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#include "texturebindless.h"
47
48
49
50/**********************************************************************/
51/** \name Internal functions */
52/*@{*/
53
54/**
55 * This function checks for all valid combinations of Min and Mag filters for
56 * Float types, when extensions like OES_texture_float and
57 * OES_texture_float_linear are supported. OES_texture_float mentions support
58 * for NEAREST, NEAREST_MIPMAP_NEAREST magnification and minification filters.
59 * Mag filters like LINEAR and min filters like NEAREST_MIPMAP_LINEAR,
60 * LINEAR_MIPMAP_NEAREST and LINEAR_MIPMAP_LINEAR are only valid in case
61 * OES_texture_float_linear is supported.
62 *
63 * Returns true in case the filter is valid for given Float type else false.
64 */
65static bool
66valid_filter_for_float(const struct gl_context *ctx,
67                       const struct gl_texture_object *obj)
68{
69   switch (obj->Sampler.MagFilter) {
70   case GL_LINEAR:
71      if (obj->_IsHalfFloat && !ctx->Extensions.OES_texture_half_float_linear) {
72         return false;
73      } else if (obj->_IsFloat && !ctx->Extensions.OES_texture_float_linear) {
74         return false;
75      }
76   case GL_NEAREST:
77   case GL_NEAREST_MIPMAP_NEAREST:
78      break;
79   default:
80      unreachable("Invalid mag filter");
81   }
82
83   switch (obj->Sampler.MinFilter) {
84   case GL_LINEAR:
85   case GL_NEAREST_MIPMAP_LINEAR:
86   case GL_LINEAR_MIPMAP_NEAREST:
87   case GL_LINEAR_MIPMAP_LINEAR:
88      if (obj->_IsHalfFloat && !ctx->Extensions.OES_texture_half_float_linear) {
89         return false;
90      } else if (obj->_IsFloat && !ctx->Extensions.OES_texture_float_linear) {
91         return false;
92      }
93   case GL_NEAREST:
94   case GL_NEAREST_MIPMAP_NEAREST:
95      break;
96   default:
97      unreachable("Invalid min filter");
98   }
99
100   return true;
101}
102
103/**
104 * Return the gl_texture_object for a given ID.
105 */
106struct gl_texture_object *
107_mesa_lookup_texture(struct gl_context *ctx, GLuint id)
108{
109   return (struct gl_texture_object *)
110      _mesa_HashLookup(ctx->Shared->TexObjects, id);
111}
112
113/**
114 * Wrapper around _mesa_lookup_texture that throws GL_INVALID_OPERATION if id
115 * is not in the hash table. After calling _mesa_error, it returns NULL.
116 */
117struct gl_texture_object *
118_mesa_lookup_texture_err(struct gl_context *ctx, GLuint id, const char* func)
119{
120   struct gl_texture_object *texObj = NULL;
121
122   if (id > 0)
123      texObj = _mesa_lookup_texture(ctx, id); /* Returns NULL if not found. */
124
125   if (!texObj)
126      _mesa_error(ctx, GL_INVALID_OPERATION, "%s(texture)", func);
127
128   return texObj;
129}
130
131
132struct gl_texture_object *
133_mesa_lookup_texture_locked(struct gl_context *ctx, GLuint id)
134{
135   return (struct gl_texture_object *)
136      _mesa_HashLookupLocked(ctx->Shared->TexObjects, id);
137}
138
139/**
140 * Return a pointer to the current texture object for the given target
141 * on the current texture unit.
142 * Note: all <target> error checking should have been done by this point.
143 */
144struct gl_texture_object *
145_mesa_get_current_tex_object(struct gl_context *ctx, GLenum target)
146{
147   struct gl_texture_unit *texUnit = _mesa_get_current_tex_unit(ctx);
148   const GLboolean arrayTex = ctx->Extensions.EXT_texture_array;
149
150   switch (target) {
151      case GL_TEXTURE_1D:
152         return texUnit->CurrentTex[TEXTURE_1D_INDEX];
153      case GL_PROXY_TEXTURE_1D:
154         return ctx->Texture.ProxyTex[TEXTURE_1D_INDEX];
155      case GL_TEXTURE_2D:
156         return texUnit->CurrentTex[TEXTURE_2D_INDEX];
157      case GL_PROXY_TEXTURE_2D:
158         return ctx->Texture.ProxyTex[TEXTURE_2D_INDEX];
159      case GL_TEXTURE_3D:
160         return texUnit->CurrentTex[TEXTURE_3D_INDEX];
161      case GL_PROXY_TEXTURE_3D:
162         return ctx->Texture.ProxyTex[TEXTURE_3D_INDEX];
163      case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
164      case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
165      case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
166      case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
167      case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
168      case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
169      case GL_TEXTURE_CUBE_MAP:
170         return ctx->Extensions.ARB_texture_cube_map
171                ? texUnit->CurrentTex[TEXTURE_CUBE_INDEX] : NULL;
172      case GL_PROXY_TEXTURE_CUBE_MAP:
173         return ctx->Extensions.ARB_texture_cube_map
174                ? ctx->Texture.ProxyTex[TEXTURE_CUBE_INDEX] : NULL;
175      case GL_TEXTURE_CUBE_MAP_ARRAY:
176         return _mesa_has_texture_cube_map_array(ctx)
177                ? texUnit->CurrentTex[TEXTURE_CUBE_ARRAY_INDEX] : NULL;
178      case GL_PROXY_TEXTURE_CUBE_MAP_ARRAY:
179         return _mesa_has_texture_cube_map_array(ctx)
180                ? ctx->Texture.ProxyTex[TEXTURE_CUBE_ARRAY_INDEX] : NULL;
181      case GL_TEXTURE_RECTANGLE_NV:
182         return ctx->Extensions.NV_texture_rectangle
183                ? texUnit->CurrentTex[TEXTURE_RECT_INDEX] : NULL;
184      case GL_PROXY_TEXTURE_RECTANGLE_NV:
185         return ctx->Extensions.NV_texture_rectangle
186                ? ctx->Texture.ProxyTex[TEXTURE_RECT_INDEX] : NULL;
187      case GL_TEXTURE_1D_ARRAY_EXT:
188         return arrayTex ? texUnit->CurrentTex[TEXTURE_1D_ARRAY_INDEX] : NULL;
189      case GL_PROXY_TEXTURE_1D_ARRAY_EXT:
190         return arrayTex ? ctx->Texture.ProxyTex[TEXTURE_1D_ARRAY_INDEX] : NULL;
191      case GL_TEXTURE_2D_ARRAY_EXT:
192         return arrayTex ? texUnit->CurrentTex[TEXTURE_2D_ARRAY_INDEX] : NULL;
193      case GL_PROXY_TEXTURE_2D_ARRAY_EXT:
194         return arrayTex ? ctx->Texture.ProxyTex[TEXTURE_2D_ARRAY_INDEX] : NULL;
195      case GL_TEXTURE_BUFFER:
196         return (_mesa_has_ARB_texture_buffer_object(ctx) ||
197                 _mesa_has_OES_texture_buffer(ctx)) ?
198                texUnit->CurrentTex[TEXTURE_BUFFER_INDEX] : NULL;
199      case GL_TEXTURE_EXTERNAL_OES:
200         return _mesa_is_gles(ctx) && ctx->Extensions.OES_EGL_image_external
201            ? texUnit->CurrentTex[TEXTURE_EXTERNAL_INDEX] : NULL;
202      case GL_TEXTURE_2D_MULTISAMPLE:
203         return ctx->Extensions.ARB_texture_multisample
204            ? texUnit->CurrentTex[TEXTURE_2D_MULTISAMPLE_INDEX] : NULL;
205      case GL_PROXY_TEXTURE_2D_MULTISAMPLE:
206         return ctx->Extensions.ARB_texture_multisample
207            ? ctx->Texture.ProxyTex[TEXTURE_2D_MULTISAMPLE_INDEX] : NULL;
208      case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
209         return ctx->Extensions.ARB_texture_multisample
210            ? texUnit->CurrentTex[TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX] : NULL;
211      case GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY:
212         return ctx->Extensions.ARB_texture_multisample
213            ? ctx->Texture.ProxyTex[TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX] : NULL;
214      default:
215         _mesa_problem(NULL, "bad target in _mesa_get_current_tex_object()");
216         return NULL;
217   }
218}
219
220
221/**
222 * Allocate and initialize a new texture object.  But don't put it into the
223 * texture object hash table.
224 *
225 * Called via ctx->Driver.NewTextureObject, unless overridden by a device
226 * driver.
227 *
228 * \param shared the shared GL state structure to contain the texture object
229 * \param name integer name for the texture object
230 * \param target either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,
231 * GL_TEXTURE_CUBE_MAP or GL_TEXTURE_RECTANGLE_NV.  zero is ok for the sake
232 * of GenTextures()
233 *
234 * \return pointer to new texture object.
235 */
236struct gl_texture_object *
237_mesa_new_texture_object(struct gl_context *ctx, GLuint name, GLenum target)
238{
239   struct gl_texture_object *obj;
240
241   obj = MALLOC_STRUCT(gl_texture_object);
242   if (!obj)
243      return NULL;
244
245   _mesa_initialize_texture_object(ctx, obj, name, target);
246   return obj;
247}
248
249
250/**
251 * Initialize a new texture object to default values.
252 * \param obj  the texture object
253 * \param name  the texture name
254 * \param target  the texture target
255 */
256void
257_mesa_initialize_texture_object( struct gl_context *ctx,
258                                 struct gl_texture_object *obj,
259                                 GLuint name, GLenum target )
260{
261   assert(target == 0 ||
262          target == GL_TEXTURE_1D ||
263          target == GL_TEXTURE_2D ||
264          target == GL_TEXTURE_3D ||
265          target == GL_TEXTURE_CUBE_MAP ||
266          target == GL_TEXTURE_RECTANGLE_NV ||
267          target == GL_TEXTURE_1D_ARRAY_EXT ||
268          target == GL_TEXTURE_2D_ARRAY_EXT ||
269          target == GL_TEXTURE_EXTERNAL_OES ||
270          target == GL_TEXTURE_CUBE_MAP_ARRAY ||
271          target == GL_TEXTURE_BUFFER ||
272          target == GL_TEXTURE_2D_MULTISAMPLE ||
273          target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY);
274
275   GLenum filter = GL_LINEAR;
276
277   memset(obj, 0, sizeof(*obj));
278   /* init the non-zero fields */
279   simple_mtx_init(&obj->Mutex, mtx_plain);
280   obj->RefCount = 1;
281   obj->Name = name;
282   obj->Target = target;
283   if (target != 0) {
284      obj->TargetIndex = _mesa_tex_target_to_index(ctx, target);
285   }
286   else {
287      obj->TargetIndex = NUM_TEXTURE_TARGETS; /* invalid/error value */
288   }
289   obj->Priority = 1.0F;
290   obj->BaseLevel = 0;
291   obj->MaxLevel = 1000;
292
293   /* must be one; no support for (YUV) planes in separate buffers */
294   obj->RequiredTextureImageUnits = 1;
295
296   /* sampler state */
297   switch (target) {
298      case GL_TEXTURE_2D_MULTISAMPLE:
299      case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
300         filter = GL_NEAREST;
301         /* fallthrough */
302
303      case GL_TEXTURE_RECTANGLE_NV:
304      case GL_TEXTURE_EXTERNAL_OES:
305         obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
306         obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
307         obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
308         obj->Sampler.MinFilter = filter;
309         obj->Sampler.MagFilter = filter;
310         break;
311
312      default:
313         obj->Sampler.WrapS = GL_REPEAT;
314         obj->Sampler.WrapT = GL_REPEAT;
315         obj->Sampler.WrapR = GL_REPEAT;
316         obj->Sampler.MinFilter = GL_NEAREST_MIPMAP_LINEAR;
317         obj->Sampler.MagFilter = GL_LINEAR;
318         break;
319   }
320
321   obj->Sampler.MinLod = -1000.0;
322   obj->Sampler.MaxLod = 1000.0;
323   obj->Sampler.LodBias = 0.0;
324   obj->Sampler.MaxAnisotropy = 1.0;
325   obj->Sampler.CompareMode = GL_NONE;         /* ARB_shadow */
326   obj->Sampler.CompareFunc = GL_LEQUAL;       /* ARB_shadow */
327   obj->DepthMode = ctx->API == API_OPENGL_CORE ? GL_RED : GL_LUMINANCE;
328   obj->StencilSampling = false;
329   obj->Sampler.CubeMapSeamless = GL_FALSE;
330   obj->Sampler.HandleAllocated = GL_FALSE;
331   obj->Swizzle[0] = GL_RED;
332   obj->Swizzle[1] = GL_GREEN;
333   obj->Swizzle[2] = GL_BLUE;
334   obj->Swizzle[3] = GL_ALPHA;
335   obj->_Swizzle = SWIZZLE_NOOP;
336   obj->Sampler.sRGBDecode = GL_DECODE_EXT;
337   obj->BufferObjectFormat = GL_R8;
338   obj->_BufferObjectFormat = MESA_FORMAT_R_UNORM8;
339   obj->ImageFormatCompatibilityType = GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE;
340
341   /* GL_ARB_bindless_texture */
342   _mesa_init_texture_handles(obj);
343}
344
345
346/**
347 * Some texture initialization can't be finished until we know which
348 * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
349 */
350static void
351finish_texture_init(struct gl_context *ctx, GLenum target,
352                    struct gl_texture_object *obj, int targetIndex)
353{
354   GLenum filter = GL_LINEAR;
355   assert(obj->Target == 0);
356
357   obj->Target = target;
358   obj->TargetIndex = targetIndex;
359   assert(obj->TargetIndex < NUM_TEXTURE_TARGETS);
360
361   switch (target) {
362      case GL_TEXTURE_2D_MULTISAMPLE:
363      case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
364         filter = GL_NEAREST;
365         /* fallthrough */
366
367      case GL_TEXTURE_RECTANGLE_NV:
368      case GL_TEXTURE_EXTERNAL_OES:
369         /* have to init wrap and filter state here - kind of klunky */
370         obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
371         obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
372         obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
373         obj->Sampler.MinFilter = filter;
374         obj->Sampler.MagFilter = filter;
375         if (ctx->Driver.TexParameter) {
376            /* XXX we probably don't need to make all these calls */
377            ctx->Driver.TexParameter(ctx, obj, GL_TEXTURE_WRAP_S);
378            ctx->Driver.TexParameter(ctx, obj, GL_TEXTURE_WRAP_T);
379            ctx->Driver.TexParameter(ctx, obj, GL_TEXTURE_WRAP_R);
380            ctx->Driver.TexParameter(ctx, obj, GL_TEXTURE_MIN_FILTER);
381            ctx->Driver.TexParameter(ctx, obj, GL_TEXTURE_MAG_FILTER);
382         }
383         break;
384
385      default:
386         /* nothing needs done */
387         break;
388   }
389}
390
391
392/**
393 * Deallocate a texture object struct.  It should have already been
394 * removed from the texture object pool.
395 * Called via ctx->Driver.DeleteTexture() if not overriden by a driver.
396 *
397 * \param shared the shared GL state to which the object belongs.
398 * \param texObj the texture object to delete.
399 */
400void
401_mesa_delete_texture_object(struct gl_context *ctx,
402                            struct gl_texture_object *texObj)
403{
404   GLuint i, face;
405
406   /* Set Target to an invalid value.  With some assertions elsewhere
407    * we can try to detect possible use of deleted textures.
408    */
409   texObj->Target = 0x99;
410
411   /* free the texture images */
412   for (face = 0; face < 6; face++) {
413      for (i = 0; i < MAX_TEXTURE_LEVELS; i++) {
414         if (texObj->Image[face][i]) {
415            ctx->Driver.DeleteTextureImage(ctx, texObj->Image[face][i]);
416         }
417      }
418   }
419
420   /* Delete all texture/image handles. */
421   _mesa_delete_texture_handles(ctx, texObj);
422
423   _mesa_reference_buffer_object(ctx, &texObj->BufferObject, NULL);
424
425   /* destroy the mutex -- it may have allocated memory (eg on bsd) */
426   simple_mtx_destroy(&texObj->Mutex);
427
428   free(texObj->Label);
429
430   /* free this object */
431   free(texObj);
432}
433
434
435/**
436 * Copy texture object state from one texture object to another.
437 * Use for glPush/PopAttrib.
438 *
439 * \param dest destination texture object.
440 * \param src source texture object.
441 */
442void
443_mesa_copy_texture_object( struct gl_texture_object *dest,
444                           const struct gl_texture_object *src )
445{
446   dest->Target = src->Target;
447   dest->TargetIndex = src->TargetIndex;
448   dest->Name = src->Name;
449   dest->Priority = src->Priority;
450   dest->Sampler.BorderColor.f[0] = src->Sampler.BorderColor.f[0];
451   dest->Sampler.BorderColor.f[1] = src->Sampler.BorderColor.f[1];
452   dest->Sampler.BorderColor.f[2] = src->Sampler.BorderColor.f[2];
453   dest->Sampler.BorderColor.f[3] = src->Sampler.BorderColor.f[3];
454   dest->Sampler.WrapS = src->Sampler.WrapS;
455   dest->Sampler.WrapT = src->Sampler.WrapT;
456   dest->Sampler.WrapR = src->Sampler.WrapR;
457   dest->Sampler.MinFilter = src->Sampler.MinFilter;
458   dest->Sampler.MagFilter = src->Sampler.MagFilter;
459   dest->Sampler.MinLod = src->Sampler.MinLod;
460   dest->Sampler.MaxLod = src->Sampler.MaxLod;
461   dest->Sampler.LodBias = src->Sampler.LodBias;
462   dest->BaseLevel = src->BaseLevel;
463   dest->MaxLevel = src->MaxLevel;
464   dest->Sampler.MaxAnisotropy = src->Sampler.MaxAnisotropy;
465   dest->Sampler.CompareMode = src->Sampler.CompareMode;
466   dest->Sampler.CompareFunc = src->Sampler.CompareFunc;
467   dest->Sampler.CubeMapSeamless = src->Sampler.CubeMapSeamless;
468   dest->DepthMode = src->DepthMode;
469   dest->StencilSampling = src->StencilSampling;
470   dest->Sampler.sRGBDecode = src->Sampler.sRGBDecode;
471   dest->_MaxLevel = src->_MaxLevel;
472   dest->_MaxLambda = src->_MaxLambda;
473   dest->GenerateMipmap = src->GenerateMipmap;
474   dest->_BaseComplete = src->_BaseComplete;
475   dest->_MipmapComplete = src->_MipmapComplete;
476   COPY_4V(dest->Swizzle, src->Swizzle);
477   dest->_Swizzle = src->_Swizzle;
478   dest->_IsHalfFloat = src->_IsHalfFloat;
479   dest->_IsFloat = src->_IsFloat;
480
481   dest->RequiredTextureImageUnits = src->RequiredTextureImageUnits;
482}
483
484
485/**
486 * Free all texture images of the given texture objectm, except for
487 * \p retainTexImage.
488 *
489 * \param ctx GL context.
490 * \param texObj texture object.
491 * \param retainTexImage a texture image that will \em not be freed.
492 *
493 * \sa _mesa_clear_texture_image().
494 */
495void
496_mesa_clear_texture_object(struct gl_context *ctx,
497                           struct gl_texture_object *texObj,
498                           struct gl_texture_image *retainTexImage)
499{
500   GLuint i, j;
501
502   if (texObj->Target == 0)
503      return;
504
505   for (i = 0; i < MAX_FACES; i++) {
506      for (j = 0; j < MAX_TEXTURE_LEVELS; j++) {
507         struct gl_texture_image *texImage = texObj->Image[i][j];
508         if (texImage && texImage != retainTexImage)
509            _mesa_clear_texture_image(ctx, texImage);
510      }
511   }
512}
513
514
515/**
516 * Check if the given texture object is valid by examining its Target field.
517 * For debugging only.
518 */
519static GLboolean
520valid_texture_object(const struct gl_texture_object *tex)
521{
522   switch (tex->Target) {
523   case 0:
524   case GL_TEXTURE_1D:
525   case GL_TEXTURE_2D:
526   case GL_TEXTURE_3D:
527   case GL_TEXTURE_CUBE_MAP:
528   case GL_TEXTURE_RECTANGLE_NV:
529   case GL_TEXTURE_1D_ARRAY_EXT:
530   case GL_TEXTURE_2D_ARRAY_EXT:
531   case GL_TEXTURE_BUFFER:
532   case GL_TEXTURE_EXTERNAL_OES:
533   case GL_TEXTURE_CUBE_MAP_ARRAY:
534   case GL_TEXTURE_2D_MULTISAMPLE:
535   case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
536      return GL_TRUE;
537   case 0x99:
538      _mesa_problem(NULL, "invalid reference to a deleted texture object");
539      return GL_FALSE;
540   default:
541      _mesa_problem(NULL, "invalid texture object Target 0x%x, Id = %u",
542                    tex->Target, tex->Name);
543      return GL_FALSE;
544   }
545}
546
547
548/**
549 * Reference (or unreference) a texture object.
550 * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
551 * If 'tex' is non-null, increment its refcount.
552 * This is normally only called from the _mesa_reference_texobj() macro
553 * when there's a real pointer change.
554 */
555void
556_mesa_reference_texobj_(struct gl_texture_object **ptr,
557                        struct gl_texture_object *tex)
558{
559   assert(ptr);
560
561   if (*ptr) {
562      /* Unreference the old texture */
563      GLboolean deleteFlag = GL_FALSE;
564      struct gl_texture_object *oldTex = *ptr;
565
566      assert(valid_texture_object(oldTex));
567      (void) valid_texture_object; /* silence warning in release builds */
568
569      simple_mtx_lock(&oldTex->Mutex);
570      assert(oldTex->RefCount > 0);
571      oldTex->RefCount--;
572
573      deleteFlag = (oldTex->RefCount == 0);
574      simple_mtx_unlock(&oldTex->Mutex);
575
576      if (deleteFlag) {
577         /* Passing in the context drastically changes the driver code for
578          * framebuffer deletion.
579          */
580         GET_CURRENT_CONTEXT(ctx);
581         if (ctx)
582            ctx->Driver.DeleteTexture(ctx, oldTex);
583         else
584            _mesa_problem(NULL, "Unable to delete texture, no context");
585      }
586
587      *ptr = NULL;
588   }
589   assert(!*ptr);
590
591   if (tex) {
592      /* reference new texture */
593      assert(valid_texture_object(tex));
594      simple_mtx_lock(&tex->Mutex);
595      assert(tex->RefCount > 0);
596
597      tex->RefCount++;
598      *ptr = tex;
599      simple_mtx_unlock(&tex->Mutex);
600   }
601}
602
603
604enum base_mipmap { BASE, MIPMAP };
605
606
607/**
608 * Mark a texture object as incomplete.  There are actually three kinds of
609 * (in)completeness:
610 * 1. "base incomplete": the base level of the texture is invalid so no
611 *    texturing is possible.
612 * 2. "mipmap incomplete": a non-base level of the texture is invalid so
613 *    mipmap filtering isn't possible, but non-mipmap filtering is.
614 * 3. "texture incompleteness": some combination of texture state and
615 *    sampler state renders the texture incomplete.
616 *
617 * \param t  texture object
618 * \param bm  either BASE or MIPMAP to indicate what's incomplete
619 * \param fmt...  string describing why it's incomplete (for debugging).
620 */
621static void
622incomplete(struct gl_texture_object *t, enum base_mipmap bm,
623           const char *fmt, ...)
624{
625   if (MESA_DEBUG_FLAGS & DEBUG_INCOMPLETE_TEXTURE) {
626      va_list args;
627      char s[100];
628
629      va_start(args, fmt);
630      vsnprintf(s, sizeof(s), fmt, args);
631      va_end(args);
632
633      _mesa_debug(NULL, "Texture Obj %d incomplete because: %s\n", t->Name, s);
634   }
635
636   if (bm == BASE)
637      t->_BaseComplete = GL_FALSE;
638   t->_MipmapComplete = GL_FALSE;
639}
640
641
642/**
643 * Examine a texture object to determine if it is complete.
644 *
645 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
646 * accordingly.
647 *
648 * \param ctx GL context.
649 * \param t texture object.
650 *
651 * According to the texture target, verifies that each of the mipmaps is
652 * present and has the expected size.
653 */
654void
655_mesa_test_texobj_completeness( const struct gl_context *ctx,
656                                struct gl_texture_object *t )
657{
658   const GLint baseLevel = t->BaseLevel;
659   const struct gl_texture_image *baseImage;
660   GLint maxLevels = 0;
661
662   /* We'll set these to FALSE if tests fail below */
663   t->_BaseComplete = GL_TRUE;
664   t->_MipmapComplete = GL_TRUE;
665
666   if (t->Target == GL_TEXTURE_BUFFER) {
667      /* Buffer textures are always considered complete.  The obvious case where
668       * they would be incomplete (no BO attached) is actually specced to be
669       * undefined rendering results.
670       */
671      return;
672   }
673
674   /* Detect cases where the application set the base level to an invalid
675    * value.
676    */
677   if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS)) {
678      incomplete(t, BASE, "base level = %d is invalid", baseLevel);
679      return;
680   }
681
682   if (t->MaxLevel < baseLevel) {
683      incomplete(t, MIPMAP, "MAX_LEVEL (%d) < BASE_LEVEL (%d)",
684		 t->MaxLevel, baseLevel);
685      return;
686   }
687
688   baseImage = t->Image[0][baseLevel];
689
690   /* Always need the base level image */
691   if (!baseImage) {
692      incomplete(t, BASE, "Image[baseLevel=%d] == NULL", baseLevel);
693      return;
694   }
695
696   /* Check width/height/depth for zero */
697   if (baseImage->Width == 0 ||
698       baseImage->Height == 0 ||
699       baseImage->Depth == 0) {
700      incomplete(t, BASE, "texture width or height or depth = 0");
701      return;
702   }
703
704   /* Check if the texture values are integer */
705   {
706      GLenum datatype = _mesa_get_format_datatype(baseImage->TexFormat);
707      t->_IsIntegerFormat = datatype == GL_INT || datatype == GL_UNSIGNED_INT;
708   }
709
710   /* Check if the texture type is Float or HalfFloatOES and ensure Min and Mag
711    * filters are supported in this case.
712    */
713   if (_mesa_is_gles(ctx) && !valid_filter_for_float(ctx, t)) {
714      incomplete(t, BASE, "Filter is not supported with Float types.");
715      return;
716   }
717
718   /* Compute _MaxLevel (the maximum mipmap level we'll sample from given the
719    * mipmap image sizes and GL_TEXTURE_MAX_LEVEL state).
720    */
721   switch (t->Target) {
722   case GL_TEXTURE_1D:
723   case GL_TEXTURE_1D_ARRAY_EXT:
724      maxLevels = ctx->Const.MaxTextureLevels;
725      break;
726   case GL_TEXTURE_2D:
727   case GL_TEXTURE_2D_ARRAY_EXT:
728      maxLevels = ctx->Const.MaxTextureLevels;
729      break;
730   case GL_TEXTURE_3D:
731      maxLevels = ctx->Const.Max3DTextureLevels;
732      break;
733   case GL_TEXTURE_CUBE_MAP:
734   case GL_TEXTURE_CUBE_MAP_ARRAY:
735      maxLevels = ctx->Const.MaxCubeTextureLevels;
736      break;
737   case GL_TEXTURE_RECTANGLE_NV:
738   case GL_TEXTURE_BUFFER:
739   case GL_TEXTURE_EXTERNAL_OES:
740   case GL_TEXTURE_2D_MULTISAMPLE:
741   case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
742      maxLevels = 1;  /* no mipmapping */
743      break;
744   default:
745      _mesa_problem(ctx, "Bad t->Target in _mesa_test_texobj_completeness");
746      return;
747   }
748
749   assert(maxLevels > 0);
750
751   t->_MaxLevel = MIN3(t->MaxLevel,
752                       /* 'p' in the GL spec */
753                       (int) (baseLevel + baseImage->MaxNumLevels - 1),
754                       /* 'q' in the GL spec */
755                       maxLevels - 1);
756
757   if (t->Immutable) {
758      /* Adjust max level for views: the data store may have more levels than
759       * the view exposes.
760       */
761      t->_MaxLevel = MIN2(t->_MaxLevel, t->NumLevels - 1);
762   }
763
764   /* Compute _MaxLambda = q - p in the spec used during mipmapping */
765   t->_MaxLambda = (GLfloat) (t->_MaxLevel - baseLevel);
766
767   if (t->Immutable) {
768      /* This texture object was created with glTexStorage1/2/3D() so we
769       * know that all the mipmap levels are the right size and all cube
770       * map faces are the same size.
771       * We don't need to do any of the additional checks below.
772       */
773      return;
774   }
775
776   if (t->Target == GL_TEXTURE_CUBE_MAP) {
777      /* Make sure that all six cube map level 0 images are the same size and
778       * format.
779       * Note:  we know that the image's width==height (we enforce that
780       * at glTexImage time) so we only need to test the width here.
781       */
782      GLuint face;
783      assert(baseImage->Width2 == baseImage->Height);
784      for (face = 1; face < 6; face++) {
785         assert(t->Image[face][baseLevel] == NULL ||
786                t->Image[face][baseLevel]->Width2 ==
787                t->Image[face][baseLevel]->Height2);
788         if (t->Image[face][baseLevel] == NULL ||
789             t->Image[face][baseLevel]->Width2 != baseImage->Width2) {
790            incomplete(t, BASE, "Cube face missing or mismatched size");
791            return;
792         }
793         if (t->Image[face][baseLevel]->InternalFormat !=
794             baseImage->InternalFormat) {
795            incomplete(t, BASE, "Cube face format mismatch");
796            return;
797         }
798         if (t->Image[face][baseLevel]->Border != baseImage->Border) {
799            incomplete(t, BASE, "Cube face border size mismatch");
800            return;
801         }
802      }
803   }
804
805   /*
806    * Do mipmap consistency checking.
807    * Note: we don't care about the current texture sampler state here.
808    * To determine texture completeness we'll either look at _BaseComplete
809    * or _MipmapComplete depending on the current minification filter mode.
810    */
811   {
812      GLint i;
813      const GLint minLevel = baseLevel;
814      const GLint maxLevel = t->_MaxLevel;
815      const GLuint numFaces = _mesa_num_tex_faces(t->Target);
816      GLuint width, height, depth, face;
817
818      if (minLevel > maxLevel) {
819         incomplete(t, MIPMAP, "minLevel > maxLevel");
820         return;
821      }
822
823      /* Get the base image's dimensions */
824      width = baseImage->Width2;
825      height = baseImage->Height2;
826      depth = baseImage->Depth2;
827
828      /* Note: this loop will be a no-op for RECT, BUFFER, EXTERNAL,
829       * MULTISAMPLE and MULTISAMPLE_ARRAY textures
830       */
831      for (i = baseLevel + 1; i < maxLevels; i++) {
832         /* Compute the expected size of image at level[i] */
833         if (width > 1) {
834            width /= 2;
835         }
836         if (height > 1 && t->Target != GL_TEXTURE_1D_ARRAY) {
837            height /= 2;
838         }
839         if (depth > 1 && t->Target != GL_TEXTURE_2D_ARRAY
840             && t->Target != GL_TEXTURE_CUBE_MAP_ARRAY) {
841            depth /= 2;
842         }
843
844         /* loop over cube faces (or single face otherwise) */
845         for (face = 0; face < numFaces; face++) {
846            if (i >= minLevel && i <= maxLevel) {
847               const struct gl_texture_image *img = t->Image[face][i];
848
849               if (!img) {
850                  incomplete(t, MIPMAP, "TexImage[%d] is missing", i);
851                  return;
852               }
853               if (img->InternalFormat != baseImage->InternalFormat) {
854                  incomplete(t, MIPMAP, "Format[i] != Format[baseLevel]");
855                  return;
856               }
857               if (img->Border != baseImage->Border) {
858                  incomplete(t, MIPMAP, "Border[i] != Border[baseLevel]");
859                  return;
860               }
861               if (img->Width2 != width) {
862                  incomplete(t, MIPMAP, "TexImage[%d] bad width %u", i,
863                             img->Width2);
864                  return;
865               }
866               if (img->Height2 != height) {
867                  incomplete(t, MIPMAP, "TexImage[%d] bad height %u", i,
868                             img->Height2);
869                  return;
870               }
871               if (img->Depth2 != depth) {
872                  incomplete(t, MIPMAP, "TexImage[%d] bad depth %u", i,
873                             img->Depth2);
874                  return;
875               }
876            }
877         }
878
879         if (width == 1 && height == 1 && depth == 1) {
880            return;  /* found smallest needed mipmap, all done! */
881         }
882      }
883   }
884}
885
886
887GLboolean
888_mesa_cube_level_complete(const struct gl_texture_object *texObj,
889                          const GLint level)
890{
891   const struct gl_texture_image *img0, *img;
892   GLuint face;
893
894   if (texObj->Target != GL_TEXTURE_CUBE_MAP)
895      return GL_FALSE;
896
897   if ((level < 0) || (level >= MAX_TEXTURE_LEVELS))
898      return GL_FALSE;
899
900   /* check first face */
901   img0 = texObj->Image[0][level];
902   if (!img0 ||
903       img0->Width < 1 ||
904       img0->Width != img0->Height)
905      return GL_FALSE;
906
907   /* check remaining faces vs. first face */
908   for (face = 1; face < 6; face++) {
909      img = texObj->Image[face][level];
910      if (!img ||
911          img->Width != img0->Width ||
912          img->Height != img0->Height ||
913          img->TexFormat != img0->TexFormat)
914         return GL_FALSE;
915   }
916
917   return GL_TRUE;
918}
919
920/**
921 * Check if the given cube map texture is "cube complete" as defined in
922 * the OpenGL specification.
923 */
924GLboolean
925_mesa_cube_complete(const struct gl_texture_object *texObj)
926{
927   return _mesa_cube_level_complete(texObj, texObj->BaseLevel);
928}
929
930/**
931 * Mark a texture object dirty.  It forces the object to be incomplete
932 * and forces the context to re-validate its state.
933 *
934 * \param ctx GL context.
935 * \param texObj texture object.
936 */
937void
938_mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj)
939{
940   texObj->_BaseComplete = GL_FALSE;
941   texObj->_MipmapComplete = GL_FALSE;
942   ctx->NewState |= _NEW_TEXTURE_OBJECT;
943}
944
945
946/**
947 * Return pointer to a default/fallback texture of the given type/target.
948 * The texture is an RGBA texture with all texels = (0,0,0,1).
949 * That's the value a GLSL sampler should get when sampling from an
950 * incomplete texture.
951 */
952struct gl_texture_object *
953_mesa_get_fallback_texture(struct gl_context *ctx, gl_texture_index tex)
954{
955   if (!ctx->Shared->FallbackTex[tex]) {
956      /* create fallback texture now */
957      const GLsizei width = 1, height = 1;
958      GLsizei depth = 1;
959      GLubyte texel[24];
960      struct gl_texture_object *texObj;
961      struct gl_texture_image *texImage;
962      mesa_format texFormat;
963      GLuint dims, face, numFaces = 1;
964      GLenum target;
965
966      for (face = 0; face < 6; face++) {
967         texel[4*face + 0] =
968         texel[4*face + 1] =
969         texel[4*face + 2] = 0x0;
970         texel[4*face + 3] = 0xff;
971      }
972
973      switch (tex) {
974      case TEXTURE_2D_ARRAY_INDEX:
975         dims = 3;
976         target = GL_TEXTURE_2D_ARRAY;
977         break;
978      case TEXTURE_1D_ARRAY_INDEX:
979         dims = 2;
980         target = GL_TEXTURE_1D_ARRAY;
981         break;
982      case TEXTURE_CUBE_INDEX:
983         dims = 2;
984         target = GL_TEXTURE_CUBE_MAP;
985         numFaces = 6;
986         break;
987      case TEXTURE_3D_INDEX:
988         dims = 3;
989         target = GL_TEXTURE_3D;
990         break;
991      case TEXTURE_RECT_INDEX:
992         dims = 2;
993         target = GL_TEXTURE_RECTANGLE;
994         break;
995      case TEXTURE_2D_INDEX:
996         dims = 2;
997         target = GL_TEXTURE_2D;
998         break;
999      case TEXTURE_1D_INDEX:
1000         dims = 1;
1001         target = GL_TEXTURE_1D;
1002         break;
1003      case TEXTURE_BUFFER_INDEX:
1004         dims = 0;
1005         target = GL_TEXTURE_BUFFER;
1006         break;
1007      case TEXTURE_CUBE_ARRAY_INDEX:
1008         dims = 3;
1009         target = GL_TEXTURE_CUBE_MAP_ARRAY;
1010         depth = 6;
1011         break;
1012      case TEXTURE_EXTERNAL_INDEX:
1013         dims = 2;
1014         target = GL_TEXTURE_EXTERNAL_OES;
1015         break;
1016      case TEXTURE_2D_MULTISAMPLE_INDEX:
1017         dims = 2;
1018         target = GL_TEXTURE_2D_MULTISAMPLE;
1019         break;
1020      case TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX:
1021         dims = 3;
1022         target = GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
1023         break;
1024      default:
1025         /* no-op */
1026         return NULL;
1027      }
1028
1029      /* create texture object */
1030      texObj = ctx->Driver.NewTextureObject(ctx, 0, target);
1031      if (!texObj)
1032         return NULL;
1033
1034      assert(texObj->RefCount == 1);
1035      texObj->Sampler.MinFilter = GL_NEAREST;
1036      texObj->Sampler.MagFilter = GL_NEAREST;
1037
1038      texFormat = ctx->Driver.ChooseTextureFormat(ctx, target,
1039                                                  GL_RGBA, GL_RGBA,
1040                                                  GL_UNSIGNED_BYTE);
1041
1042      /* need a loop here just for cube maps */
1043      for (face = 0; face < numFaces; face++) {
1044         const GLenum faceTarget = _mesa_cube_face_target(target, face);
1045
1046         /* initialize level[0] texture image */
1047         texImage = _mesa_get_tex_image(ctx, texObj, faceTarget, 0);
1048
1049         _mesa_init_teximage_fields(ctx, texImage,
1050                                    width,
1051                                    (dims > 1) ? height : 1,
1052                                    (dims > 2) ? depth : 1,
1053                                    0, /* border */
1054                                    GL_RGBA, texFormat);
1055
1056         ctx->Driver.TexImage(ctx, dims, texImage,
1057                              GL_RGBA, GL_UNSIGNED_BYTE, texel,
1058                              &ctx->DefaultPacking);
1059      }
1060
1061      _mesa_test_texobj_completeness(ctx, texObj);
1062      assert(texObj->_BaseComplete);
1063      assert(texObj->_MipmapComplete);
1064
1065      ctx->Shared->FallbackTex[tex] = texObj;
1066
1067      /* Complete the driver's operation in case another context will also
1068       * use the same fallback texture. */
1069      if (ctx->Driver.Finish)
1070         ctx->Driver.Finish(ctx);
1071   }
1072   return ctx->Shared->FallbackTex[tex];
1073}
1074
1075
1076/**
1077 * Compute the size of the given texture object, in bytes.
1078 */
1079static GLuint
1080texture_size(const struct gl_texture_object *texObj)
1081{
1082   const GLuint numFaces = _mesa_num_tex_faces(texObj->Target);
1083   GLuint face, level, size = 0;
1084
1085   for (face = 0; face < numFaces; face++) {
1086      for (level = 0; level < MAX_TEXTURE_LEVELS; level++) {
1087         const struct gl_texture_image *img = texObj->Image[face][level];
1088         if (img) {
1089            GLuint sz = _mesa_format_image_size(img->TexFormat, img->Width,
1090                                                img->Height, img->Depth);
1091            size += sz;
1092         }
1093      }
1094   }
1095
1096   return size;
1097}
1098
1099
1100/**
1101 * Callback called from _mesa_HashWalk()
1102 */
1103static void
1104count_tex_size(GLuint key, void *data, void *userData)
1105{
1106   const struct gl_texture_object *texObj =
1107      (const struct gl_texture_object *) data;
1108   GLuint *total = (GLuint *) userData;
1109
1110   (void) key;
1111
1112   *total = *total + texture_size(texObj);
1113}
1114
1115
1116/**
1117 * Compute total size (in bytes) of all textures for the given context.
1118 * For debugging purposes.
1119 */
1120GLuint
1121_mesa_total_texture_memory(struct gl_context *ctx)
1122{
1123   GLuint tgt, total = 0;
1124
1125   _mesa_HashWalk(ctx->Shared->TexObjects, count_tex_size, &total);
1126
1127   /* plus, the default texture objects */
1128   for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1129      total += texture_size(ctx->Shared->DefaultTex[tgt]);
1130   }
1131
1132   return total;
1133}
1134
1135
1136/**
1137 * Return the base format for the given texture object by looking
1138 * at the base texture image.
1139 * \return base format (such as GL_RGBA) or GL_NONE if it can't be determined
1140 */
1141GLenum
1142_mesa_texture_base_format(const struct gl_texture_object *texObj)
1143{
1144   const struct gl_texture_image *texImage = _mesa_base_tex_image(texObj);
1145
1146   return texImage ? texImage->_BaseFormat : GL_NONE;
1147}
1148
1149
1150static struct gl_texture_object *
1151invalidate_tex_image_error_check(struct gl_context *ctx, GLuint texture,
1152                                 GLint level, const char *name)
1153{
1154   /* The GL_ARB_invalidate_subdata spec says:
1155    *
1156    *     "If <texture> is zero or is not the name of a texture, the error
1157    *     INVALID_VALUE is generated."
1158    *
1159    * This performs the error check in a different order than listed in the
1160    * spec.  We have to get the texture object before we can validate the
1161    * other parameters against values in the texture object.
1162    */
1163   struct gl_texture_object *const t = _mesa_lookup_texture(ctx, texture);
1164   if (texture == 0 || t == NULL) {
1165      _mesa_error(ctx, GL_INVALID_VALUE, "%s(texture)", name);
1166      return NULL;
1167   }
1168
1169   /* The GL_ARB_invalidate_subdata spec says:
1170    *
1171    *     "If <level> is less than zero or greater than the base 2 logarithm
1172    *     of the maximum texture width, height, or depth, the error
1173    *     INVALID_VALUE is generated."
1174    */
1175   if (level < 0 || level > t->MaxLevel) {
1176      _mesa_error(ctx, GL_INVALID_VALUE, "%s(level)", name);
1177      return NULL;
1178   }
1179
1180   /* The GL_ARB_invalidate_subdata spec says:
1181    *
1182    *     "If the target of <texture> is TEXTURE_RECTANGLE, TEXTURE_BUFFER,
1183    *     TEXTURE_2D_MULTISAMPLE, or TEXTURE_2D_MULTISAMPLE_ARRAY, and <level>
1184    *     is not zero, the error INVALID_VALUE is generated."
1185    */
1186   if (level != 0) {
1187      switch (t->Target) {
1188      case GL_TEXTURE_RECTANGLE:
1189      case GL_TEXTURE_BUFFER:
1190      case GL_TEXTURE_2D_MULTISAMPLE:
1191      case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
1192         _mesa_error(ctx, GL_INVALID_VALUE, "%s(level)", name);
1193         return NULL;
1194
1195      default:
1196         break;
1197      }
1198   }
1199
1200   return t;
1201}
1202
1203
1204/**
1205 * Helper function for glCreateTextures and glGenTextures. Need this because
1206 * glCreateTextures should throw errors if target = 0. This is not exposed to
1207 * the rest of Mesa to encourage Mesa internals to use nameless textures,
1208 * which do not require expensive hash lookups.
1209 * \param target  either 0 or a valid / error-checked texture target enum
1210 */
1211static void
1212create_textures(struct gl_context *ctx, GLenum target,
1213                GLsizei n, GLuint *textures, const char *caller)
1214{
1215   GLuint first;
1216   GLint i;
1217
1218   if (!textures)
1219      return;
1220
1221   /*
1222    * This must be atomic (generation and allocation of texture IDs)
1223    */
1224   _mesa_HashLockMutex(ctx->Shared->TexObjects);
1225
1226   first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n);
1227
1228   /* Allocate new, empty texture objects */
1229   for (i = 0; i < n; i++) {
1230      struct gl_texture_object *texObj;
1231      GLuint name = first + i;
1232      texObj = ctx->Driver.NewTextureObject(ctx, name, target);
1233      if (!texObj) {
1234         _mesa_HashUnlockMutex(ctx->Shared->TexObjects);
1235         _mesa_error(ctx, GL_OUT_OF_MEMORY, "%s", caller);
1236         return;
1237      }
1238
1239      /* insert into hash table */
1240      _mesa_HashInsertLocked(ctx->Shared->TexObjects, texObj->Name, texObj);
1241
1242      textures[i] = name;
1243   }
1244
1245   _mesa_HashUnlockMutex(ctx->Shared->TexObjects);
1246}
1247
1248
1249static void
1250create_textures_err(struct gl_context *ctx, GLenum target,
1251                    GLsizei n, GLuint *textures, const char *caller)
1252{
1253   if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1254      _mesa_debug(ctx, "%s %d\n", caller, n);
1255
1256   if (n < 0) {
1257      _mesa_error(ctx, GL_INVALID_VALUE, "%s(n < 0)", caller);
1258      return;
1259   }
1260
1261   create_textures(ctx, target, n, textures, caller);
1262}
1263
1264/*@}*/
1265
1266
1267/***********************************************************************/
1268/** \name API functions */
1269/*@{*/
1270
1271
1272/**
1273 * Generate texture names.
1274 *
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 glGenTextures(), glCreateTextures().
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 */
1284void GLAPIENTRY
1285_mesa_GenTextures_no_error(GLsizei n, GLuint *textures)
1286{
1287   GET_CURRENT_CONTEXT(ctx);
1288   create_textures(ctx, 0, n, textures, "glGenTextures");
1289}
1290
1291
1292void GLAPIENTRY
1293_mesa_GenTextures(GLsizei n, GLuint *textures)
1294{
1295   GET_CURRENT_CONTEXT(ctx);
1296   create_textures_err(ctx, 0, n, textures, "glGenTextures");
1297}
1298
1299/**
1300 * Create texture objects.
1301 *
1302 * \param target the texture target for each name to be generated.
1303 * \param n number of texture names to be generated.
1304 * \param textures an array in which will hold the generated texture names.
1305 *
1306 * \sa glCreateTextures(), glGenTextures().
1307 *
1308 * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
1309 * IDs which are stored in \p textures.  Corresponding empty texture
1310 * objects are also generated.
1311 */
1312void GLAPIENTRY
1313_mesa_CreateTextures_no_error(GLenum target, GLsizei n, GLuint *textures)
1314{
1315   GET_CURRENT_CONTEXT(ctx);
1316   create_textures(ctx, target, n, textures, "glCreateTextures");
1317}
1318
1319
1320void GLAPIENTRY
1321_mesa_CreateTextures(GLenum target, GLsizei n, GLuint *textures)
1322{
1323   GLint targetIndex;
1324   GET_CURRENT_CONTEXT(ctx);
1325
1326   /*
1327    * The 4.5 core profile spec (30.10.2014) doesn't specify what
1328    * glCreateTextures should do with invalid targets, which was probably an
1329    * oversight.  This conforms to the spec for glBindTexture.
1330    */
1331   targetIndex = _mesa_tex_target_to_index(ctx, target);
1332   if (targetIndex < 0) {
1333      _mesa_error(ctx, GL_INVALID_ENUM, "glCreateTextures(target)");
1334      return;
1335   }
1336
1337   create_textures_err(ctx, target, n, textures, "glCreateTextures");
1338}
1339
1340/**
1341 * Check if the given texture object is bound to the current draw or
1342 * read framebuffer.  If so, Unbind it.
1343 */
1344static void
1345unbind_texobj_from_fbo(struct gl_context *ctx,
1346                       struct gl_texture_object *texObj)
1347{
1348   bool progress = false;
1349
1350   /* Section 4.4.2 (Attaching Images to Framebuffer Objects), subsection
1351    * "Attaching Texture Images to a Framebuffer," of the OpenGL 3.1 spec
1352    * says:
1353    *
1354    *     "If a texture object is deleted while its image is attached to one
1355    *     or more attachment points in the currently bound framebuffer, then
1356    *     it is as if FramebufferTexture* had been called, with a texture of
1357    *     zero, for each attachment point to which this image was attached in
1358    *     the currently bound framebuffer. In other words, this texture image
1359    *     is first detached from all attachment points in the currently bound
1360    *     framebuffer. Note that the texture image is specifically not
1361    *     detached from any other framebuffer objects. Detaching the texture
1362    *     image from any other framebuffer objects is the responsibility of
1363    *     the application."
1364    */
1365   if (_mesa_is_user_fbo(ctx->DrawBuffer)) {
1366      progress = _mesa_detach_renderbuffer(ctx, ctx->DrawBuffer, texObj);
1367   }
1368   if (_mesa_is_user_fbo(ctx->ReadBuffer)
1369       && ctx->ReadBuffer != ctx->DrawBuffer) {
1370      progress = _mesa_detach_renderbuffer(ctx, ctx->ReadBuffer, texObj)
1371         || progress;
1372   }
1373
1374   if (progress)
1375      /* Vertices are already flushed by _mesa_DeleteTextures */
1376      ctx->NewState |= _NEW_BUFFERS;
1377}
1378
1379
1380/**
1381 * Check if the given texture object is bound to any texture image units and
1382 * unbind it if so (revert to default textures).
1383 */
1384static void
1385unbind_texobj_from_texunits(struct gl_context *ctx,
1386                            struct gl_texture_object *texObj)
1387{
1388   const gl_texture_index index = texObj->TargetIndex;
1389   GLuint u;
1390
1391   if (texObj->Target == 0) {
1392      /* texture was never bound */
1393      return;
1394   }
1395
1396   assert(index < NUM_TEXTURE_TARGETS);
1397
1398   for (u = 0; u < ctx->Texture.NumCurrentTexUsed; u++) {
1399      struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
1400
1401      if (texObj == unit->CurrentTex[index]) {
1402         /* Bind the default texture for this unit/target */
1403         _mesa_reference_texobj(&unit->CurrentTex[index],
1404                                ctx->Shared->DefaultTex[index]);
1405         unit->_BoundTextures &= ~(1 << index);
1406      }
1407   }
1408}
1409
1410
1411/**
1412 * Check if the given texture object is bound to any shader image unit
1413 * and unbind it if that's the case.
1414 */
1415static void
1416unbind_texobj_from_image_units(struct gl_context *ctx,
1417                               struct gl_texture_object *texObj)
1418{
1419   GLuint i;
1420
1421   for (i = 0; i < ctx->Const.MaxImageUnits; i++) {
1422      struct gl_image_unit *unit = &ctx->ImageUnits[i];
1423
1424      if (texObj == unit->TexObj) {
1425         _mesa_reference_texobj(&unit->TexObj, NULL);
1426         *unit = _mesa_default_image_unit(ctx);
1427      }
1428   }
1429}
1430
1431
1432/**
1433 * Unbinds all textures bound to the given texture image unit.
1434 */
1435static void
1436unbind_textures_from_unit(struct gl_context *ctx, GLuint unit)
1437{
1438   struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
1439
1440   while (texUnit->_BoundTextures) {
1441      const GLuint index = ffs(texUnit->_BoundTextures) - 1;
1442      struct gl_texture_object *texObj = ctx->Shared->DefaultTex[index];
1443
1444      _mesa_reference_texobj(&texUnit->CurrentTex[index], texObj);
1445
1446      /* Pass BindTexture call to device driver */
1447      if (ctx->Driver.BindTexture)
1448         ctx->Driver.BindTexture(ctx, unit, 0, texObj);
1449
1450      texUnit->_BoundTextures &= ~(1 << index);
1451      ctx->NewState |= _NEW_TEXTURE_OBJECT;
1452   }
1453}
1454
1455
1456/**
1457 * Delete named textures.
1458 *
1459 * \param n number of textures to be deleted.
1460 * \param textures array of texture IDs to be deleted.
1461 *
1462 * \sa glDeleteTextures().
1463 *
1464 * If we're about to delete a texture that's currently bound to any
1465 * texture unit, unbind the texture first.  Decrement the reference
1466 * count on the texture object and delete it if it's zero.
1467 * Recall that texture objects can be shared among several rendering
1468 * contexts.
1469 */
1470static void
1471delete_textures(struct gl_context *ctx, GLsizei n, const GLuint *textures)
1472{
1473   FLUSH_VERTICES(ctx, 0); /* too complex */
1474
1475   if (!textures)
1476      return;
1477
1478   for (GLsizei i = 0; i < n; i++) {
1479      if (textures[i] > 0) {
1480         struct gl_texture_object *delObj
1481            = _mesa_lookup_texture(ctx, textures[i]);
1482
1483         if (delObj) {
1484            _mesa_lock_texture(ctx, delObj);
1485
1486            /* Check if texture is bound to any framebuffer objects.
1487             * If so, unbind.
1488             * See section 4.4.2.3 of GL_EXT_framebuffer_object.
1489             */
1490            unbind_texobj_from_fbo(ctx, delObj);
1491
1492            /* Check if this texture is currently bound to any texture units.
1493             * If so, unbind it.
1494             */
1495            unbind_texobj_from_texunits(ctx, delObj);
1496
1497            /* Check if this texture is currently bound to any shader
1498             * image unit.  If so, unbind it.
1499             * See section 3.9.X of GL_ARB_shader_image_load_store.
1500             */
1501            unbind_texobj_from_image_units(ctx, delObj);
1502
1503            /* Make all handles that reference this texture object non-resident
1504             * in the current context.
1505             */
1506            _mesa_make_texture_handles_non_resident(ctx, delObj);
1507
1508            _mesa_unlock_texture(ctx, delObj);
1509
1510            ctx->NewState |= _NEW_TEXTURE_OBJECT;
1511
1512            /* The texture _name_ is now free for re-use.
1513             * Remove it from the hash table now.
1514             */
1515            _mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name);
1516
1517            /* Unreference the texobj.  If refcount hits zero, the texture
1518             * will be deleted.
1519             */
1520            _mesa_reference_texobj(&delObj, NULL);
1521         }
1522      }
1523   }
1524}
1525
1526/**
1527 * This deletes a texObj without altering the hash table.
1528 */
1529void
1530_mesa_delete_nameless_texture(struct gl_context *ctx,
1531                              struct gl_texture_object *texObj)
1532{
1533   if (!texObj)
1534      return;
1535
1536   FLUSH_VERTICES(ctx, 0);
1537
1538   _mesa_lock_texture(ctx, texObj);
1539   {
1540      /* Check if texture is bound to any framebuffer objects.
1541       * If so, unbind.
1542       * See section 4.4.2.3 of GL_EXT_framebuffer_object.
1543       */
1544      unbind_texobj_from_fbo(ctx, texObj);
1545
1546      /* Check if this texture is currently bound to any texture units.
1547       * If so, unbind it.
1548       */
1549      unbind_texobj_from_texunits(ctx, texObj);
1550
1551      /* Check if this texture is currently bound to any shader
1552       * image unit.  If so, unbind it.
1553       * See section 3.9.X of GL_ARB_shader_image_load_store.
1554       */
1555      unbind_texobj_from_image_units(ctx, texObj);
1556   }
1557   _mesa_unlock_texture(ctx, texObj);
1558
1559   ctx->NewState |= _NEW_TEXTURE_OBJECT;
1560
1561   /* Unreference the texobj.  If refcount hits zero, the texture
1562    * will be deleted.
1563    */
1564   _mesa_reference_texobj(&texObj, NULL);
1565}
1566
1567
1568void GLAPIENTRY
1569_mesa_DeleteTextures_no_error(GLsizei n, const GLuint *textures)
1570{
1571   GET_CURRENT_CONTEXT(ctx);
1572   delete_textures(ctx, n, textures);
1573}
1574
1575
1576void GLAPIENTRY
1577_mesa_DeleteTextures(GLsizei n, const GLuint *textures)
1578{
1579   GET_CURRENT_CONTEXT(ctx);
1580
1581   if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1582      _mesa_debug(ctx, "glDeleteTextures %d\n", n);
1583
1584   if (n < 0) {
1585      _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteTextures(n < 0)");
1586      return;
1587   }
1588
1589   delete_textures(ctx, n, textures);
1590}
1591
1592
1593/**
1594 * Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
1595 * into the corresponding Mesa texture target index.
1596 * Note that proxy targets are not valid here.
1597 * \return TEXTURE_x_INDEX or -1 if target is invalid
1598 */
1599int
1600_mesa_tex_target_to_index(const struct gl_context *ctx, GLenum target)
1601{
1602   switch (target) {
1603   case GL_TEXTURE_1D:
1604      return _mesa_is_desktop_gl(ctx) ? TEXTURE_1D_INDEX : -1;
1605   case GL_TEXTURE_2D:
1606      return TEXTURE_2D_INDEX;
1607   case GL_TEXTURE_3D:
1608      return ctx->API != API_OPENGLES ? TEXTURE_3D_INDEX : -1;
1609   case GL_TEXTURE_CUBE_MAP:
1610      return ctx->Extensions.ARB_texture_cube_map
1611         ? TEXTURE_CUBE_INDEX : -1;
1612   case GL_TEXTURE_RECTANGLE:
1613      return _mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle
1614         ? TEXTURE_RECT_INDEX : -1;
1615   case GL_TEXTURE_1D_ARRAY:
1616      return _mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_texture_array
1617         ? TEXTURE_1D_ARRAY_INDEX : -1;
1618   case GL_TEXTURE_2D_ARRAY:
1619      return (_mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_texture_array)
1620         || _mesa_is_gles3(ctx)
1621         ? TEXTURE_2D_ARRAY_INDEX : -1;
1622   case GL_TEXTURE_BUFFER:
1623      return (_mesa_has_ARB_texture_buffer_object(ctx) ||
1624              _mesa_has_OES_texture_buffer(ctx)) ?
1625             TEXTURE_BUFFER_INDEX : -1;
1626   case GL_TEXTURE_EXTERNAL_OES:
1627      return _mesa_is_gles(ctx) && ctx->Extensions.OES_EGL_image_external
1628         ? TEXTURE_EXTERNAL_INDEX : -1;
1629   case GL_TEXTURE_CUBE_MAP_ARRAY:
1630      return _mesa_has_texture_cube_map_array(ctx)
1631         ? TEXTURE_CUBE_ARRAY_INDEX : -1;
1632   case GL_TEXTURE_2D_MULTISAMPLE:
1633      return ((_mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_multisample) ||
1634              _mesa_is_gles31(ctx)) ? TEXTURE_2D_MULTISAMPLE_INDEX: -1;
1635   case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
1636      return ((_mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_multisample) ||
1637              _mesa_is_gles31(ctx))
1638         ? TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX: -1;
1639   default:
1640      return -1;
1641   }
1642}
1643
1644
1645/**
1646 * Do actual texture binding.  All error checking should have been done prior
1647 * to calling this function.  Note that the texture target (1D, 2D, etc) is
1648 * always specified by the texObj->TargetIndex.
1649 *
1650 * \param unit  index of texture unit to update
1651 * \param texObj  the new texture object (cannot be NULL)
1652 */
1653static void
1654bind_texture_object(struct gl_context *ctx, unsigned unit,
1655                    struct gl_texture_object *texObj)
1656{
1657   struct gl_texture_unit *texUnit;
1658   int targetIndex;
1659
1660   assert(unit < ARRAY_SIZE(ctx->Texture.Unit));
1661   texUnit = &ctx->Texture.Unit[unit];
1662
1663   assert(texObj);
1664   assert(valid_texture_object(texObj));
1665
1666   targetIndex = texObj->TargetIndex;
1667   assert(targetIndex >= 0);
1668   assert(targetIndex < NUM_TEXTURE_TARGETS);
1669
1670   /* Check if this texture is only used by this context and is already bound.
1671    * If so, just return. For GL_OES_image_external, rebinding the texture
1672    * always must invalidate cached resources.
1673    */
1674   if (targetIndex != TEXTURE_EXTERNAL_INDEX) {
1675      bool early_out;
1676      simple_mtx_lock(&ctx->Shared->Mutex);
1677      early_out = ((ctx->Shared->RefCount == 1)
1678                   && (texObj == texUnit->CurrentTex[targetIndex]));
1679      simple_mtx_unlock(&ctx->Shared->Mutex);
1680      if (early_out) {
1681         return;
1682      }
1683   }
1684
1685   /* flush before changing binding */
1686   FLUSH_VERTICES(ctx, _NEW_TEXTURE_OBJECT);
1687
1688   /* If the refcount on the previously bound texture is decremented to
1689    * zero, it'll be deleted here.
1690    */
1691   _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], texObj);
1692
1693   ctx->Texture.NumCurrentTexUsed = MAX2(ctx->Texture.NumCurrentTexUsed,
1694                                         unit + 1);
1695
1696   if (texObj->Name != 0)
1697      texUnit->_BoundTextures |= (1 << targetIndex);
1698   else
1699      texUnit->_BoundTextures &= ~(1 << targetIndex);
1700
1701   /* Pass BindTexture call to device driver */
1702   if (ctx->Driver.BindTexture) {
1703      ctx->Driver.BindTexture(ctx, unit, texObj->Target, texObj);
1704   }
1705}
1706
1707/**
1708 * Light-weight bind texture for internal users
1709 *
1710 * This is really just \c finish_texture_init plus \c bind_texture_object.
1711 * This is intended to be used by internal Mesa functions that use
1712 * \c _mesa_CreateTexture and need to bind textures (e.g., meta).
1713 */
1714void
1715_mesa_bind_texture(struct gl_context *ctx, GLenum target,
1716                   struct gl_texture_object *tex_obj)
1717{
1718   const GLint targetIndex = _mesa_tex_target_to_index(ctx, target);
1719
1720   assert(targetIndex >= 0 && targetIndex < NUM_TEXTURE_TARGETS);
1721
1722   if (tex_obj->Target == 0)
1723      finish_texture_init(ctx, target, tex_obj, targetIndex);
1724
1725   assert(tex_obj->Target == target);
1726   assert(tex_obj->TargetIndex == targetIndex);
1727
1728   bind_texture_object(ctx, ctx->Texture.CurrentUnit, tex_obj);
1729}
1730
1731/**
1732 * Implement glBindTexture().  Do error checking, look-up or create a new
1733 * texture object, then bind it in the current texture unit.
1734 *
1735 * \param target texture target.
1736 * \param texName texture name.
1737 */
1738static ALWAYS_INLINE void
1739bind_texture(struct gl_context *ctx, GLenum target, GLuint texName,
1740             bool no_error)
1741{
1742   struct gl_texture_object *newTexObj = NULL;
1743   int targetIndex;
1744
1745   targetIndex = _mesa_tex_target_to_index(ctx, target);
1746   if (!no_error && targetIndex < 0) {
1747      _mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target = %s)",
1748                  _mesa_enum_to_string(target));
1749      return;
1750   }
1751   assert(targetIndex < NUM_TEXTURE_TARGETS);
1752
1753   /*
1754    * Get pointer to new texture object (newTexObj)
1755    */
1756   if (texName == 0) {
1757      /* Use a default texture object */
1758      newTexObj = ctx->Shared->DefaultTex[targetIndex];
1759   } else {
1760      /* non-default texture object */
1761      newTexObj = _mesa_lookup_texture(ctx, texName);
1762      if (newTexObj) {
1763         /* error checking */
1764         if (!no_error &&
1765             newTexObj->Target != 0 && newTexObj->Target != target) {
1766            /* The named texture object's target doesn't match the
1767             * given target
1768             */
1769            _mesa_error( ctx, GL_INVALID_OPERATION,
1770                         "glBindTexture(target mismatch)" );
1771            return;
1772         }
1773         if (newTexObj->Target == 0) {
1774            finish_texture_init(ctx, target, newTexObj, targetIndex);
1775         }
1776      }
1777      else {
1778         if (!no_error && ctx->API == API_OPENGL_CORE) {
1779            _mesa_error(ctx, GL_INVALID_OPERATION,
1780                        "glBindTexture(non-gen name)");
1781            return;
1782         }
1783
1784         /* if this is a new texture id, allocate a texture object now */
1785         newTexObj = ctx->Driver.NewTextureObject(ctx, texName, target);
1786         if (!newTexObj) {
1787            _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
1788            return;
1789         }
1790
1791         /* and insert it into hash table */
1792         _mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj);
1793      }
1794   }
1795
1796   assert(newTexObj->Target == target);
1797   assert(newTexObj->TargetIndex == targetIndex);
1798
1799   bind_texture_object(ctx, ctx->Texture.CurrentUnit, newTexObj);
1800}
1801
1802void GLAPIENTRY
1803_mesa_BindTexture_no_error(GLenum target, GLuint texName)
1804{
1805   GET_CURRENT_CONTEXT(ctx);
1806   bind_texture(ctx, target, texName, true);
1807}
1808
1809
1810void GLAPIENTRY
1811_mesa_BindTexture(GLenum target, GLuint texName)
1812{
1813   GET_CURRENT_CONTEXT(ctx);
1814
1815   if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1816      _mesa_debug(ctx, "glBindTexture %s %d\n",
1817                  _mesa_enum_to_string(target), (GLint) texName);
1818
1819   bind_texture(ctx, target, texName, false);
1820}
1821
1822
1823/**
1824 * OpenGL 4.5 / GL_ARB_direct_state_access glBindTextureUnit().
1825 *
1826 * \param unit texture unit.
1827 * \param texture texture name.
1828 *
1829 * \sa glBindTexture().
1830 *
1831 * If the named texture is 0, this will reset each target for the specified
1832 * texture unit to its default texture.
1833 * If the named texture is not 0 or a recognized texture name, this throws
1834 * GL_INVALID_OPERATION.
1835 */
1836static ALWAYS_INLINE void
1837bind_texture_unit(struct gl_context *ctx, GLuint unit, GLuint texture,
1838                  bool no_error)
1839{
1840   struct gl_texture_object *texObj;
1841
1842   /* Section 8.1 (Texture Objects) of the OpenGL 4.5 core profile spec
1843    * (20141030) says:
1844    *    "When texture is zero, each of the targets enumerated at the
1845    *    beginning of this section is reset to its default texture for the
1846    *    corresponding texture image unit."
1847    */
1848   if (texture == 0) {
1849      unbind_textures_from_unit(ctx, unit);
1850      return;
1851   }
1852
1853   /* Get the non-default texture object */
1854   texObj = _mesa_lookup_texture(ctx, texture);
1855   if (!no_error) {
1856      /* Error checking */
1857      if (!texObj) {
1858         _mesa_error(ctx, GL_INVALID_OPERATION,
1859                     "glBindTextureUnit(non-gen name)");
1860         return;
1861      }
1862
1863      if (texObj->Target == 0) {
1864         /* Texture object was gen'd but never bound so the target is not set */
1865         _mesa_error(ctx, GL_INVALID_OPERATION, "glBindTextureUnit(target)");
1866         return;
1867      }
1868   }
1869
1870   assert(valid_texture_object(texObj));
1871
1872   bind_texture_object(ctx, unit, texObj);
1873}
1874
1875
1876void GLAPIENTRY
1877_mesa_BindTextureUnit_no_error(GLuint unit, GLuint texture)
1878{
1879   GET_CURRENT_CONTEXT(ctx);
1880   bind_texture_unit(ctx, unit, texture, true);
1881}
1882
1883
1884void GLAPIENTRY
1885_mesa_BindTextureUnit(GLuint unit, GLuint texture)
1886{
1887   GET_CURRENT_CONTEXT(ctx);
1888
1889   if (unit >= _mesa_max_tex_unit(ctx)) {
1890      _mesa_error(ctx, GL_INVALID_VALUE, "glBindTextureUnit(unit=%u)", unit);
1891      return;
1892   }
1893
1894   if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1895      _mesa_debug(ctx, "glBindTextureUnit %s %d\n",
1896                  _mesa_enum_to_string(GL_TEXTURE0+unit), (GLint) texture);
1897
1898   bind_texture_unit(ctx, unit, texture, false);
1899}
1900
1901
1902/**
1903 * OpenGL 4.4 / GL_ARB_multi_bind glBindTextures().
1904 */
1905static ALWAYS_INLINE void
1906bind_textures(struct gl_context *ctx, GLuint first, GLsizei count,
1907              const GLuint *textures, bool no_error)
1908{
1909   GLsizei i;
1910
1911   if (textures) {
1912      /* Note that the error semantics for multi-bind commands differ from
1913       * those of other GL commands.
1914       *
1915       * The issues section in the ARB_multi_bind spec says:
1916       *
1917       *    "(11) Typically, OpenGL specifies that if an error is generated by
1918       *          a command, that command has no effect.  This is somewhat
1919       *          unfortunate for multi-bind commands, because it would require
1920       *          a first pass to scan the entire list of bound objects for
1921       *          errors and then a second pass to actually perform the
1922       *          bindings.  Should we have different error semantics?
1923       *
1924       *       RESOLVED:  Yes.  In this specification, when the parameters for
1925       *       one of the <count> binding points are invalid, that binding
1926       *       point is not updated and an error will be generated.  However,
1927       *       other binding points in the same command will be updated if
1928       *       their parameters are valid and no other error occurs."
1929       */
1930
1931      _mesa_HashLockMutex(ctx->Shared->TexObjects);
1932
1933      for (i = 0; i < count; i++) {
1934         if (textures[i] != 0) {
1935            struct gl_texture_unit *texUnit = &ctx->Texture.Unit[first + i];
1936            struct gl_texture_object *current = texUnit->_Current;
1937            struct gl_texture_object *texObj;
1938
1939            if (current && current->Name == textures[i])
1940               texObj = current;
1941            else
1942               texObj = _mesa_lookup_texture_locked(ctx, textures[i]);
1943
1944            if (texObj && texObj->Target != 0) {
1945               bind_texture_object(ctx, first + i, texObj);
1946            } else if (!no_error) {
1947               /* The ARB_multi_bind spec says:
1948                *
1949                *     "An INVALID_OPERATION error is generated if any value
1950                *      in <textures> is not zero or the name of an existing
1951                *      texture object (per binding)."
1952                */
1953               _mesa_error(ctx, GL_INVALID_OPERATION,
1954                           "glBindTextures(textures[%d]=%u is not zero "
1955                           "or the name of an existing texture object)",
1956                           i, textures[i]);
1957            }
1958         } else {
1959            unbind_textures_from_unit(ctx, first + i);
1960         }
1961      }
1962
1963      _mesa_HashUnlockMutex(ctx->Shared->TexObjects);
1964   } else {
1965      /* Unbind all textures in the range <first> through <first>+<count>-1 */
1966      for (i = 0; i < count; i++)
1967         unbind_textures_from_unit(ctx, first + i);
1968   }
1969}
1970
1971
1972void GLAPIENTRY
1973_mesa_BindTextures_no_error(GLuint first, GLsizei count, const GLuint *textures)
1974{
1975   GET_CURRENT_CONTEXT(ctx);
1976   bind_textures(ctx, first, count, textures, true);
1977}
1978
1979
1980void GLAPIENTRY
1981_mesa_BindTextures(GLuint first, GLsizei count, const GLuint *textures)
1982{
1983   GET_CURRENT_CONTEXT(ctx);
1984
1985   /* The ARB_multi_bind spec says:
1986    *
1987    *     "An INVALID_OPERATION error is generated if <first> + <count>
1988    *      is greater than the number of texture image units supported
1989    *      by the implementation."
1990    */
1991   if (first + count > ctx->Const.MaxCombinedTextureImageUnits) {
1992      _mesa_error(ctx, GL_INVALID_OPERATION,
1993                  "glBindTextures(first=%u + count=%d > the value of "
1994                  "GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS=%u)",
1995                  first, count, ctx->Const.MaxCombinedTextureImageUnits);
1996      return;
1997   }
1998
1999   bind_textures(ctx, first, count, textures, false);
2000}
2001
2002
2003/**
2004 * Set texture priorities.
2005 *
2006 * \param n number of textures.
2007 * \param texName texture names.
2008 * \param priorities corresponding texture priorities.
2009 *
2010 * \sa glPrioritizeTextures().
2011 *
2012 * Looks up each texture in the hash, clamps the corresponding priority between
2013 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
2014 */
2015void GLAPIENTRY
2016_mesa_PrioritizeTextures( GLsizei n, const GLuint *texName,
2017                          const GLclampf *priorities )
2018{
2019   GET_CURRENT_CONTEXT(ctx);
2020   GLint i;
2021
2022   if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
2023      _mesa_debug(ctx, "glPrioritizeTextures %d\n", n);
2024
2025   FLUSH_VERTICES(ctx, 0);
2026
2027   if (n < 0) {
2028      _mesa_error( ctx, GL_INVALID_VALUE, "glPrioritizeTextures" );
2029      return;
2030   }
2031
2032   if (!priorities)
2033      return;
2034
2035   for (i = 0; i < n; i++) {
2036      if (texName[i] > 0) {
2037         struct gl_texture_object *t = _mesa_lookup_texture(ctx, texName[i]);
2038         if (t) {
2039            t->Priority = CLAMP( priorities[i], 0.0F, 1.0F );
2040         }
2041      }
2042   }
2043
2044   ctx->NewState |= _NEW_TEXTURE_OBJECT;
2045}
2046
2047
2048
2049/**
2050 * See if textures are loaded in texture memory.
2051 *
2052 * \param n number of textures to query.
2053 * \param texName array with the texture names.
2054 * \param residences array which will hold the residence status.
2055 *
2056 * \return GL_TRUE if all textures are resident and
2057 *                 residences is left unchanged,
2058 *
2059 * Note: we assume all textures are always resident
2060 */
2061GLboolean GLAPIENTRY
2062_mesa_AreTexturesResident(GLsizei n, const GLuint *texName,
2063                          GLboolean *residences)
2064{
2065   GET_CURRENT_CONTEXT(ctx);
2066   GLboolean allResident = GL_TRUE;
2067   GLint i;
2068   ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
2069
2070   if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
2071      _mesa_debug(ctx, "glAreTexturesResident %d\n", n);
2072
2073   if (n < 0) {
2074      _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)");
2075      return GL_FALSE;
2076   }
2077
2078   if (!texName || !residences)
2079      return GL_FALSE;
2080
2081   /* We only do error checking on the texture names */
2082   for (i = 0; i < n; i++) {
2083      struct gl_texture_object *t;
2084      if (texName[i] == 0) {
2085         _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
2086         return GL_FALSE;
2087      }
2088      t = _mesa_lookup_texture(ctx, texName[i]);
2089      if (!t) {
2090         _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
2091         return GL_FALSE;
2092      }
2093   }
2094
2095   return allResident;
2096}
2097
2098
2099/**
2100 * See if a name corresponds to a texture.
2101 *
2102 * \param texture texture name.
2103 *
2104 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
2105 * otherwise.
2106 *
2107 * \sa glIsTexture().
2108 *
2109 * Calls _mesa_HashLookup().
2110 */
2111GLboolean GLAPIENTRY
2112_mesa_IsTexture( GLuint texture )
2113{
2114   struct gl_texture_object *t;
2115   GET_CURRENT_CONTEXT(ctx);
2116   ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
2117
2118   if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
2119      _mesa_debug(ctx, "glIsTexture %d\n", texture);
2120
2121   if (!texture)
2122      return GL_FALSE;
2123
2124   t = _mesa_lookup_texture(ctx, texture);
2125
2126   /* IsTexture is true only after object has been bound once. */
2127   return t && t->Target;
2128}
2129
2130
2131/**
2132 * Simplest implementation of texture locking: grab the shared tex
2133 * mutex.  Examine the shared context state timestamp and if there has
2134 * been a change, set the appropriate bits in ctx->NewState.
2135 *
2136 * This is used to deal with synchronizing things when a texture object
2137 * is used/modified by different contexts (or threads) which are sharing
2138 * the texture.
2139 *
2140 * See also _mesa_lock/unlock_texture() in teximage.h
2141 */
2142void
2143_mesa_lock_context_textures( struct gl_context *ctx )
2144{
2145   mtx_lock(&ctx->Shared->TexMutex);
2146
2147   if (ctx->Shared->TextureStateStamp != ctx->TextureStateTimestamp) {
2148      ctx->NewState |= _NEW_TEXTURE_OBJECT;
2149      ctx->TextureStateTimestamp = ctx->Shared->TextureStateStamp;
2150   }
2151}
2152
2153
2154void
2155_mesa_unlock_context_textures( struct gl_context *ctx )
2156{
2157   assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp);
2158   mtx_unlock(&ctx->Shared->TexMutex);
2159}
2160
2161
2162void GLAPIENTRY
2163_mesa_InvalidateTexSubImage_no_error(GLuint texture, GLint level, GLint xoffset,
2164                                     GLint yoffset, GLint zoffset,
2165                                     GLsizei width, GLsizei height,
2166                                     GLsizei depth)
2167{
2168   /* no-op */
2169}
2170
2171
2172void GLAPIENTRY
2173_mesa_InvalidateTexSubImage(GLuint texture, GLint level, GLint xoffset,
2174                            GLint yoffset, GLint zoffset, GLsizei width,
2175                            GLsizei height, GLsizei depth)
2176{
2177   struct gl_texture_object *t;
2178   struct gl_texture_image *image;
2179   GET_CURRENT_CONTEXT(ctx);
2180
2181   if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
2182      _mesa_debug(ctx, "glInvalidateTexSubImage %d\n", texture);
2183
2184   t = invalidate_tex_image_error_check(ctx, texture, level,
2185                                        "glInvalidateTexSubImage");
2186
2187   /* The GL_ARB_invalidate_subdata spec says:
2188    *
2189    *     "...the specified subregion must be between -<b> and <dim>+<b> where
2190    *     <dim> is the size of the dimension of the texture image, and <b> is
2191    *     the size of the border of that texture image, otherwise
2192    *     INVALID_VALUE is generated (border is not applied to dimensions that
2193    *     don't exist in a given texture target)."
2194    */
2195   image = t->Image[0][level];
2196   if (image) {
2197      int xBorder;
2198      int yBorder;
2199      int zBorder;
2200      int imageWidth;
2201      int imageHeight;
2202      int imageDepth;
2203
2204      /* The GL_ARB_invalidate_subdata spec says:
2205       *
2206       *     "For texture targets that don't have certain dimensions, this
2207       *     command treats those dimensions as having a size of 1. For
2208       *     example, to invalidate a portion of a two-dimensional texture,
2209       *     the application would use <zoffset> equal to zero and <depth>
2210       *     equal to one."
2211       */
2212      switch (t->Target) {
2213      case GL_TEXTURE_BUFFER:
2214         xBorder = 0;
2215         yBorder = 0;
2216         zBorder = 0;
2217         imageWidth = 1;
2218         imageHeight = 1;
2219         imageDepth = 1;
2220         break;
2221      case GL_TEXTURE_1D:
2222         xBorder = image->Border;
2223         yBorder = 0;
2224         zBorder = 0;
2225         imageWidth = image->Width;
2226         imageHeight = 1;
2227         imageDepth = 1;
2228         break;
2229      case GL_TEXTURE_1D_ARRAY:
2230         xBorder = image->Border;
2231         yBorder = 0;
2232         zBorder = 0;
2233         imageWidth = image->Width;
2234         imageHeight = image->Height;
2235         imageDepth = 1;
2236         break;
2237      case GL_TEXTURE_2D:
2238      case GL_TEXTURE_CUBE_MAP:
2239      case GL_TEXTURE_RECTANGLE:
2240      case GL_TEXTURE_2D_MULTISAMPLE:
2241         xBorder = image->Border;
2242         yBorder = image->Border;
2243         zBorder = 0;
2244         imageWidth = image->Width;
2245         imageHeight = image->Height;
2246         imageDepth = 1;
2247         break;
2248      case GL_TEXTURE_2D_ARRAY:
2249      case GL_TEXTURE_CUBE_MAP_ARRAY:
2250      case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
2251         xBorder = image->Border;
2252         yBorder = image->Border;
2253         zBorder = 0;
2254         imageWidth = image->Width;
2255         imageHeight = image->Height;
2256         imageDepth = image->Depth;
2257         break;
2258      case GL_TEXTURE_3D:
2259         xBorder = image->Border;
2260         yBorder = image->Border;
2261         zBorder = image->Border;
2262         imageWidth = image->Width;
2263         imageHeight = image->Height;
2264         imageDepth = image->Depth;
2265         break;
2266      default:
2267         assert(!"Should not get here.");
2268         xBorder = 0;
2269         yBorder = 0;
2270         zBorder = 0;
2271         imageWidth = 0;
2272         imageHeight = 0;
2273         imageDepth = 0;
2274         break;
2275      }
2276
2277      if (xoffset < -xBorder) {
2278         _mesa_error(ctx, GL_INVALID_VALUE, "glInvalidateSubTexImage(xoffset)");
2279         return;
2280      }
2281
2282      if (xoffset + width > imageWidth + xBorder) {
2283         _mesa_error(ctx, GL_INVALID_VALUE,
2284                     "glInvalidateSubTexImage(xoffset+width)");
2285         return;
2286      }
2287
2288      if (yoffset < -yBorder) {
2289         _mesa_error(ctx, GL_INVALID_VALUE, "glInvalidateSubTexImage(yoffset)");
2290         return;
2291      }
2292
2293      if (yoffset + height > imageHeight + yBorder) {
2294         _mesa_error(ctx, GL_INVALID_VALUE,
2295                     "glInvalidateSubTexImage(yoffset+height)");
2296         return;
2297      }
2298
2299      if (zoffset < -zBorder) {
2300         _mesa_error(ctx, GL_INVALID_VALUE,
2301                     "glInvalidateSubTexImage(zoffset)");
2302         return;
2303      }
2304
2305      if (zoffset + depth  > imageDepth + zBorder) {
2306         _mesa_error(ctx, GL_INVALID_VALUE,
2307                     "glInvalidateSubTexImage(zoffset+depth)");
2308         return;
2309      }
2310   }
2311
2312   /* We don't actually do anything for this yet.  Just return after
2313    * validating the parameters and generating the required errors.
2314    */
2315   return;
2316}
2317
2318
2319void GLAPIENTRY
2320_mesa_InvalidateTexImage_no_error(GLuint texture, GLint level)
2321{
2322   /* no-op */
2323}
2324
2325
2326void GLAPIENTRY
2327_mesa_InvalidateTexImage(GLuint texture, GLint level)
2328{
2329   GET_CURRENT_CONTEXT(ctx);
2330
2331   if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
2332      _mesa_debug(ctx, "glInvalidateTexImage(%d, %d)\n", texture, level);
2333
2334   invalidate_tex_image_error_check(ctx, texture, level,
2335                                    "glInvalidateTexImage");
2336
2337   /* We don't actually do anything for this yet.  Just return after
2338    * validating the parameters and generating the required errors.
2339    */
2340   return;
2341}
2342
2343/*@}*/
2344