texobj.c revision 01e04c3f
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   memset(obj, 0, sizeof(*obj));
276   /* init the non-zero fields */
277   simple_mtx_init(&obj->Mutex, mtx_plain);
278   obj->RefCount = 1;
279   obj->Name = name;
280   obj->Target = target;
281   if (target != 0) {
282      obj->TargetIndex = _mesa_tex_target_to_index(ctx, target);
283   }
284   else {
285      obj->TargetIndex = NUM_TEXTURE_TARGETS; /* invalid/error value */
286   }
287   obj->Priority = 1.0F;
288   obj->BaseLevel = 0;
289   obj->MaxLevel = 1000;
290
291   /* must be one; no support for (YUV) planes in separate buffers */
292   obj->RequiredTextureImageUnits = 1;
293
294   /* sampler state */
295   if (target == GL_TEXTURE_RECTANGLE_NV ||
296       target == GL_TEXTURE_EXTERNAL_OES) {
297      obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
298      obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
299      obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
300      obj->Sampler.MinFilter = GL_LINEAR;
301   }
302   else {
303      obj->Sampler.WrapS = GL_REPEAT;
304      obj->Sampler.WrapT = GL_REPEAT;
305      obj->Sampler.WrapR = GL_REPEAT;
306      obj->Sampler.MinFilter = GL_NEAREST_MIPMAP_LINEAR;
307   }
308   obj->Sampler.MagFilter = GL_LINEAR;
309   obj->Sampler.MinLod = -1000.0;
310   obj->Sampler.MaxLod = 1000.0;
311   obj->Sampler.LodBias = 0.0;
312   obj->Sampler.MaxAnisotropy = 1.0;
313   obj->Sampler.CompareMode = GL_NONE;         /* ARB_shadow */
314   obj->Sampler.CompareFunc = GL_LEQUAL;       /* ARB_shadow */
315   obj->DepthMode = ctx->API == API_OPENGL_CORE ? GL_RED : GL_LUMINANCE;
316   obj->StencilSampling = false;
317   obj->Sampler.CubeMapSeamless = GL_FALSE;
318   obj->Sampler.HandleAllocated = GL_FALSE;
319   obj->Swizzle[0] = GL_RED;
320   obj->Swizzle[1] = GL_GREEN;
321   obj->Swizzle[2] = GL_BLUE;
322   obj->Swizzle[3] = GL_ALPHA;
323   obj->_Swizzle = SWIZZLE_NOOP;
324   obj->Sampler.sRGBDecode = GL_DECODE_EXT;
325   obj->BufferObjectFormat = GL_R8;
326   obj->_BufferObjectFormat = MESA_FORMAT_R_UNORM8;
327   obj->ImageFormatCompatibilityType = GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE;
328
329   /* GL_ARB_bindless_texture */
330   _mesa_init_texture_handles(obj);
331}
332
333
334/**
335 * Some texture initialization can't be finished until we know which
336 * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
337 */
338static void
339finish_texture_init(struct gl_context *ctx, GLenum target,
340                    struct gl_texture_object *obj, int targetIndex)
341{
342   GLenum filter = GL_LINEAR;
343   assert(obj->Target == 0);
344
345   obj->Target = target;
346   obj->TargetIndex = targetIndex;
347   assert(obj->TargetIndex < NUM_TEXTURE_TARGETS);
348
349   switch (target) {
350      case GL_TEXTURE_2D_MULTISAMPLE:
351      case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
352         filter = GL_NEAREST;
353         /* fallthrough */
354
355      case GL_TEXTURE_RECTANGLE_NV:
356      case GL_TEXTURE_EXTERNAL_OES:
357         /* have to init wrap and filter state here - kind of klunky */
358         obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
359         obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
360         obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
361         obj->Sampler.MinFilter = filter;
362         obj->Sampler.MagFilter = filter;
363         if (ctx->Driver.TexParameter) {
364            /* XXX we probably don't need to make all these calls */
365            ctx->Driver.TexParameter(ctx, obj, GL_TEXTURE_WRAP_S);
366            ctx->Driver.TexParameter(ctx, obj, GL_TEXTURE_WRAP_T);
367            ctx->Driver.TexParameter(ctx, obj, GL_TEXTURE_WRAP_R);
368            ctx->Driver.TexParameter(ctx, obj, GL_TEXTURE_MIN_FILTER);
369            ctx->Driver.TexParameter(ctx, obj, GL_TEXTURE_MAG_FILTER);
370         }
371         break;
372
373      default:
374         /* nothing needs done */
375         break;
376   }
377}
378
379
380/**
381 * Deallocate a texture object struct.  It should have already been
382 * removed from the texture object pool.
383 * Called via ctx->Driver.DeleteTexture() if not overriden by a driver.
384 *
385 * \param shared the shared GL state to which the object belongs.
386 * \param texObj the texture object to delete.
387 */
388void
389_mesa_delete_texture_object(struct gl_context *ctx,
390                            struct gl_texture_object *texObj)
391{
392   GLuint i, face;
393
394   /* Set Target to an invalid value.  With some assertions elsewhere
395    * we can try to detect possible use of deleted textures.
396    */
397   texObj->Target = 0x99;
398
399   /* free the texture images */
400   for (face = 0; face < 6; face++) {
401      for (i = 0; i < MAX_TEXTURE_LEVELS; i++) {
402         if (texObj->Image[face][i]) {
403            ctx->Driver.DeleteTextureImage(ctx, texObj->Image[face][i]);
404         }
405      }
406   }
407
408   /* Delete all texture/image handles. */
409   _mesa_delete_texture_handles(ctx, texObj);
410
411   _mesa_reference_buffer_object(ctx, &texObj->BufferObject, NULL);
412
413   /* destroy the mutex -- it may have allocated memory (eg on bsd) */
414   simple_mtx_destroy(&texObj->Mutex);
415
416   free(texObj->Label);
417
418   /* free this object */
419   free(texObj);
420}
421
422
423/**
424 * Copy texture object state from one texture object to another.
425 * Use for glPush/PopAttrib.
426 *
427 * \param dest destination texture object.
428 * \param src source texture object.
429 */
430void
431_mesa_copy_texture_object( struct gl_texture_object *dest,
432                           const struct gl_texture_object *src )
433{
434   dest->Target = src->Target;
435   dest->TargetIndex = src->TargetIndex;
436   dest->Name = src->Name;
437   dest->Priority = src->Priority;
438   dest->Sampler.BorderColor.f[0] = src->Sampler.BorderColor.f[0];
439   dest->Sampler.BorderColor.f[1] = src->Sampler.BorderColor.f[1];
440   dest->Sampler.BorderColor.f[2] = src->Sampler.BorderColor.f[2];
441   dest->Sampler.BorderColor.f[3] = src->Sampler.BorderColor.f[3];
442   dest->Sampler.WrapS = src->Sampler.WrapS;
443   dest->Sampler.WrapT = src->Sampler.WrapT;
444   dest->Sampler.WrapR = src->Sampler.WrapR;
445   dest->Sampler.MinFilter = src->Sampler.MinFilter;
446   dest->Sampler.MagFilter = src->Sampler.MagFilter;
447   dest->Sampler.MinLod = src->Sampler.MinLod;
448   dest->Sampler.MaxLod = src->Sampler.MaxLod;
449   dest->Sampler.LodBias = src->Sampler.LodBias;
450   dest->BaseLevel = src->BaseLevel;
451   dest->MaxLevel = src->MaxLevel;
452   dest->Sampler.MaxAnisotropy = src->Sampler.MaxAnisotropy;
453   dest->Sampler.CompareMode = src->Sampler.CompareMode;
454   dest->Sampler.CompareFunc = src->Sampler.CompareFunc;
455   dest->Sampler.CubeMapSeamless = src->Sampler.CubeMapSeamless;
456   dest->DepthMode = src->DepthMode;
457   dest->StencilSampling = src->StencilSampling;
458   dest->Sampler.sRGBDecode = src->Sampler.sRGBDecode;
459   dest->_MaxLevel = src->_MaxLevel;
460   dest->_MaxLambda = src->_MaxLambda;
461   dest->GenerateMipmap = src->GenerateMipmap;
462   dest->_BaseComplete = src->_BaseComplete;
463   dest->_MipmapComplete = src->_MipmapComplete;
464   COPY_4V(dest->Swizzle, src->Swizzle);
465   dest->_Swizzle = src->_Swizzle;
466   dest->_IsHalfFloat = src->_IsHalfFloat;
467   dest->_IsFloat = src->_IsFloat;
468
469   dest->RequiredTextureImageUnits = src->RequiredTextureImageUnits;
470}
471
472
473/**
474 * Free all texture images of the given texture objectm, except for
475 * \p retainTexImage.
476 *
477 * \param ctx GL context.
478 * \param texObj texture object.
479 * \param retainTexImage a texture image that will \em not be freed.
480 *
481 * \sa _mesa_clear_texture_image().
482 */
483void
484_mesa_clear_texture_object(struct gl_context *ctx,
485                           struct gl_texture_object *texObj,
486                           struct gl_texture_image *retainTexImage)
487{
488   GLuint i, j;
489
490   if (texObj->Target == 0)
491      return;
492
493   for (i = 0; i < MAX_FACES; i++) {
494      for (j = 0; j < MAX_TEXTURE_LEVELS; j++) {
495         struct gl_texture_image *texImage = texObj->Image[i][j];
496         if (texImage && texImage != retainTexImage)
497            _mesa_clear_texture_image(ctx, texImage);
498      }
499   }
500}
501
502
503/**
504 * Check if the given texture object is valid by examining its Target field.
505 * For debugging only.
506 */
507static GLboolean
508valid_texture_object(const struct gl_texture_object *tex)
509{
510   switch (tex->Target) {
511   case 0:
512   case GL_TEXTURE_1D:
513   case GL_TEXTURE_2D:
514   case GL_TEXTURE_3D:
515   case GL_TEXTURE_CUBE_MAP:
516   case GL_TEXTURE_RECTANGLE_NV:
517   case GL_TEXTURE_1D_ARRAY_EXT:
518   case GL_TEXTURE_2D_ARRAY_EXT:
519   case GL_TEXTURE_BUFFER:
520   case GL_TEXTURE_EXTERNAL_OES:
521   case GL_TEXTURE_CUBE_MAP_ARRAY:
522   case GL_TEXTURE_2D_MULTISAMPLE:
523   case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
524      return GL_TRUE;
525   case 0x99:
526      _mesa_problem(NULL, "invalid reference to a deleted texture object");
527      return GL_FALSE;
528   default:
529      _mesa_problem(NULL, "invalid texture object Target 0x%x, Id = %u",
530                    tex->Target, tex->Name);
531      return GL_FALSE;
532   }
533}
534
535
536/**
537 * Reference (or unreference) a texture object.
538 * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
539 * If 'tex' is non-null, increment its refcount.
540 * This is normally only called from the _mesa_reference_texobj() macro
541 * when there's a real pointer change.
542 */
543void
544_mesa_reference_texobj_(struct gl_texture_object **ptr,
545                        struct gl_texture_object *tex)
546{
547   assert(ptr);
548
549   if (*ptr) {
550      /* Unreference the old texture */
551      GLboolean deleteFlag = GL_FALSE;
552      struct gl_texture_object *oldTex = *ptr;
553
554      assert(valid_texture_object(oldTex));
555      (void) valid_texture_object; /* silence warning in release builds */
556
557      simple_mtx_lock(&oldTex->Mutex);
558      assert(oldTex->RefCount > 0);
559      oldTex->RefCount--;
560
561      deleteFlag = (oldTex->RefCount == 0);
562      simple_mtx_unlock(&oldTex->Mutex);
563
564      if (deleteFlag) {
565         /* Passing in the context drastically changes the driver code for
566          * framebuffer deletion.
567          */
568         GET_CURRENT_CONTEXT(ctx);
569         if (ctx)
570            ctx->Driver.DeleteTexture(ctx, oldTex);
571         else
572            _mesa_problem(NULL, "Unable to delete texture, no context");
573      }
574
575      *ptr = NULL;
576   }
577   assert(!*ptr);
578
579   if (tex) {
580      /* reference new texture */
581      assert(valid_texture_object(tex));
582      simple_mtx_lock(&tex->Mutex);
583      assert(tex->RefCount > 0);
584
585      tex->RefCount++;
586      *ptr = tex;
587      simple_mtx_unlock(&tex->Mutex);
588   }
589}
590
591
592enum base_mipmap { BASE, MIPMAP };
593
594
595/**
596 * Mark a texture object as incomplete.  There are actually three kinds of
597 * (in)completeness:
598 * 1. "base incomplete": the base level of the texture is invalid so no
599 *    texturing is possible.
600 * 2. "mipmap incomplete": a non-base level of the texture is invalid so
601 *    mipmap filtering isn't possible, but non-mipmap filtering is.
602 * 3. "texture incompleteness": some combination of texture state and
603 *    sampler state renders the texture incomplete.
604 *
605 * \param t  texture object
606 * \param bm  either BASE or MIPMAP to indicate what's incomplete
607 * \param fmt...  string describing why it's incomplete (for debugging).
608 */
609static void
610incomplete(struct gl_texture_object *t, enum base_mipmap bm,
611           const char *fmt, ...)
612{
613   if (MESA_DEBUG_FLAGS & DEBUG_INCOMPLETE_TEXTURE) {
614      va_list args;
615      char s[100];
616
617      va_start(args, fmt);
618      vsnprintf(s, sizeof(s), fmt, args);
619      va_end(args);
620
621      _mesa_debug(NULL, "Texture Obj %d incomplete because: %s\n", t->Name, s);
622   }
623
624   if (bm == BASE)
625      t->_BaseComplete = GL_FALSE;
626   t->_MipmapComplete = GL_FALSE;
627}
628
629
630/**
631 * Examine a texture object to determine if it is complete.
632 *
633 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
634 * accordingly.
635 *
636 * \param ctx GL context.
637 * \param t texture object.
638 *
639 * According to the texture target, verifies that each of the mipmaps is
640 * present and has the expected size.
641 */
642void
643_mesa_test_texobj_completeness( const struct gl_context *ctx,
644                                struct gl_texture_object *t )
645{
646   const GLint baseLevel = t->BaseLevel;
647   const struct gl_texture_image *baseImage;
648   GLint maxLevels = 0;
649
650   /* We'll set these to FALSE if tests fail below */
651   t->_BaseComplete = GL_TRUE;
652   t->_MipmapComplete = GL_TRUE;
653
654   if (t->Target == GL_TEXTURE_BUFFER) {
655      /* Buffer textures are always considered complete.  The obvious case where
656       * they would be incomplete (no BO attached) is actually specced to be
657       * undefined rendering results.
658       */
659      return;
660   }
661
662   /* Detect cases where the application set the base level to an invalid
663    * value.
664    */
665   if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS)) {
666      incomplete(t, BASE, "base level = %d is invalid", baseLevel);
667      return;
668   }
669
670   if (t->MaxLevel < baseLevel) {
671      incomplete(t, MIPMAP, "MAX_LEVEL (%d) < BASE_LEVEL (%d)",
672		 t->MaxLevel, baseLevel);
673      return;
674   }
675
676   baseImage = t->Image[0][baseLevel];
677
678   /* Always need the base level image */
679   if (!baseImage) {
680      incomplete(t, BASE, "Image[baseLevel=%d] == NULL", baseLevel);
681      return;
682   }
683
684   /* Check width/height/depth for zero */
685   if (baseImage->Width == 0 ||
686       baseImage->Height == 0 ||
687       baseImage->Depth == 0) {
688      incomplete(t, BASE, "texture width or height or depth = 0");
689      return;
690   }
691
692   /* Check if the texture values are integer */
693   {
694      GLenum datatype = _mesa_get_format_datatype(baseImage->TexFormat);
695      t->_IsIntegerFormat = datatype == GL_INT || datatype == GL_UNSIGNED_INT;
696   }
697
698   /* Check if the texture type is Float or HalfFloatOES and ensure Min and Mag
699    * filters are supported in this case.
700    */
701   if (_mesa_is_gles(ctx) && !valid_filter_for_float(ctx, t)) {
702      incomplete(t, BASE, "Filter is not supported with Float types.");
703      return;
704   }
705
706   /* Compute _MaxLevel (the maximum mipmap level we'll sample from given the
707    * mipmap image sizes and GL_TEXTURE_MAX_LEVEL state).
708    */
709   switch (t->Target) {
710   case GL_TEXTURE_1D:
711   case GL_TEXTURE_1D_ARRAY_EXT:
712      maxLevels = ctx->Const.MaxTextureLevels;
713      break;
714   case GL_TEXTURE_2D:
715   case GL_TEXTURE_2D_ARRAY_EXT:
716      maxLevels = ctx->Const.MaxTextureLevels;
717      break;
718   case GL_TEXTURE_3D:
719      maxLevels = ctx->Const.Max3DTextureLevels;
720      break;
721   case GL_TEXTURE_CUBE_MAP:
722   case GL_TEXTURE_CUBE_MAP_ARRAY:
723      maxLevels = ctx->Const.MaxCubeTextureLevels;
724      break;
725   case GL_TEXTURE_RECTANGLE_NV:
726   case GL_TEXTURE_BUFFER:
727   case GL_TEXTURE_EXTERNAL_OES:
728   case GL_TEXTURE_2D_MULTISAMPLE:
729   case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
730      maxLevels = 1;  /* no mipmapping */
731      break;
732   default:
733      _mesa_problem(ctx, "Bad t->Target in _mesa_test_texobj_completeness");
734      return;
735   }
736
737   assert(maxLevels > 0);
738
739   t->_MaxLevel = MIN3(t->MaxLevel,
740                       /* 'p' in the GL spec */
741                       (int) (baseLevel + baseImage->MaxNumLevels - 1),
742                       /* 'q' in the GL spec */
743                       maxLevels - 1);
744
745   if (t->Immutable) {
746      /* Adjust max level for views: the data store may have more levels than
747       * the view exposes.
748       */
749      t->_MaxLevel = MIN2(t->_MaxLevel, t->NumLevels - 1);
750   }
751
752   /* Compute _MaxLambda = q - p in the spec used during mipmapping */
753   t->_MaxLambda = (GLfloat) (t->_MaxLevel - baseLevel);
754
755   if (t->Immutable) {
756      /* This texture object was created with glTexStorage1/2/3D() so we
757       * know that all the mipmap levels are the right size and all cube
758       * map faces are the same size.
759       * We don't need to do any of the additional checks below.
760       */
761      return;
762   }
763
764   if (t->Target == GL_TEXTURE_CUBE_MAP) {
765      /* Make sure that all six cube map level 0 images are the same size and
766       * format.
767       * Note:  we know that the image's width==height (we enforce that
768       * at glTexImage time) so we only need to test the width here.
769       */
770      GLuint face;
771      assert(baseImage->Width2 == baseImage->Height);
772      for (face = 1; face < 6; face++) {
773         assert(t->Image[face][baseLevel] == NULL ||
774                t->Image[face][baseLevel]->Width2 ==
775                t->Image[face][baseLevel]->Height2);
776         if (t->Image[face][baseLevel] == NULL ||
777             t->Image[face][baseLevel]->Width2 != baseImage->Width2) {
778            incomplete(t, BASE, "Cube face missing or mismatched size");
779            return;
780         }
781         if (t->Image[face][baseLevel]->InternalFormat !=
782             baseImage->InternalFormat) {
783            incomplete(t, BASE, "Cube face format mismatch");
784            return;
785         }
786         if (t->Image[face][baseLevel]->Border != baseImage->Border) {
787            incomplete(t, BASE, "Cube face border size mismatch");
788            return;
789         }
790      }
791   }
792
793   /*
794    * Do mipmap consistency checking.
795    * Note: we don't care about the current texture sampler state here.
796    * To determine texture completeness we'll either look at _BaseComplete
797    * or _MipmapComplete depending on the current minification filter mode.
798    */
799   {
800      GLint i;
801      const GLint minLevel = baseLevel;
802      const GLint maxLevel = t->_MaxLevel;
803      const GLuint numFaces = _mesa_num_tex_faces(t->Target);
804      GLuint width, height, depth, face;
805
806      if (minLevel > maxLevel) {
807         incomplete(t, MIPMAP, "minLevel > maxLevel");
808         return;
809      }
810
811      /* Get the base image's dimensions */
812      width = baseImage->Width2;
813      height = baseImage->Height2;
814      depth = baseImage->Depth2;
815
816      /* Note: this loop will be a no-op for RECT, BUFFER, EXTERNAL,
817       * MULTISAMPLE and MULTISAMPLE_ARRAY textures
818       */
819      for (i = baseLevel + 1; i < maxLevels; i++) {
820         /* Compute the expected size of image at level[i] */
821         if (width > 1) {
822            width /= 2;
823         }
824         if (height > 1 && t->Target != GL_TEXTURE_1D_ARRAY) {
825            height /= 2;
826         }
827         if (depth > 1 && t->Target != GL_TEXTURE_2D_ARRAY
828             && t->Target != GL_TEXTURE_CUBE_MAP_ARRAY) {
829            depth /= 2;
830         }
831
832         /* loop over cube faces (or single face otherwise) */
833         for (face = 0; face < numFaces; face++) {
834            if (i >= minLevel && i <= maxLevel) {
835               const struct gl_texture_image *img = t->Image[face][i];
836
837               if (!img) {
838                  incomplete(t, MIPMAP, "TexImage[%d] is missing", i);
839                  return;
840               }
841               if (img->InternalFormat != baseImage->InternalFormat) {
842                  incomplete(t, MIPMAP, "Format[i] != Format[baseLevel]");
843                  return;
844               }
845               if (img->Border != baseImage->Border) {
846                  incomplete(t, MIPMAP, "Border[i] != Border[baseLevel]");
847                  return;
848               }
849               if (img->Width2 != width) {
850                  incomplete(t, MIPMAP, "TexImage[%d] bad width %u", i,
851                             img->Width2);
852                  return;
853               }
854               if (img->Height2 != height) {
855                  incomplete(t, MIPMAP, "TexImage[%d] bad height %u", i,
856                             img->Height2);
857                  return;
858               }
859               if (img->Depth2 != depth) {
860                  incomplete(t, MIPMAP, "TexImage[%d] bad depth %u", i,
861                             img->Depth2);
862                  return;
863               }
864            }
865         }
866
867         if (width == 1 && height == 1 && depth == 1) {
868            return;  /* found smallest needed mipmap, all done! */
869         }
870      }
871   }
872}
873
874
875GLboolean
876_mesa_cube_level_complete(const struct gl_texture_object *texObj,
877                          const GLint level)
878{
879   const struct gl_texture_image *img0, *img;
880   GLuint face;
881
882   if (texObj->Target != GL_TEXTURE_CUBE_MAP)
883      return GL_FALSE;
884
885   if ((level < 0) || (level >= MAX_TEXTURE_LEVELS))
886      return GL_FALSE;
887
888   /* check first face */
889   img0 = texObj->Image[0][level];
890   if (!img0 ||
891       img0->Width < 1 ||
892       img0->Width != img0->Height)
893      return GL_FALSE;
894
895   /* check remaining faces vs. first face */
896   for (face = 1; face < 6; face++) {
897      img = texObj->Image[face][level];
898      if (!img ||
899          img->Width != img0->Width ||
900          img->Height != img0->Height ||
901          img->TexFormat != img0->TexFormat)
902         return GL_FALSE;
903   }
904
905   return GL_TRUE;
906}
907
908/**
909 * Check if the given cube map texture is "cube complete" as defined in
910 * the OpenGL specification.
911 */
912GLboolean
913_mesa_cube_complete(const struct gl_texture_object *texObj)
914{
915   return _mesa_cube_level_complete(texObj, texObj->BaseLevel);
916}
917
918/**
919 * Mark a texture object dirty.  It forces the object to be incomplete
920 * and forces the context to re-validate its state.
921 *
922 * \param ctx GL context.
923 * \param texObj texture object.
924 */
925void
926_mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj)
927{
928   texObj->_BaseComplete = GL_FALSE;
929   texObj->_MipmapComplete = GL_FALSE;
930   ctx->NewState |= _NEW_TEXTURE_OBJECT;
931}
932
933
934/**
935 * Return pointer to a default/fallback texture of the given type/target.
936 * The texture is an RGBA texture with all texels = (0,0,0,1).
937 * That's the value a GLSL sampler should get when sampling from an
938 * incomplete texture.
939 */
940struct gl_texture_object *
941_mesa_get_fallback_texture(struct gl_context *ctx, gl_texture_index tex)
942{
943   if (!ctx->Shared->FallbackTex[tex]) {
944      /* create fallback texture now */
945      const GLsizei width = 1, height = 1;
946      GLsizei depth = 1;
947      GLubyte texel[24];
948      struct gl_texture_object *texObj;
949      struct gl_texture_image *texImage;
950      mesa_format texFormat;
951      GLuint dims, face, numFaces = 1;
952      GLenum target;
953
954      for (face = 0; face < 6; face++) {
955         texel[4*face + 0] =
956         texel[4*face + 1] =
957         texel[4*face + 2] = 0x0;
958         texel[4*face + 3] = 0xff;
959      }
960
961      switch (tex) {
962      case TEXTURE_2D_ARRAY_INDEX:
963         dims = 3;
964         target = GL_TEXTURE_2D_ARRAY;
965         break;
966      case TEXTURE_1D_ARRAY_INDEX:
967         dims = 2;
968         target = GL_TEXTURE_1D_ARRAY;
969         break;
970      case TEXTURE_CUBE_INDEX:
971         dims = 2;
972         target = GL_TEXTURE_CUBE_MAP;
973         numFaces = 6;
974         break;
975      case TEXTURE_3D_INDEX:
976         dims = 3;
977         target = GL_TEXTURE_3D;
978         break;
979      case TEXTURE_RECT_INDEX:
980         dims = 2;
981         target = GL_TEXTURE_RECTANGLE;
982         break;
983      case TEXTURE_2D_INDEX:
984         dims = 2;
985         target = GL_TEXTURE_2D;
986         break;
987      case TEXTURE_1D_INDEX:
988         dims = 1;
989         target = GL_TEXTURE_1D;
990         break;
991      case TEXTURE_BUFFER_INDEX:
992         dims = 0;
993         target = GL_TEXTURE_BUFFER;
994         break;
995      case TEXTURE_CUBE_ARRAY_INDEX:
996         dims = 3;
997         target = GL_TEXTURE_CUBE_MAP_ARRAY;
998         depth = 6;
999         break;
1000      case TEXTURE_EXTERNAL_INDEX:
1001         dims = 2;
1002         target = GL_TEXTURE_EXTERNAL_OES;
1003         break;
1004      case TEXTURE_2D_MULTISAMPLE_INDEX:
1005         dims = 2;
1006         target = GL_TEXTURE_2D_MULTISAMPLE;
1007         break;
1008      case TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX:
1009         dims = 3;
1010         target = GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
1011         break;
1012      default:
1013         /* no-op */
1014         return NULL;
1015      }
1016
1017      /* create texture object */
1018      texObj = ctx->Driver.NewTextureObject(ctx, 0, target);
1019      if (!texObj)
1020         return NULL;
1021
1022      assert(texObj->RefCount == 1);
1023      texObj->Sampler.MinFilter = GL_NEAREST;
1024      texObj->Sampler.MagFilter = GL_NEAREST;
1025
1026      texFormat = ctx->Driver.ChooseTextureFormat(ctx, target,
1027                                                  GL_RGBA, GL_RGBA,
1028                                                  GL_UNSIGNED_BYTE);
1029
1030      /* need a loop here just for cube maps */
1031      for (face = 0; face < numFaces; face++) {
1032         const GLenum faceTarget = _mesa_cube_face_target(target, face);
1033
1034         /* initialize level[0] texture image */
1035         texImage = _mesa_get_tex_image(ctx, texObj, faceTarget, 0);
1036
1037         _mesa_init_teximage_fields(ctx, texImage,
1038                                    width,
1039                                    (dims > 1) ? height : 1,
1040                                    (dims > 2) ? depth : 1,
1041                                    0, /* border */
1042                                    GL_RGBA, texFormat);
1043
1044         ctx->Driver.TexImage(ctx, dims, texImage,
1045                              GL_RGBA, GL_UNSIGNED_BYTE, texel,
1046                              &ctx->DefaultPacking);
1047      }
1048
1049      _mesa_test_texobj_completeness(ctx, texObj);
1050      assert(texObj->_BaseComplete);
1051      assert(texObj->_MipmapComplete);
1052
1053      ctx->Shared->FallbackTex[tex] = texObj;
1054
1055      /* Complete the driver's operation in case another context will also
1056       * use the same fallback texture. */
1057      if (ctx->Driver.Finish)
1058         ctx->Driver.Finish(ctx);
1059   }
1060   return ctx->Shared->FallbackTex[tex];
1061}
1062
1063
1064/**
1065 * Compute the size of the given texture object, in bytes.
1066 */
1067static GLuint
1068texture_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 */
1091static void
1092count_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 */
1108GLuint
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 */
1129GLenum
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
1138static struct gl_texture_object *
1139invalidate_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 */
1199static void
1200create_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 (!textures)
1207      return;
1208
1209   /*
1210    * This must be atomic (generation and allocation of texture IDs)
1211    */
1212   _mesa_HashLockMutex(ctx->Shared->TexObjects);
1213
1214   first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n);
1215
1216   /* Allocate new, empty texture objects */
1217   for (i = 0; i < n; i++) {
1218      struct gl_texture_object *texObj;
1219      GLuint name = first + i;
1220      texObj = ctx->Driver.NewTextureObject(ctx, name, target);
1221      if (!texObj) {
1222         _mesa_HashUnlockMutex(ctx->Shared->TexObjects);
1223         _mesa_error(ctx, GL_OUT_OF_MEMORY, "%s", caller);
1224         return;
1225      }
1226
1227      /* insert into hash table */
1228      _mesa_HashInsertLocked(ctx->Shared->TexObjects, texObj->Name, texObj);
1229
1230      textures[i] = name;
1231   }
1232
1233   _mesa_HashUnlockMutex(ctx->Shared->TexObjects);
1234}
1235
1236
1237static void
1238create_textures_err(struct gl_context *ctx, GLenum target,
1239                    GLsizei n, GLuint *textures, const char *caller)
1240{
1241   if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1242      _mesa_debug(ctx, "%s %d\n", caller, n);
1243
1244   if (n < 0) {
1245      _mesa_error(ctx, GL_INVALID_VALUE, "%s(n < 0)", caller);
1246      return;
1247   }
1248
1249   create_textures(ctx, target, n, textures, caller);
1250}
1251
1252/*@}*/
1253
1254
1255/***********************************************************************/
1256/** \name API functions */
1257/*@{*/
1258
1259
1260/**
1261 * Generate texture names.
1262 *
1263 * \param n number of texture names to be generated.
1264 * \param textures an array in which will hold the generated texture names.
1265 *
1266 * \sa glGenTextures(), glCreateTextures().
1267 *
1268 * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
1269 * IDs which are stored in \p textures.  Corresponding empty texture
1270 * objects are also generated.
1271 */
1272void GLAPIENTRY
1273_mesa_GenTextures_no_error(GLsizei n, GLuint *textures)
1274{
1275   GET_CURRENT_CONTEXT(ctx);
1276   create_textures(ctx, 0, n, textures, "glGenTextures");
1277}
1278
1279
1280void GLAPIENTRY
1281_mesa_GenTextures(GLsizei n, GLuint *textures)
1282{
1283   GET_CURRENT_CONTEXT(ctx);
1284   create_textures_err(ctx, 0, n, textures, "glGenTextures");
1285}
1286
1287/**
1288 * Create texture objects.
1289 *
1290 * \param target the texture target for each name to be generated.
1291 * \param n number of texture names to be generated.
1292 * \param textures an array in which will hold the generated texture names.
1293 *
1294 * \sa glCreateTextures(), glGenTextures().
1295 *
1296 * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
1297 * IDs which are stored in \p textures.  Corresponding empty texture
1298 * objects are also generated.
1299 */
1300void GLAPIENTRY
1301_mesa_CreateTextures_no_error(GLenum target, GLsizei n, GLuint *textures)
1302{
1303   GET_CURRENT_CONTEXT(ctx);
1304   create_textures(ctx, target, n, textures, "glCreateTextures");
1305}
1306
1307
1308void GLAPIENTRY
1309_mesa_CreateTextures(GLenum target, GLsizei n, GLuint *textures)
1310{
1311   GLint targetIndex;
1312   GET_CURRENT_CONTEXT(ctx);
1313
1314   /*
1315    * The 4.5 core profile spec (30.10.2014) doesn't specify what
1316    * glCreateTextures should do with invalid targets, which was probably an
1317    * oversight.  This conforms to the spec for glBindTexture.
1318    */
1319   targetIndex = _mesa_tex_target_to_index(ctx, target);
1320   if (targetIndex < 0) {
1321      _mesa_error(ctx, GL_INVALID_ENUM, "glCreateTextures(target)");
1322      return;
1323   }
1324
1325   create_textures_err(ctx, target, n, textures, "glCreateTextures");
1326}
1327
1328/**
1329 * Check if the given texture object is bound to the current draw or
1330 * read framebuffer.  If so, Unbind it.
1331 */
1332static void
1333unbind_texobj_from_fbo(struct gl_context *ctx,
1334                       struct gl_texture_object *texObj)
1335{
1336   bool progress = false;
1337
1338   /* Section 4.4.2 (Attaching Images to Framebuffer Objects), subsection
1339    * "Attaching Texture Images to a Framebuffer," of the OpenGL 3.1 spec
1340    * says:
1341    *
1342    *     "If a texture object is deleted while its image is attached to one
1343    *     or more attachment points in the currently bound framebuffer, then
1344    *     it is as if FramebufferTexture* had been called, with a texture of
1345    *     zero, for each attachment point to which this image was attached in
1346    *     the currently bound framebuffer. In other words, this texture image
1347    *     is first detached from all attachment points in the currently bound
1348    *     framebuffer. Note that the texture image is specifically not
1349    *     detached from any other framebuffer objects. Detaching the texture
1350    *     image from any other framebuffer objects is the responsibility of
1351    *     the application."
1352    */
1353   if (_mesa_is_user_fbo(ctx->DrawBuffer)) {
1354      progress = _mesa_detach_renderbuffer(ctx, ctx->DrawBuffer, texObj);
1355   }
1356   if (_mesa_is_user_fbo(ctx->ReadBuffer)
1357       && ctx->ReadBuffer != ctx->DrawBuffer) {
1358      progress = _mesa_detach_renderbuffer(ctx, ctx->ReadBuffer, texObj)
1359         || progress;
1360   }
1361
1362   if (progress)
1363      /* Vertices are already flushed by _mesa_DeleteTextures */
1364      ctx->NewState |= _NEW_BUFFERS;
1365}
1366
1367
1368/**
1369 * Check if the given texture object is bound to any texture image units and
1370 * unbind it if so (revert to default textures).
1371 */
1372static void
1373unbind_texobj_from_texunits(struct gl_context *ctx,
1374                            struct gl_texture_object *texObj)
1375{
1376   const gl_texture_index index = texObj->TargetIndex;
1377   GLuint u;
1378
1379   if (texObj->Target == 0) {
1380      /* texture was never bound */
1381      return;
1382   }
1383
1384   assert(index < NUM_TEXTURE_TARGETS);
1385
1386   for (u = 0; u < ctx->Texture.NumCurrentTexUsed; u++) {
1387      struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
1388
1389      if (texObj == unit->CurrentTex[index]) {
1390         /* Bind the default texture for this unit/target */
1391         _mesa_reference_texobj(&unit->CurrentTex[index],
1392                                ctx->Shared->DefaultTex[index]);
1393         unit->_BoundTextures &= ~(1 << index);
1394      }
1395   }
1396}
1397
1398
1399/**
1400 * Check if the given texture object is bound to any shader image unit
1401 * and unbind it if that's the case.
1402 */
1403static void
1404unbind_texobj_from_image_units(struct gl_context *ctx,
1405                               struct gl_texture_object *texObj)
1406{
1407   GLuint i;
1408
1409   for (i = 0; i < ctx->Const.MaxImageUnits; i++) {
1410      struct gl_image_unit *unit = &ctx->ImageUnits[i];
1411
1412      if (texObj == unit->TexObj) {
1413         _mesa_reference_texobj(&unit->TexObj, NULL);
1414         *unit = _mesa_default_image_unit(ctx);
1415      }
1416   }
1417}
1418
1419
1420/**
1421 * Unbinds all textures bound to the given texture image unit.
1422 */
1423static void
1424unbind_textures_from_unit(struct gl_context *ctx, GLuint unit)
1425{
1426   struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
1427
1428   while (texUnit->_BoundTextures) {
1429      const GLuint index = ffs(texUnit->_BoundTextures) - 1;
1430      struct gl_texture_object *texObj = ctx->Shared->DefaultTex[index];
1431
1432      _mesa_reference_texobj(&texUnit->CurrentTex[index], texObj);
1433
1434      /* Pass BindTexture call to device driver */
1435      if (ctx->Driver.BindTexture)
1436         ctx->Driver.BindTexture(ctx, unit, 0, texObj);
1437
1438      texUnit->_BoundTextures &= ~(1 << index);
1439      ctx->NewState |= _NEW_TEXTURE_OBJECT;
1440   }
1441}
1442
1443
1444/**
1445 * Delete named textures.
1446 *
1447 * \param n number of textures to be deleted.
1448 * \param textures array of texture IDs to be deleted.
1449 *
1450 * \sa glDeleteTextures().
1451 *
1452 * If we're about to delete a texture that's currently bound to any
1453 * texture unit, unbind the texture first.  Decrement the reference
1454 * count on the texture object and delete it if it's zero.
1455 * Recall that texture objects can be shared among several rendering
1456 * contexts.
1457 */
1458static void
1459delete_textures(struct gl_context *ctx, GLsizei n, const GLuint *textures)
1460{
1461   FLUSH_VERTICES(ctx, 0); /* too complex */
1462
1463   if (!textures)
1464      return;
1465
1466   for (GLsizei i = 0; i < n; i++) {
1467      if (textures[i] > 0) {
1468         struct gl_texture_object *delObj
1469            = _mesa_lookup_texture(ctx, textures[i]);
1470
1471         if (delObj) {
1472            _mesa_lock_texture(ctx, delObj);
1473
1474            /* Check if texture is bound to any framebuffer objects.
1475             * If so, unbind.
1476             * See section 4.4.2.3 of GL_EXT_framebuffer_object.
1477             */
1478            unbind_texobj_from_fbo(ctx, delObj);
1479
1480            /* Check if this texture is currently bound to any texture units.
1481             * If so, unbind it.
1482             */
1483            unbind_texobj_from_texunits(ctx, delObj);
1484
1485            /* Check if this texture is currently bound to any shader
1486             * image unit.  If so, unbind it.
1487             * See section 3.9.X of GL_ARB_shader_image_load_store.
1488             */
1489            unbind_texobj_from_image_units(ctx, delObj);
1490
1491            /* Make all handles that reference this texture object non-resident
1492             * in the current context.
1493             */
1494            _mesa_make_texture_handles_non_resident(ctx, delObj);
1495
1496            _mesa_unlock_texture(ctx, delObj);
1497
1498            ctx->NewState |= _NEW_TEXTURE_OBJECT;
1499
1500            /* The texture _name_ is now free for re-use.
1501             * Remove it from the hash table now.
1502             */
1503            _mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name);
1504
1505            /* Unreference the texobj.  If refcount hits zero, the texture
1506             * will be deleted.
1507             */
1508            _mesa_reference_texobj(&delObj, NULL);
1509         }
1510      }
1511   }
1512}
1513
1514/**
1515 * This deletes a texObj without altering the hash table.
1516 */
1517void
1518_mesa_delete_nameless_texture(struct gl_context *ctx,
1519                              struct gl_texture_object *texObj)
1520{
1521   if (!texObj)
1522      return;
1523
1524   FLUSH_VERTICES(ctx, 0);
1525
1526   _mesa_lock_texture(ctx, texObj);
1527   {
1528      /* Check if texture is bound to any framebuffer objects.
1529       * If so, unbind.
1530       * See section 4.4.2.3 of GL_EXT_framebuffer_object.
1531       */
1532      unbind_texobj_from_fbo(ctx, texObj);
1533
1534      /* Check if this texture is currently bound to any texture units.
1535       * If so, unbind it.
1536       */
1537      unbind_texobj_from_texunits(ctx, texObj);
1538
1539      /* Check if this texture is currently bound to any shader
1540       * image unit.  If so, unbind it.
1541       * See section 3.9.X of GL_ARB_shader_image_load_store.
1542       */
1543      unbind_texobj_from_image_units(ctx, texObj);
1544   }
1545   _mesa_unlock_texture(ctx, texObj);
1546
1547   ctx->NewState |= _NEW_TEXTURE_OBJECT;
1548
1549   /* Unreference the texobj.  If refcount hits zero, the texture
1550    * will be deleted.
1551    */
1552   _mesa_reference_texobj(&texObj, NULL);
1553}
1554
1555
1556void GLAPIENTRY
1557_mesa_DeleteTextures_no_error(GLsizei n, const GLuint *textures)
1558{
1559   GET_CURRENT_CONTEXT(ctx);
1560   delete_textures(ctx, n, textures);
1561}
1562
1563
1564void GLAPIENTRY
1565_mesa_DeleteTextures(GLsizei n, const GLuint *textures)
1566{
1567   GET_CURRENT_CONTEXT(ctx);
1568
1569   if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1570      _mesa_debug(ctx, "glDeleteTextures %d\n", n);
1571
1572   if (n < 0) {
1573      _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteTextures(n < 0)");
1574      return;
1575   }
1576
1577   delete_textures(ctx, n, textures);
1578}
1579
1580
1581/**
1582 * Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
1583 * into the corresponding Mesa texture target index.
1584 * Note that proxy targets are not valid here.
1585 * \return TEXTURE_x_INDEX or -1 if target is invalid
1586 */
1587int
1588_mesa_tex_target_to_index(const struct gl_context *ctx, GLenum target)
1589{
1590   switch (target) {
1591   case GL_TEXTURE_1D:
1592      return _mesa_is_desktop_gl(ctx) ? TEXTURE_1D_INDEX : -1;
1593   case GL_TEXTURE_2D:
1594      return TEXTURE_2D_INDEX;
1595   case GL_TEXTURE_3D:
1596      return ctx->API != API_OPENGLES ? TEXTURE_3D_INDEX : -1;
1597   case GL_TEXTURE_CUBE_MAP:
1598      return ctx->Extensions.ARB_texture_cube_map
1599         ? TEXTURE_CUBE_INDEX : -1;
1600   case GL_TEXTURE_RECTANGLE:
1601      return _mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle
1602         ? TEXTURE_RECT_INDEX : -1;
1603   case GL_TEXTURE_1D_ARRAY:
1604      return _mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_texture_array
1605         ? TEXTURE_1D_ARRAY_INDEX : -1;
1606   case GL_TEXTURE_2D_ARRAY:
1607      return (_mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_texture_array)
1608         || _mesa_is_gles3(ctx)
1609         ? TEXTURE_2D_ARRAY_INDEX : -1;
1610   case GL_TEXTURE_BUFFER:
1611      return (_mesa_has_ARB_texture_buffer_object(ctx) ||
1612              _mesa_has_OES_texture_buffer(ctx)) ?
1613             TEXTURE_BUFFER_INDEX : -1;
1614   case GL_TEXTURE_EXTERNAL_OES:
1615      return _mesa_is_gles(ctx) && ctx->Extensions.OES_EGL_image_external
1616         ? TEXTURE_EXTERNAL_INDEX : -1;
1617   case GL_TEXTURE_CUBE_MAP_ARRAY:
1618      return _mesa_has_texture_cube_map_array(ctx)
1619         ? TEXTURE_CUBE_ARRAY_INDEX : -1;
1620   case GL_TEXTURE_2D_MULTISAMPLE:
1621      return ((_mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_multisample) ||
1622              _mesa_is_gles31(ctx)) ? TEXTURE_2D_MULTISAMPLE_INDEX: -1;
1623   case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
1624      return ((_mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_multisample) ||
1625              _mesa_is_gles31(ctx))
1626         ? TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX: -1;
1627   default:
1628      return -1;
1629   }
1630}
1631
1632
1633/**
1634 * Do actual texture binding.  All error checking should have been done prior
1635 * to calling this function.  Note that the texture target (1D, 2D, etc) is
1636 * always specified by the texObj->TargetIndex.
1637 *
1638 * \param unit  index of texture unit to update
1639 * \param texObj  the new texture object (cannot be NULL)
1640 */
1641static void
1642bind_texture_object(struct gl_context *ctx, unsigned unit,
1643                    struct gl_texture_object *texObj)
1644{
1645   struct gl_texture_unit *texUnit;
1646   int targetIndex;
1647
1648   assert(unit < ARRAY_SIZE(ctx->Texture.Unit));
1649   texUnit = &ctx->Texture.Unit[unit];
1650
1651   assert(texObj);
1652   assert(valid_texture_object(texObj));
1653
1654   targetIndex = texObj->TargetIndex;
1655   assert(targetIndex >= 0);
1656   assert(targetIndex < NUM_TEXTURE_TARGETS);
1657
1658   /* Check if this texture is only used by this context and is already bound.
1659    * If so, just return. For GL_OES_image_external, rebinding the texture
1660    * always must invalidate cached resources.
1661    */
1662   if (targetIndex != TEXTURE_EXTERNAL_INDEX) {
1663      bool early_out;
1664      simple_mtx_lock(&ctx->Shared->Mutex);
1665      early_out = ((ctx->Shared->RefCount == 1)
1666                   && (texObj == texUnit->CurrentTex[targetIndex]));
1667      simple_mtx_unlock(&ctx->Shared->Mutex);
1668      if (early_out) {
1669         return;
1670      }
1671   }
1672
1673   /* flush before changing binding */
1674   FLUSH_VERTICES(ctx, _NEW_TEXTURE_OBJECT);
1675
1676   /* If the refcount on the previously bound texture is decremented to
1677    * zero, it'll be deleted here.
1678    */
1679   _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], texObj);
1680
1681   ctx->Texture.NumCurrentTexUsed = MAX2(ctx->Texture.NumCurrentTexUsed,
1682                                         unit + 1);
1683
1684   if (texObj->Name != 0)
1685      texUnit->_BoundTextures |= (1 << targetIndex);
1686   else
1687      texUnit->_BoundTextures &= ~(1 << targetIndex);
1688
1689   /* Pass BindTexture call to device driver */
1690   if (ctx->Driver.BindTexture) {
1691      ctx->Driver.BindTexture(ctx, unit, texObj->Target, texObj);
1692   }
1693}
1694
1695/**
1696 * Light-weight bind texture for internal users
1697 *
1698 * This is really just \c finish_texture_init plus \c bind_texture_object.
1699 * This is intended to be used by internal Mesa functions that use
1700 * \c _mesa_CreateTexture and need to bind textures (e.g., meta).
1701 */
1702void
1703_mesa_bind_texture(struct gl_context *ctx, GLenum target,
1704                   struct gl_texture_object *tex_obj)
1705{
1706   const GLint targetIndex = _mesa_tex_target_to_index(ctx, target);
1707
1708   assert(targetIndex >= 0 && targetIndex < NUM_TEXTURE_TARGETS);
1709
1710   if (tex_obj->Target == 0)
1711      finish_texture_init(ctx, target, tex_obj, targetIndex);
1712
1713   assert(tex_obj->Target == target);
1714   assert(tex_obj->TargetIndex == targetIndex);
1715
1716   bind_texture_object(ctx, ctx->Texture.CurrentUnit, tex_obj);
1717}
1718
1719/**
1720 * Implement glBindTexture().  Do error checking, look-up or create a new
1721 * texture object, then bind it in the current texture unit.
1722 *
1723 * \param target texture target.
1724 * \param texName texture name.
1725 */
1726static ALWAYS_INLINE void
1727bind_texture(struct gl_context *ctx, GLenum target, GLuint texName,
1728             bool no_error)
1729{
1730   struct gl_texture_object *newTexObj = NULL;
1731   int targetIndex;
1732
1733   targetIndex = _mesa_tex_target_to_index(ctx, target);
1734   if (!no_error && targetIndex < 0) {
1735      _mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target = %s)",
1736                  _mesa_enum_to_string(target));
1737      return;
1738   }
1739   assert(targetIndex < NUM_TEXTURE_TARGETS);
1740
1741   /*
1742    * Get pointer to new texture object (newTexObj)
1743    */
1744   if (texName == 0) {
1745      /* Use a default texture object */
1746      newTexObj = ctx->Shared->DefaultTex[targetIndex];
1747   } else {
1748      /* non-default texture object */
1749      newTexObj = _mesa_lookup_texture(ctx, texName);
1750      if (newTexObj) {
1751         /* error checking */
1752         if (!no_error &&
1753             newTexObj->Target != 0 && newTexObj->Target != target) {
1754            /* The named texture object's target doesn't match the
1755             * given target
1756             */
1757            _mesa_error( ctx, GL_INVALID_OPERATION,
1758                         "glBindTexture(target mismatch)" );
1759            return;
1760         }
1761         if (newTexObj->Target == 0) {
1762            finish_texture_init(ctx, target, newTexObj, targetIndex);
1763         }
1764      }
1765      else {
1766         if (!no_error && ctx->API == API_OPENGL_CORE) {
1767            _mesa_error(ctx, GL_INVALID_OPERATION,
1768                        "glBindTexture(non-gen name)");
1769            return;
1770         }
1771
1772         /* if this is a new texture id, allocate a texture object now */
1773         newTexObj = ctx->Driver.NewTextureObject(ctx, texName, target);
1774         if (!newTexObj) {
1775            _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
1776            return;
1777         }
1778
1779         /* and insert it into hash table */
1780         _mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj);
1781      }
1782   }
1783
1784   assert(newTexObj->Target == target);
1785   assert(newTexObj->TargetIndex == targetIndex);
1786
1787   bind_texture_object(ctx, ctx->Texture.CurrentUnit, newTexObj);
1788}
1789
1790void GLAPIENTRY
1791_mesa_BindTexture_no_error(GLenum target, GLuint texName)
1792{
1793   GET_CURRENT_CONTEXT(ctx);
1794   bind_texture(ctx, target, texName, true);
1795}
1796
1797
1798void GLAPIENTRY
1799_mesa_BindTexture(GLenum target, GLuint texName)
1800{
1801   GET_CURRENT_CONTEXT(ctx);
1802
1803   if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1804      _mesa_debug(ctx, "glBindTexture %s %d\n",
1805                  _mesa_enum_to_string(target), (GLint) texName);
1806
1807   bind_texture(ctx, target, texName, false);
1808}
1809
1810
1811/**
1812 * OpenGL 4.5 / GL_ARB_direct_state_access glBindTextureUnit().
1813 *
1814 * \param unit texture unit.
1815 * \param texture texture name.
1816 *
1817 * \sa glBindTexture().
1818 *
1819 * If the named texture is 0, this will reset each target for the specified
1820 * texture unit to its default texture.
1821 * If the named texture is not 0 or a recognized texture name, this throws
1822 * GL_INVALID_OPERATION.
1823 */
1824static ALWAYS_INLINE void
1825bind_texture_unit(struct gl_context *ctx, GLuint unit, GLuint texture,
1826                  bool no_error)
1827{
1828   struct gl_texture_object *texObj;
1829
1830   /* Section 8.1 (Texture Objects) of the OpenGL 4.5 core profile spec
1831    * (20141030) says:
1832    *    "When texture is zero, each of the targets enumerated at the
1833    *    beginning of this section is reset to its default texture for the
1834    *    corresponding texture image unit."
1835    */
1836   if (texture == 0) {
1837      unbind_textures_from_unit(ctx, unit);
1838      return;
1839   }
1840
1841   /* Get the non-default texture object */
1842   texObj = _mesa_lookup_texture(ctx, texture);
1843   if (!no_error) {
1844      /* Error checking */
1845      if (!texObj) {
1846         _mesa_error(ctx, GL_INVALID_OPERATION,
1847                     "glBindTextureUnit(non-gen name)");
1848         return;
1849      }
1850
1851      if (texObj->Target == 0) {
1852         /* Texture object was gen'd but never bound so the target is not set */
1853         _mesa_error(ctx, GL_INVALID_OPERATION, "glBindTextureUnit(target)");
1854         return;
1855      }
1856   }
1857
1858   assert(valid_texture_object(texObj));
1859
1860   bind_texture_object(ctx, unit, texObj);
1861}
1862
1863
1864void GLAPIENTRY
1865_mesa_BindTextureUnit_no_error(GLuint unit, GLuint texture)
1866{
1867   GET_CURRENT_CONTEXT(ctx);
1868   bind_texture_unit(ctx, unit, texture, true);
1869}
1870
1871
1872void GLAPIENTRY
1873_mesa_BindTextureUnit(GLuint unit, GLuint texture)
1874{
1875   GET_CURRENT_CONTEXT(ctx);
1876
1877   if (unit >= _mesa_max_tex_unit(ctx)) {
1878      _mesa_error(ctx, GL_INVALID_VALUE, "glBindTextureUnit(unit=%u)", unit);
1879      return;
1880   }
1881
1882   if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1883      _mesa_debug(ctx, "glBindTextureUnit %s %d\n",
1884                  _mesa_enum_to_string(GL_TEXTURE0+unit), (GLint) texture);
1885
1886   bind_texture_unit(ctx, unit, texture, false);
1887}
1888
1889
1890/**
1891 * OpenGL 4.4 / GL_ARB_multi_bind glBindTextures().
1892 */
1893static ALWAYS_INLINE void
1894bind_textures(struct gl_context *ctx, GLuint first, GLsizei count,
1895              const GLuint *textures, bool no_error)
1896{
1897   GLsizei i;
1898
1899   if (textures) {
1900      /* Note that the error semantics for multi-bind commands differ from
1901       * those of other GL commands.
1902       *
1903       * The issues section in the ARB_multi_bind spec says:
1904       *
1905       *    "(11) Typically, OpenGL specifies that if an error is generated by
1906       *          a command, that command has no effect.  This is somewhat
1907       *          unfortunate for multi-bind commands, because it would require
1908       *          a first pass to scan the entire list of bound objects for
1909       *          errors and then a second pass to actually perform the
1910       *          bindings.  Should we have different error semantics?
1911       *
1912       *       RESOLVED:  Yes.  In this specification, when the parameters for
1913       *       one of the <count> binding points are invalid, that binding
1914       *       point is not updated and an error will be generated.  However,
1915       *       other binding points in the same command will be updated if
1916       *       their parameters are valid and no other error occurs."
1917       */
1918
1919      _mesa_HashLockMutex(ctx->Shared->TexObjects);
1920
1921      for (i = 0; i < count; i++) {
1922         if (textures[i] != 0) {
1923            struct gl_texture_unit *texUnit = &ctx->Texture.Unit[first + i];
1924            struct gl_texture_object *current = texUnit->_Current;
1925            struct gl_texture_object *texObj;
1926
1927            if (current && current->Name == textures[i])
1928               texObj = current;
1929            else
1930               texObj = _mesa_lookup_texture_locked(ctx, textures[i]);
1931
1932            if (texObj && texObj->Target != 0) {
1933               bind_texture_object(ctx, first + i, texObj);
1934            } else if (!no_error) {
1935               /* The ARB_multi_bind spec says:
1936                *
1937                *     "An INVALID_OPERATION error is generated if any value
1938                *      in <textures> is not zero or the name of an existing
1939                *      texture object (per binding)."
1940                */
1941               _mesa_error(ctx, GL_INVALID_OPERATION,
1942                           "glBindTextures(textures[%d]=%u is not zero "
1943                           "or the name of an existing texture object)",
1944                           i, textures[i]);
1945            }
1946         } else {
1947            unbind_textures_from_unit(ctx, first + i);
1948         }
1949      }
1950
1951      _mesa_HashUnlockMutex(ctx->Shared->TexObjects);
1952   } else {
1953      /* Unbind all textures in the range <first> through <first>+<count>-1 */
1954      for (i = 0; i < count; i++)
1955         unbind_textures_from_unit(ctx, first + i);
1956   }
1957}
1958
1959
1960void GLAPIENTRY
1961_mesa_BindTextures_no_error(GLuint first, GLsizei count, const GLuint *textures)
1962{
1963   GET_CURRENT_CONTEXT(ctx);
1964   bind_textures(ctx, first, count, textures, true);
1965}
1966
1967
1968void GLAPIENTRY
1969_mesa_BindTextures(GLuint first, GLsizei count, const GLuint *textures)
1970{
1971   GET_CURRENT_CONTEXT(ctx);
1972
1973   /* The ARB_multi_bind spec says:
1974    *
1975    *     "An INVALID_OPERATION error is generated if <first> + <count>
1976    *      is greater than the number of texture image units supported
1977    *      by the implementation."
1978    */
1979   if (first + count > ctx->Const.MaxCombinedTextureImageUnits) {
1980      _mesa_error(ctx, GL_INVALID_OPERATION,
1981                  "glBindTextures(first=%u + count=%d > the value of "
1982                  "GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS=%u)",
1983                  first, count, ctx->Const.MaxCombinedTextureImageUnits);
1984      return;
1985   }
1986
1987   bind_textures(ctx, first, count, textures, false);
1988}
1989
1990
1991/**
1992 * Set texture priorities.
1993 *
1994 * \param n number of textures.
1995 * \param texName texture names.
1996 * \param priorities corresponding texture priorities.
1997 *
1998 * \sa glPrioritizeTextures().
1999 *
2000 * Looks up each texture in the hash, clamps the corresponding priority between
2001 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
2002 */
2003void GLAPIENTRY
2004_mesa_PrioritizeTextures( GLsizei n, const GLuint *texName,
2005                          const GLclampf *priorities )
2006{
2007   GET_CURRENT_CONTEXT(ctx);
2008   GLint i;
2009
2010   if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
2011      _mesa_debug(ctx, "glPrioritizeTextures %d\n", n);
2012
2013   FLUSH_VERTICES(ctx, 0);
2014
2015   if (n < 0) {
2016      _mesa_error( ctx, GL_INVALID_VALUE, "glPrioritizeTextures" );
2017      return;
2018   }
2019
2020   if (!priorities)
2021      return;
2022
2023   for (i = 0; i < n; i++) {
2024      if (texName[i] > 0) {
2025         struct gl_texture_object *t = _mesa_lookup_texture(ctx, texName[i]);
2026         if (t) {
2027            t->Priority = CLAMP( priorities[i], 0.0F, 1.0F );
2028         }
2029      }
2030   }
2031
2032   ctx->NewState |= _NEW_TEXTURE_OBJECT;
2033}
2034
2035
2036
2037/**
2038 * See if textures are loaded in texture memory.
2039 *
2040 * \param n number of textures to query.
2041 * \param texName array with the texture names.
2042 * \param residences array which will hold the residence status.
2043 *
2044 * \return GL_TRUE if all textures are resident and
2045 *                 residences is left unchanged,
2046 *
2047 * Note: we assume all textures are always resident
2048 */
2049GLboolean GLAPIENTRY
2050_mesa_AreTexturesResident(GLsizei n, const GLuint *texName,
2051                          GLboolean *residences)
2052{
2053   GET_CURRENT_CONTEXT(ctx);
2054   GLboolean allResident = GL_TRUE;
2055   GLint i;
2056   ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
2057
2058   if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
2059      _mesa_debug(ctx, "glAreTexturesResident %d\n", n);
2060
2061   if (n < 0) {
2062      _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)");
2063      return GL_FALSE;
2064   }
2065
2066   if (!texName || !residences)
2067      return GL_FALSE;
2068
2069   /* We only do error checking on the texture names */
2070   for (i = 0; i < n; i++) {
2071      struct gl_texture_object *t;
2072      if (texName[i] == 0) {
2073         _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
2074         return GL_FALSE;
2075      }
2076      t = _mesa_lookup_texture(ctx, texName[i]);
2077      if (!t) {
2078         _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
2079         return GL_FALSE;
2080      }
2081   }
2082
2083   return allResident;
2084}
2085
2086
2087/**
2088 * See if a name corresponds to a texture.
2089 *
2090 * \param texture texture name.
2091 *
2092 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
2093 * otherwise.
2094 *
2095 * \sa glIsTexture().
2096 *
2097 * Calls _mesa_HashLookup().
2098 */
2099GLboolean GLAPIENTRY
2100_mesa_IsTexture( GLuint texture )
2101{
2102   struct gl_texture_object *t;
2103   GET_CURRENT_CONTEXT(ctx);
2104   ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
2105
2106   if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
2107      _mesa_debug(ctx, "glIsTexture %d\n", texture);
2108
2109   if (!texture)
2110      return GL_FALSE;
2111
2112   t = _mesa_lookup_texture(ctx, texture);
2113
2114   /* IsTexture is true only after object has been bound once. */
2115   return t && t->Target;
2116}
2117
2118
2119/**
2120 * Simplest implementation of texture locking: grab the shared tex
2121 * mutex.  Examine the shared context state timestamp and if there has
2122 * been a change, set the appropriate bits in ctx->NewState.
2123 *
2124 * This is used to deal with synchronizing things when a texture object
2125 * is used/modified by different contexts (or threads) which are sharing
2126 * the texture.
2127 *
2128 * See also _mesa_lock/unlock_texture() in teximage.h
2129 */
2130void
2131_mesa_lock_context_textures( struct gl_context *ctx )
2132{
2133   mtx_lock(&ctx->Shared->TexMutex);
2134
2135   if (ctx->Shared->TextureStateStamp != ctx->TextureStateTimestamp) {
2136      ctx->NewState |= _NEW_TEXTURE_OBJECT;
2137      ctx->TextureStateTimestamp = ctx->Shared->TextureStateStamp;
2138   }
2139}
2140
2141
2142void
2143_mesa_unlock_context_textures( struct gl_context *ctx )
2144{
2145   assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp);
2146   mtx_unlock(&ctx->Shared->TexMutex);
2147}
2148
2149
2150void GLAPIENTRY
2151_mesa_InvalidateTexSubImage_no_error(GLuint texture, GLint level, GLint xoffset,
2152                                     GLint yoffset, GLint zoffset,
2153                                     GLsizei width, GLsizei height,
2154                                     GLsizei depth)
2155{
2156   /* no-op */
2157}
2158
2159
2160void GLAPIENTRY
2161_mesa_InvalidateTexSubImage(GLuint texture, GLint level, GLint xoffset,
2162                            GLint yoffset, GLint zoffset, GLsizei width,
2163                            GLsizei height, GLsizei depth)
2164{
2165   struct gl_texture_object *t;
2166   struct gl_texture_image *image;
2167   GET_CURRENT_CONTEXT(ctx);
2168
2169   if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
2170      _mesa_debug(ctx, "glInvalidateTexSubImage %d\n", texture);
2171
2172   t = invalidate_tex_image_error_check(ctx, texture, level,
2173                                        "glInvalidateTexSubImage");
2174
2175   /* The GL_ARB_invalidate_subdata spec says:
2176    *
2177    *     "...the specified subregion must be between -<b> and <dim>+<b> where
2178    *     <dim> is the size of the dimension of the texture image, and <b> is
2179    *     the size of the border of that texture image, otherwise
2180    *     INVALID_VALUE is generated (border is not applied to dimensions that
2181    *     don't exist in a given texture target)."
2182    */
2183   image = t->Image[0][level];
2184   if (image) {
2185      int xBorder;
2186      int yBorder;
2187      int zBorder;
2188      int imageWidth;
2189      int imageHeight;
2190      int imageDepth;
2191
2192      /* The GL_ARB_invalidate_subdata spec says:
2193       *
2194       *     "For texture targets that don't have certain dimensions, this
2195       *     command treats those dimensions as having a size of 1. For
2196       *     example, to invalidate a portion of a two-dimensional texture,
2197       *     the application would use <zoffset> equal to zero and <depth>
2198       *     equal to one."
2199       */
2200      switch (t->Target) {
2201      case GL_TEXTURE_BUFFER:
2202         xBorder = 0;
2203         yBorder = 0;
2204         zBorder = 0;
2205         imageWidth = 1;
2206         imageHeight = 1;
2207         imageDepth = 1;
2208         break;
2209      case GL_TEXTURE_1D:
2210         xBorder = image->Border;
2211         yBorder = 0;
2212         zBorder = 0;
2213         imageWidth = image->Width;
2214         imageHeight = 1;
2215         imageDepth = 1;
2216         break;
2217      case GL_TEXTURE_1D_ARRAY:
2218         xBorder = image->Border;
2219         yBorder = 0;
2220         zBorder = 0;
2221         imageWidth = image->Width;
2222         imageHeight = image->Height;
2223         imageDepth = 1;
2224         break;
2225      case GL_TEXTURE_2D:
2226      case GL_TEXTURE_CUBE_MAP:
2227      case GL_TEXTURE_RECTANGLE:
2228      case GL_TEXTURE_2D_MULTISAMPLE:
2229         xBorder = image->Border;
2230         yBorder = image->Border;
2231         zBorder = 0;
2232         imageWidth = image->Width;
2233         imageHeight = image->Height;
2234         imageDepth = 1;
2235         break;
2236      case GL_TEXTURE_2D_ARRAY:
2237      case GL_TEXTURE_CUBE_MAP_ARRAY:
2238      case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
2239         xBorder = image->Border;
2240         yBorder = image->Border;
2241         zBorder = 0;
2242         imageWidth = image->Width;
2243         imageHeight = image->Height;
2244         imageDepth = image->Depth;
2245         break;
2246      case GL_TEXTURE_3D:
2247         xBorder = image->Border;
2248         yBorder = image->Border;
2249         zBorder = image->Border;
2250         imageWidth = image->Width;
2251         imageHeight = image->Height;
2252         imageDepth = image->Depth;
2253         break;
2254      default:
2255         assert(!"Should not get here.");
2256         xBorder = 0;
2257         yBorder = 0;
2258         zBorder = 0;
2259         imageWidth = 0;
2260         imageHeight = 0;
2261         imageDepth = 0;
2262         break;
2263      }
2264
2265      if (xoffset < -xBorder) {
2266         _mesa_error(ctx, GL_INVALID_VALUE, "glInvalidateSubTexImage(xoffset)");
2267         return;
2268      }
2269
2270      if (xoffset + width > imageWidth + xBorder) {
2271         _mesa_error(ctx, GL_INVALID_VALUE,
2272                     "glInvalidateSubTexImage(xoffset+width)");
2273         return;
2274      }
2275
2276      if (yoffset < -yBorder) {
2277         _mesa_error(ctx, GL_INVALID_VALUE, "glInvalidateSubTexImage(yoffset)");
2278         return;
2279      }
2280
2281      if (yoffset + height > imageHeight + yBorder) {
2282         _mesa_error(ctx, GL_INVALID_VALUE,
2283                     "glInvalidateSubTexImage(yoffset+height)");
2284         return;
2285      }
2286
2287      if (zoffset < -zBorder) {
2288         _mesa_error(ctx, GL_INVALID_VALUE,
2289                     "glInvalidateSubTexImage(zoffset)");
2290         return;
2291      }
2292
2293      if (zoffset + depth  > imageDepth + zBorder) {
2294         _mesa_error(ctx, GL_INVALID_VALUE,
2295                     "glInvalidateSubTexImage(zoffset+depth)");
2296         return;
2297      }
2298   }
2299
2300   /* We don't actually do anything for this yet.  Just return after
2301    * validating the parameters and generating the required errors.
2302    */
2303   return;
2304}
2305
2306
2307void GLAPIENTRY
2308_mesa_InvalidateTexImage_no_error(GLuint texture, GLint level)
2309{
2310   /* no-op */
2311}
2312
2313
2314void GLAPIENTRY
2315_mesa_InvalidateTexImage(GLuint texture, GLint level)
2316{
2317   GET_CURRENT_CONTEXT(ctx);
2318
2319   if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
2320      _mesa_debug(ctx, "glInvalidateTexImage(%d, %d)\n", texture, level);
2321
2322   invalidate_tex_image_error_check(ctx, texture, level,
2323                                    "glInvalidateTexImage");
2324
2325   /* We don't actually do anything for this yet.  Just return after
2326    * validating the parameters and generating the required errors.
2327    */
2328   return;
2329}
2330
2331/*@}*/
2332