffset+width)");
2148 return;
2149 }
2150
2151 if (yoffset < -yBorder) {
2152 _mesa_error(ctx, GL_INVALID_VALUE, "glInvalidateSubTexImage(yoffset)");
2153 return;
2154 }
2155
2156 if (yoffset + height > imageHeight + yBorder) {
2157 _mesa_error(ctx, GL_INVALID_VALUE,
2158 "glInvalidateSubTexImage(yoffset+height)");
2159 return;
2160 }
2161
2162 if (zoffset < -zBorder) {
2163 _mesa_error(ctx, GL_INVALID_VALUE,
2164 "glInvalidateSubTexImage(zoffset)");
2165 return;
2166 }
2167
2168 if (zoffset + depth > imageDepth + zBorder) {
2169 _mesa_error(ctx, GL_INVALID_VALUE,
2170 "glInvalidateSubTexImage(zoffset+depth)");
2171 return;
2172 }
2173 }
2174
2175 /* We don't actually do anything for this yet. Just return after
2176 * validating the parameters and generating the required errors.
2177 */
2178 return;
2179 }
2180
2181
2182 void GLAPIENTRY
_mesa_InvalidateTexImage(GLuint texture,GLint level)2183 _mesa_InvalidateTexImage(GLuint texture, GLint level)
2184 {
2185 GET_CURRENT_CONTEXT(ctx);
2186
2187 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
2188 _mesa_debug(ctx, "glInvalidateTexImage(%d, %d)\n", texture, level);
2189
2190 invalidate_tex_image_error_check(ctx, texture, level,
2191 "glInvalidateTexImage");
2192
2193 /* We don't actually do anything for this yet. Just return after
2194 * validating the parameters and generating the required errors.
2195 */
2196 return;
2197 }
2198
2199 /*@}*/
2200