texobj.c revision 3464ebd5
1/**
2 * \file texobj.c
3 * Texture object management.
4 */
5
6/*
7 * Mesa 3-D graphics library
8 * Version:  7.1
9 *
10 * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.
11 *
12 * Permission is hereby granted, free of charge, to any person obtaining a
13 * copy of this software and associated documentation files (the "Software"),
14 * to deal in the Software without restriction, including without limitation
15 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
16 * and/or sell copies of the Software, and to permit persons to whom the
17 * Software is furnished to do so, subject to the following conditions:
18 *
19 * The above copyright notice and this permission notice shall be included
20 * in all copies or substantial portions of the Software.
21 *
22 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
23 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
24 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
25 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
26 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
27 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
28 */
29
30
31#include "mfeatures.h"
32#include "bufferobj.h"
33#include "colortab.h"
34#include "context.h"
35#include "enums.h"
36#include "fbobject.h"
37#include "formats.h"
38#include "hash.h"
39#include "imports.h"
40#include "macros.h"
41#include "teximage.h"
42#include "texobj.h"
43#include "texstate.h"
44#include "mtypes.h"
45#include "program/prog_instruction.h"
46
47
48
49/**********************************************************************/
50/** \name Internal functions */
51/*@{*/
52
53
54/**
55 * Return the gl_texture_object for a given ID.
56 */
57struct gl_texture_object *
58_mesa_lookup_texture(struct gl_context *ctx, GLuint id)
59{
60   return (struct gl_texture_object *)
61      _mesa_HashLookup(ctx->Shared->TexObjects, id);
62}
63
64
65
66/**
67 * Allocate and initialize a new texture object.  But don't put it into the
68 * texture object hash table.
69 *
70 * Called via ctx->Driver.NewTextureObject, unless overridden by a device
71 * driver.
72 *
73 * \param shared the shared GL state structure to contain the texture object
74 * \param name integer name for the texture object
75 * \param target either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,
76 * GL_TEXTURE_CUBE_MAP_ARB or GL_TEXTURE_RECTANGLE_NV.  zero is ok for the sake
77 * of GenTextures()
78 *
79 * \return pointer to new texture object.
80 */
81struct gl_texture_object *
82_mesa_new_texture_object( struct gl_context *ctx, GLuint name, GLenum target )
83{
84   struct gl_texture_object *obj;
85   (void) ctx;
86   obj = MALLOC_STRUCT(gl_texture_object);
87   _mesa_initialize_texture_object(obj, name, target);
88   return obj;
89}
90
91
92/**
93 * Initialize a new texture object to default values.
94 * \param obj  the texture object
95 * \param name  the texture name
96 * \param target  the texture target
97 */
98void
99_mesa_initialize_texture_object( struct gl_texture_object *obj,
100                                 GLuint name, GLenum target )
101{
102   ASSERT(target == 0 ||
103          target == GL_TEXTURE_1D ||
104          target == GL_TEXTURE_2D ||
105          target == GL_TEXTURE_3D ||
106          target == GL_TEXTURE_CUBE_MAP_ARB ||
107          target == GL_TEXTURE_RECTANGLE_NV ||
108          target == GL_TEXTURE_1D_ARRAY_EXT ||
109          target == GL_TEXTURE_2D_ARRAY_EXT ||
110          target == GL_TEXTURE_BUFFER);
111
112   memset(obj, 0, sizeof(*obj));
113   /* init the non-zero fields */
114   _glthread_INIT_MUTEX(obj->Mutex);
115   obj->RefCount = 1;
116   obj->Name = name;
117   obj->Target = target;
118   obj->Priority = 1.0F;
119   obj->BaseLevel = 0;
120   obj->MaxLevel = 1000;
121
122   /* sampler state */
123   if (target == GL_TEXTURE_RECTANGLE_NV) {
124      obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
125      obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
126      obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
127      obj->Sampler.MinFilter = GL_LINEAR;
128   }
129   else {
130      obj->Sampler.WrapS = GL_REPEAT;
131      obj->Sampler.WrapT = GL_REPEAT;
132      obj->Sampler.WrapR = GL_REPEAT;
133      obj->Sampler.MinFilter = GL_NEAREST_MIPMAP_LINEAR;
134   }
135   obj->Sampler.MagFilter = GL_LINEAR;
136   obj->Sampler.MinLod = -1000.0;
137   obj->Sampler.MaxLod = 1000.0;
138   obj->Sampler.LodBias = 0.0;
139   obj->Sampler.MaxAnisotropy = 1.0;
140   obj->Sampler.CompareMode = GL_NONE;         /* ARB_shadow */
141   obj->Sampler.CompareFunc = GL_LEQUAL;       /* ARB_shadow */
142   obj->Sampler.CompareFailValue = 0.0F;       /* ARB_shadow_ambient */
143   obj->Sampler.DepthMode = GL_LUMINANCE;      /* ARB_depth_texture */
144   obj->Sampler.CubeMapSeamless = GL_FALSE;
145   obj->Swizzle[0] = GL_RED;
146   obj->Swizzle[1] = GL_GREEN;
147   obj->Swizzle[2] = GL_BLUE;
148   obj->Swizzle[3] = GL_ALPHA;
149   obj->_Swizzle = SWIZZLE_NOOP;
150   obj->Sampler.sRGBDecode = GL_DECODE_EXT;
151}
152
153
154/**
155 * Some texture initialization can't be finished until we know which
156 * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
157 */
158static void
159finish_texture_init(struct gl_context *ctx, GLenum target,
160                    struct gl_texture_object *obj)
161{
162   assert(obj->Target == 0);
163
164   if (target == GL_TEXTURE_RECTANGLE_NV) {
165      /* have to init wrap and filter state here - kind of klunky */
166      obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
167      obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
168      obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
169      obj->Sampler.MinFilter = GL_LINEAR;
170      if (ctx->Driver.TexParameter) {
171         static const GLfloat fparam_wrap[1] = {(GLfloat) GL_CLAMP_TO_EDGE};
172         static const GLfloat fparam_filter[1] = {(GLfloat) GL_LINEAR};
173         ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_S, fparam_wrap);
174         ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_T, fparam_wrap);
175         ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_R, fparam_wrap);
176         ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_MIN_FILTER, fparam_filter);
177      }
178   }
179}
180
181
182/**
183 * Deallocate a texture object struct.  It should have already been
184 * removed from the texture object pool.
185 * Called via ctx->Driver.DeleteTexture() if not overriden by a driver.
186 *
187 * \param shared the shared GL state to which the object belongs.
188 * \param texObj the texture object to delete.
189 */
190void
191_mesa_delete_texture_object(struct gl_context *ctx,
192                            struct gl_texture_object *texObj)
193{
194   GLuint i, face;
195
196   /* Set Target to an invalid value.  With some assertions elsewhere
197    * we can try to detect possible use of deleted textures.
198    */
199   texObj->Target = 0x99;
200
201   _mesa_free_colortable_data(&texObj->Palette);
202
203   /* free the texture images */
204   for (face = 0; face < 6; face++) {
205      for (i = 0; i < MAX_TEXTURE_LEVELS; i++) {
206         if (texObj->Image[face][i]) {
207            _mesa_delete_texture_image( ctx, texObj->Image[face][i] );
208         }
209      }
210   }
211
212   _mesa_reference_buffer_object(ctx, &texObj->BufferObject, NULL);
213
214   /* destroy the mutex -- it may have allocated memory (eg on bsd) */
215   _glthread_DESTROY_MUTEX(texObj->Mutex);
216
217   /* free this object */
218   free(texObj);
219}
220
221
222
223/**
224 * Copy texture object state from one texture object to another.
225 * Use for glPush/PopAttrib.
226 *
227 * \param dest destination texture object.
228 * \param src source texture object.
229 */
230void
231_mesa_copy_texture_object( struct gl_texture_object *dest,
232                           const struct gl_texture_object *src )
233{
234   dest->Target = src->Target;
235   dest->Name = src->Name;
236   dest->Priority = src->Priority;
237   dest->Sampler.BorderColor.f[0] = src->Sampler.BorderColor.f[0];
238   dest->Sampler.BorderColor.f[1] = src->Sampler.BorderColor.f[1];
239   dest->Sampler.BorderColor.f[2] = src->Sampler.BorderColor.f[2];
240   dest->Sampler.BorderColor.f[3] = src->Sampler.BorderColor.f[3];
241   dest->Sampler.WrapS = src->Sampler.WrapS;
242   dest->Sampler.WrapT = src->Sampler.WrapT;
243   dest->Sampler.WrapR = src->Sampler.WrapR;
244   dest->Sampler.MinFilter = src->Sampler.MinFilter;
245   dest->Sampler.MagFilter = src->Sampler.MagFilter;
246   dest->Sampler.MinLod = src->Sampler.MinLod;
247   dest->Sampler.MaxLod = src->Sampler.MaxLod;
248   dest->Sampler.LodBias = src->Sampler.LodBias;
249   dest->BaseLevel = src->BaseLevel;
250   dest->MaxLevel = src->MaxLevel;
251   dest->Sampler.MaxAnisotropy = src->Sampler.MaxAnisotropy;
252   dest->Sampler.CompareMode = src->Sampler.CompareMode;
253   dest->Sampler.CompareFunc = src->Sampler.CompareFunc;
254   dest->Sampler.CompareFailValue = src->Sampler.CompareFailValue;
255   dest->Sampler.CubeMapSeamless = src->Sampler.CubeMapSeamless;
256   dest->Sampler.DepthMode = src->Sampler.DepthMode;
257   dest->Sampler.sRGBDecode = src->Sampler.sRGBDecode;
258   dest->_MaxLevel = src->_MaxLevel;
259   dest->_MaxLambda = src->_MaxLambda;
260   dest->GenerateMipmap = src->GenerateMipmap;
261   dest->Palette = src->Palette;
262   dest->_Complete = src->_Complete;
263   COPY_4V(dest->Swizzle, src->Swizzle);
264   dest->_Swizzle = src->_Swizzle;
265}
266
267
268/**
269 * Free all texture images of the given texture object.
270 *
271 * \param ctx GL context.
272 * \param t texture object.
273 *
274 * \sa _mesa_clear_texture_image().
275 */
276void
277_mesa_clear_texture_object(struct gl_context *ctx,
278                           struct gl_texture_object *texObj)
279{
280   GLuint i, j;
281
282   if (texObj->Target == 0)
283      return;
284
285   for (i = 0; i < MAX_FACES; i++) {
286      for (j = 0; j < MAX_TEXTURE_LEVELS; j++) {
287         struct gl_texture_image *texImage = texObj->Image[i][j];
288         if (texImage)
289            _mesa_clear_texture_image(ctx, texImage);
290      }
291   }
292}
293
294
295/**
296 * Check if the given texture object is valid by examining its Target field.
297 * For debugging only.
298 */
299static GLboolean
300valid_texture_object(const struct gl_texture_object *tex)
301{
302   switch (tex->Target) {
303   case 0:
304   case GL_TEXTURE_1D:
305   case GL_TEXTURE_2D:
306   case GL_TEXTURE_3D:
307   case GL_TEXTURE_CUBE_MAP_ARB:
308   case GL_TEXTURE_RECTANGLE_NV:
309   case GL_TEXTURE_1D_ARRAY_EXT:
310   case GL_TEXTURE_2D_ARRAY_EXT:
311   case GL_TEXTURE_BUFFER:
312      return GL_TRUE;
313   case 0x99:
314      _mesa_problem(NULL, "invalid reference to a deleted texture object");
315      return GL_FALSE;
316   default:
317      _mesa_problem(NULL, "invalid texture object Target 0x%x, Id = %u",
318                    tex->Target, tex->Name);
319      return GL_FALSE;
320   }
321}
322
323
324/**
325 * Reference (or unreference) a texture object.
326 * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
327 * If 'tex' is non-null, increment its refcount.
328 */
329void
330_mesa_reference_texobj(struct gl_texture_object **ptr,
331                       struct gl_texture_object *tex)
332{
333   assert(ptr);
334   if (*ptr == tex) {
335      /* no change */
336      return;
337   }
338
339   if (*ptr) {
340      /* Unreference the old texture */
341      GLboolean deleteFlag = GL_FALSE;
342      struct gl_texture_object *oldTex = *ptr;
343
344      ASSERT(valid_texture_object(oldTex));
345      (void) valid_texture_object; /* silence warning in release builds */
346
347      _glthread_LOCK_MUTEX(oldTex->Mutex);
348      ASSERT(oldTex->RefCount > 0);
349      oldTex->RefCount--;
350
351      deleteFlag = (oldTex->RefCount == 0);
352      _glthread_UNLOCK_MUTEX(oldTex->Mutex);
353
354      if (deleteFlag) {
355         GET_CURRENT_CONTEXT(ctx);
356         if (ctx)
357            ctx->Driver.DeleteTexture(ctx, oldTex);
358         else
359            _mesa_problem(NULL, "Unable to delete texture, no context");
360      }
361
362      *ptr = NULL;
363   }
364   assert(!*ptr);
365
366   if (tex) {
367      /* reference new texture */
368      ASSERT(valid_texture_object(tex));
369      _glthread_LOCK_MUTEX(tex->Mutex);
370      if (tex->RefCount == 0) {
371         /* this texture's being deleted (look just above) */
372         /* Not sure this can every really happen.  Warn if it does. */
373         _mesa_problem(NULL, "referencing deleted texture object");
374         *ptr = NULL;
375      }
376      else {
377         tex->RefCount++;
378         *ptr = tex;
379      }
380      _glthread_UNLOCK_MUTEX(tex->Mutex);
381   }
382}
383
384
385
386/**
387 * Mark a texture object as incomplete.
388 * \param t  texture object
389 * \param fmt...  string describing why it's incomplete (for debugging).
390 */
391static void
392incomplete(struct gl_texture_object *t, const char *fmt, ...)
393{
394#if 0
395   va_list args;
396   char s[100];
397
398   va_start(args, fmt);
399   vsnprintf(s, sizeof(s), fmt, args);
400   va_end(args);
401
402   printf("Texture Obj %d incomplete because: %s\n", t->Name, s);
403#endif
404   t->_Complete = GL_FALSE;
405}
406
407
408/**
409 * Examine a texture object to determine if it is complete.
410 *
411 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
412 * accordingly.
413 *
414 * \param ctx GL context.
415 * \param t texture object.
416 *
417 * According to the texture target, verifies that each of the mipmaps is
418 * present and has the expected size.
419 */
420void
421_mesa_test_texobj_completeness( const struct gl_context *ctx,
422                                struct gl_texture_object *t )
423{
424   const GLint baseLevel = t->BaseLevel;
425   GLint maxLog2 = 0, maxLevels = 0;
426
427   t->_Complete = GL_TRUE;  /* be optimistic */
428
429   /* Detect cases where the application set the base level to an invalid
430    * value.
431    */
432   if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS)) {
433      incomplete(t, "base level = %d is invalid", baseLevel);
434      return;
435   }
436
437   /* Always need the base level image */
438   if (!t->Image[0][baseLevel]) {
439      incomplete(t, "Image[baseLevel=%d] == NULL", baseLevel);
440      return;
441   }
442
443   /* Check width/height/depth for zero */
444   if (t->Image[0][baseLevel]->Width == 0 ||
445       t->Image[0][baseLevel]->Height == 0 ||
446       t->Image[0][baseLevel]->Depth == 0) {
447      incomplete(t, "texture width = 0");
448      return;
449   }
450
451   /* Compute _MaxLevel */
452   if ((t->Target == GL_TEXTURE_1D) ||
453       (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) {
454      maxLog2 = t->Image[0][baseLevel]->WidthLog2;
455      maxLevels = ctx->Const.MaxTextureLevels;
456   }
457   else if ((t->Target == GL_TEXTURE_2D) ||
458            (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) {
459      maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
460                     t->Image[0][baseLevel]->HeightLog2);
461      maxLevels = ctx->Const.MaxTextureLevels;
462   }
463   else if (t->Target == GL_TEXTURE_3D) {
464      GLint max = MAX2(t->Image[0][baseLevel]->WidthLog2,
465                       t->Image[0][baseLevel]->HeightLog2);
466      maxLog2 = MAX2(max, (GLint)(t->Image[0][baseLevel]->DepthLog2));
467      maxLevels = ctx->Const.Max3DTextureLevels;
468   }
469   else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
470      maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
471                     t->Image[0][baseLevel]->HeightLog2);
472      maxLevels = ctx->Const.MaxCubeTextureLevels;
473   }
474   else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
475      maxLog2 = 0;  /* not applicable */
476      maxLevels = 1;  /* no mipmapping */
477   }
478   else {
479      _mesa_problem(ctx, "Bad t->Target in _mesa_test_texobj_completeness");
480      return;
481   }
482
483   ASSERT(maxLevels > 0);
484
485   if (t->MaxLevel < t->BaseLevel) {
486      incomplete(t, "MAX_LEVEL (%d) < BASE_LEVEL (%d)",
487		 t->MaxLevel, t->BaseLevel);
488      return;
489   }
490
491   t->_MaxLevel = baseLevel + maxLog2;
492   t->_MaxLevel = MIN2(t->_MaxLevel, t->MaxLevel);
493   t->_MaxLevel = MIN2(t->_MaxLevel, maxLevels - 1);
494
495   /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
496   t->_MaxLambda = (GLfloat) (t->_MaxLevel - t->BaseLevel);
497
498   if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
499      /* make sure that all six cube map level 0 images are the same size */
500      const GLuint w = t->Image[0][baseLevel]->Width2;
501      const GLuint h = t->Image[0][baseLevel]->Height2;
502      GLuint face;
503      for (face = 1; face < 6; face++) {
504         if (t->Image[face][baseLevel] == NULL ||
505             t->Image[face][baseLevel]->Width2 != w ||
506             t->Image[face][baseLevel]->Height2 != h) {
507            incomplete(t, "Cube face missing or mismatched size");
508            return;
509         }
510      }
511   }
512
513   /* extra checking for mipmaps */
514   if (t->Sampler.MinFilter != GL_NEAREST && t->Sampler.MinFilter != GL_LINEAR) {
515      /*
516       * Mipmapping: determine if we have a complete set of mipmaps
517       */
518      GLint i;
519      GLint minLevel = baseLevel;
520      GLint maxLevel = t->_MaxLevel;
521
522      if (minLevel > maxLevel) {
523         incomplete(t, "minLevel > maxLevel");
524         return;
525      }
526
527      /* Test dimension-independent attributes */
528      for (i = minLevel; i <= maxLevel; i++) {
529         if (t->Image[0][i]) {
530            if (t->Image[0][i]->TexFormat != t->Image[0][baseLevel]->TexFormat) {
531               incomplete(t, "Format[i] != Format[baseLevel]");
532               return;
533            }
534            if (t->Image[0][i]->Border != t->Image[0][baseLevel]->Border) {
535               incomplete(t, "Border[i] != Border[baseLevel]");
536               return;
537            }
538         }
539      }
540
541      /* Test things which depend on number of texture image dimensions */
542      if ((t->Target == GL_TEXTURE_1D) ||
543          (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) {
544         /* Test 1-D mipmaps */
545         GLuint width = t->Image[0][baseLevel]->Width2;
546         for (i = baseLevel + 1; i < maxLevels; i++) {
547            if (width > 1) {
548               width /= 2;
549            }
550            if (i >= minLevel && i <= maxLevel) {
551               if (!t->Image[0][i]) {
552                  incomplete(t, "1D Image[0][i] == NULL");
553                  return;
554               }
555               if (t->Image[0][i]->Width2 != width ) {
556                  incomplete(t, "1D Image[0][i] bad width");
557                  return;
558               }
559            }
560            if (width == 1) {
561               return;  /* found smallest needed mipmap, all done! */
562            }
563         }
564      }
565      else if ((t->Target == GL_TEXTURE_2D) ||
566               (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) {
567         /* Test 2-D mipmaps */
568         GLuint width = t->Image[0][baseLevel]->Width2;
569         GLuint height = t->Image[0][baseLevel]->Height2;
570         for (i = baseLevel + 1; i < maxLevels; i++) {
571            if (width > 1) {
572               width /= 2;
573            }
574            if (height > 1) {
575               height /= 2;
576            }
577            if (i >= minLevel && i <= maxLevel) {
578               if (!t->Image[0][i]) {
579                  incomplete(t, "2D Image[0][i] == NULL");
580                  return;
581               }
582               if (t->Image[0][i]->Width2 != width) {
583                  incomplete(t, "2D Image[0][i] bad width");
584                  return;
585               }
586               if (t->Image[0][i]->Height2 != height) {
587                  incomplete(t, "2D Image[0][i] bad height");
588                  return;
589               }
590               if (width==1 && height==1) {
591                  return;  /* found smallest needed mipmap, all done! */
592               }
593            }
594         }
595      }
596      else if (t->Target == GL_TEXTURE_3D) {
597         /* Test 3-D mipmaps */
598         GLuint width = t->Image[0][baseLevel]->Width2;
599         GLuint height = t->Image[0][baseLevel]->Height2;
600         GLuint depth = t->Image[0][baseLevel]->Depth2;
601         for (i = baseLevel + 1; i < maxLevels; i++) {
602            if (width > 1) {
603               width /= 2;
604            }
605            if (height > 1) {
606               height /= 2;
607            }
608            if (depth > 1) {
609               depth /= 2;
610            }
611            if (i >= minLevel && i <= maxLevel) {
612               if (!t->Image[0][i]) {
613                  incomplete(t, "3D Image[0][i] == NULL");
614                  return;
615               }
616               if (t->Image[0][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
617                  incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
618                  return;
619               }
620               if (t->Image[0][i]->Width2 != width) {
621                  incomplete(t, "3D Image[0][i] bad width");
622                  return;
623               }
624               if (t->Image[0][i]->Height2 != height) {
625                  incomplete(t, "3D Image[0][i] bad height");
626                  return;
627               }
628               if (t->Image[0][i]->Depth2 != depth) {
629                  incomplete(t, "3D Image[0][i] bad depth");
630                  return;
631               }
632            }
633            if (width == 1 && height == 1 && depth == 1) {
634               return;  /* found smallest needed mipmap, all done! */
635            }
636         }
637      }
638      else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
639         /* make sure 6 cube faces are consistant */
640         GLuint width = t->Image[0][baseLevel]->Width2;
641         GLuint height = t->Image[0][baseLevel]->Height2;
642         for (i = baseLevel + 1; i < maxLevels; i++) {
643            if (width > 1) {
644               width /= 2;
645            }
646            if (height > 1) {
647               height /= 2;
648            }
649            if (i >= minLevel && i <= maxLevel) {
650	       GLuint face;
651	       for (face = 0; face < 6; face++) {
652		  /* check that we have images defined */
653		  if (!t->Image[face][i]) {
654		     incomplete(t, "CubeMap Image[n][i] == NULL");
655		     return;
656		  }
657		  /* Don't support GL_DEPTH_COMPONENT for cube maps */
658		  if (t->Image[face][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
659		     incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
660		     return;
661		  }
662		  /* check that all six images have same size */
663                  if (t->Image[face][i]->Width2 != width ||
664                      t->Image[face][i]->Height2 != height) {
665		     incomplete(t, "CubeMap Image[n][i] bad size");
666		     return;
667		  }
668	       }
669	    }
670	    if (width == 1 && height == 1) {
671	       return;  /* found smallest needed mipmap, all done! */
672            }
673         }
674      }
675      else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
676         /* XXX special checking? */
677      }
678      else {
679         /* Target = ??? */
680         _mesa_problem(ctx, "Bug in gl_test_texture_object_completeness\n");
681      }
682   }
683}
684
685
686/**
687 * Check if the given cube map texture is "cube complete" as defined in
688 * the OpenGL specification.
689 */
690GLboolean
691_mesa_cube_complete(const struct gl_texture_object *texObj)
692{
693   const GLint baseLevel = texObj->BaseLevel;
694   const struct gl_texture_image *img0, *img;
695   GLuint face;
696
697   if (texObj->Target != GL_TEXTURE_CUBE_MAP)
698      return GL_FALSE;
699
700   if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS))
701      return GL_FALSE;
702
703   /* check first face */
704   img0 = texObj->Image[0][baseLevel];
705   if (!img0 ||
706       img0->Width < 1 ||
707       img0->Width != img0->Height)
708      return GL_FALSE;
709
710   /* check remaining faces vs. first face */
711   for (face = 1; face < 6; face++) {
712      img = texObj->Image[face][baseLevel];
713      if (!img ||
714          img->Width != img0->Width ||
715          img->Height != img0->Height ||
716          img->TexFormat != img0->TexFormat)
717         return GL_FALSE;
718   }
719
720   return GL_TRUE;
721}
722
723
724/**
725 * Mark a texture object dirty.  It forces the object to be incomplete
726 * and optionally forces the context to re-validate its state.
727 *
728 * \param ctx GL context.
729 * \param texObj texture object.
730 * \param invalidate_state also invalidate context state.
731 */
732void
733_mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj,
734                   GLboolean invalidate_state)
735{
736   texObj->_Complete = GL_FALSE;
737   if (invalidate_state)
738      ctx->NewState |= _NEW_TEXTURE;
739}
740
741
742/**
743 * Return pointer to a default/fallback texture.
744 * The texture is a 2D 8x8 RGBA texture with all texels = (0,0,0,1).
745 * That's the value a sampler should get when sampling from an
746 * incomplete texture.
747 */
748struct gl_texture_object *
749_mesa_get_fallback_texture(struct gl_context *ctx)
750{
751   if (!ctx->Shared->FallbackTex) {
752      /* create fallback texture now */
753      static GLubyte texels[8 * 8][4];
754      struct gl_texture_object *texObj;
755      struct gl_texture_image *texImage;
756      gl_format texFormat;
757      GLuint i;
758
759      for (i = 0; i < 8 * 8; i++) {
760         texels[i][0] =
761         texels[i][1] =
762         texels[i][2] = 0x0;
763         texels[i][3] = 0xff;
764      }
765
766      /* create texture object */
767      texObj = ctx->Driver.NewTextureObject(ctx, 0, GL_TEXTURE_2D);
768      assert(texObj->RefCount == 1);
769      texObj->Sampler.MinFilter = GL_NEAREST;
770      texObj->Sampler.MagFilter = GL_NEAREST;
771
772      /* create level[0] texture image */
773      texImage = _mesa_get_tex_image(ctx, texObj, GL_TEXTURE_2D, 0);
774
775      texFormat = ctx->Driver.ChooseTextureFormat(ctx, GL_RGBA, GL_RGBA,
776                                                  GL_UNSIGNED_BYTE);
777
778      /* init the image fields */
779      _mesa_init_teximage_fields(ctx, GL_TEXTURE_2D, texImage,
780                                 8, 8, 1, 0, GL_RGBA, texFormat);
781
782      ASSERT(texImage->TexFormat != MESA_FORMAT_NONE);
783
784      /* set image data */
785      ctx->Driver.TexImage2D(ctx, GL_TEXTURE_2D, 0, GL_RGBA,
786                             8, 8, 0,
787                             GL_RGBA, GL_UNSIGNED_BYTE, texels,
788                             &ctx->DefaultPacking, texObj, texImage);
789
790      _mesa_test_texobj_completeness(ctx, texObj);
791      assert(texObj->_Complete);
792
793      ctx->Shared->FallbackTex = texObj;
794   }
795   return ctx->Shared->FallbackTex;
796}
797
798
799/*@}*/
800
801
802/***********************************************************************/
803/** \name API functions */
804/*@{*/
805
806
807/**
808 * Generate texture names.
809 *
810 * \param n number of texture names to be generated.
811 * \param textures an array in which will hold the generated texture names.
812 *
813 * \sa glGenTextures().
814 *
815 * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
816 * IDs which are stored in \p textures.  Corresponding empty texture
817 * objects are also generated.
818 */
819void GLAPIENTRY
820_mesa_GenTextures( GLsizei n, GLuint *textures )
821{
822   GET_CURRENT_CONTEXT(ctx);
823   GLuint first;
824   GLint i;
825   ASSERT_OUTSIDE_BEGIN_END(ctx);
826
827   if (n < 0) {
828      _mesa_error( ctx, GL_INVALID_VALUE, "glGenTextures" );
829      return;
830   }
831
832   if (!textures)
833      return;
834
835   /*
836    * This must be atomic (generation and allocation of texture IDs)
837    */
838   _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
839
840   first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n);
841
842   /* Allocate new, empty texture objects */
843   for (i = 0; i < n; i++) {
844      struct gl_texture_object *texObj;
845      GLuint name = first + i;
846      GLenum target = 0;
847      texObj = (*ctx->Driver.NewTextureObject)( ctx, name, target);
848      if (!texObj) {
849         _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
850         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
851         return;
852      }
853
854      /* insert into hash table */
855      _mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
856
857      textures[i] = name;
858   }
859
860   _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
861}
862
863
864/**
865 * Check if the given texture object is bound to the current draw or
866 * read framebuffer.  If so, Unbind it.
867 */
868static void
869unbind_texobj_from_fbo(struct gl_context *ctx,
870                       struct gl_texture_object *texObj)
871{
872   const GLuint n = (ctx->DrawBuffer == ctx->ReadBuffer) ? 1 : 2;
873   GLuint i;
874
875   for (i = 0; i < n; i++) {
876      struct gl_framebuffer *fb = (i == 0) ? ctx->DrawBuffer : ctx->ReadBuffer;
877      if (fb->Name) {
878         GLuint j;
879         for (j = 0; j < BUFFER_COUNT; j++) {
880            if (fb->Attachment[j].Type == GL_TEXTURE &&
881                fb->Attachment[j].Texture == texObj) {
882	       /* Vertices are already flushed by _mesa_DeleteTextures */
883	       ctx->NewState |= _NEW_BUFFERS;
884               _mesa_remove_attachment(ctx, fb->Attachment + j);
885            }
886         }
887      }
888   }
889}
890
891
892/**
893 * Check if the given texture object is bound to any texture image units and
894 * unbind it if so (revert to default textures).
895 */
896static void
897unbind_texobj_from_texunits(struct gl_context *ctx,
898                            struct gl_texture_object *texObj)
899{
900   GLuint u, tex;
901
902   for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
903      struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
904      for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
905         if (texObj == unit->CurrentTex[tex]) {
906            _mesa_reference_texobj(&unit->CurrentTex[tex],
907                                   ctx->Shared->DefaultTex[tex]);
908            ASSERT(unit->CurrentTex[tex]);
909            break;
910         }
911      }
912   }
913}
914
915
916/**
917 * Delete named textures.
918 *
919 * \param n number of textures to be deleted.
920 * \param textures array of texture IDs to be deleted.
921 *
922 * \sa glDeleteTextures().
923 *
924 * If we're about to delete a texture that's currently bound to any
925 * texture unit, unbind the texture first.  Decrement the reference
926 * count on the texture object and delete it if it's zero.
927 * Recall that texture objects can be shared among several rendering
928 * contexts.
929 */
930void GLAPIENTRY
931_mesa_DeleteTextures( GLsizei n, const GLuint *textures)
932{
933   GET_CURRENT_CONTEXT(ctx);
934   GLint i;
935   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* too complex */
936
937   if (!textures)
938      return;
939
940   for (i = 0; i < n; i++) {
941      if (textures[i] > 0) {
942         struct gl_texture_object *delObj
943            = _mesa_lookup_texture(ctx, textures[i]);
944
945         if (delObj) {
946            _mesa_lock_texture(ctx, delObj);
947
948            /* Check if texture is bound to any framebuffer objects.
949             * If so, unbind.
950             * See section 4.4.2.3 of GL_EXT_framebuffer_object.
951             */
952            unbind_texobj_from_fbo(ctx, delObj);
953
954            /* Check if this texture is currently bound to any texture units.
955             * If so, unbind it.
956             */
957            unbind_texobj_from_texunits(ctx, delObj);
958
959            _mesa_unlock_texture(ctx, delObj);
960
961            ctx->NewState |= _NEW_TEXTURE;
962
963            /* The texture _name_ is now free for re-use.
964             * Remove it from the hash table now.
965             */
966            _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
967            _mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name);
968            _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
969
970            /* Unreference the texobj.  If refcount hits zero, the texture
971             * will be deleted.
972             */
973            _mesa_reference_texobj(&delObj, NULL);
974         }
975      }
976   }
977}
978
979
980/**
981 * Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
982 * into the corresponding Mesa texture target index.
983 * Note that proxy targets are not valid here.
984 * \return TEXTURE_x_INDEX or -1 if target is invalid
985 */
986static GLint
987target_enum_to_index(GLenum target)
988{
989   switch (target) {
990   case GL_TEXTURE_1D:
991      return TEXTURE_1D_INDEX;
992   case GL_TEXTURE_2D:
993      return TEXTURE_2D_INDEX;
994   case GL_TEXTURE_3D:
995      return TEXTURE_3D_INDEX;
996   case GL_TEXTURE_CUBE_MAP_ARB:
997      return TEXTURE_CUBE_INDEX;
998   case GL_TEXTURE_RECTANGLE_NV:
999      return TEXTURE_RECT_INDEX;
1000   case GL_TEXTURE_1D_ARRAY_EXT:
1001      return TEXTURE_1D_ARRAY_INDEX;
1002   case GL_TEXTURE_2D_ARRAY_EXT:
1003      return TEXTURE_2D_ARRAY_INDEX;
1004   case GL_TEXTURE_BUFFER_ARB:
1005      return TEXTURE_BUFFER_INDEX;
1006   default:
1007      return -1;
1008   }
1009}
1010
1011
1012/**
1013 * Bind a named texture to a texturing target.
1014 *
1015 * \param target texture target.
1016 * \param texName texture name.
1017 *
1018 * \sa glBindTexture().
1019 *
1020 * Determines the old texture object bound and returns immediately if rebinding
1021 * the same texture.  Get the current texture which is either a default texture
1022 * if name is null, a named texture from the hash, or a new texture if the
1023 * given texture name is new. Increments its reference count, binds it, and
1024 * calls dd_function_table::BindTexture. Decrements the old texture reference
1025 * count and deletes it if it reaches zero.
1026 */
1027void GLAPIENTRY
1028_mesa_BindTexture( GLenum target, GLuint texName )
1029{
1030   GET_CURRENT_CONTEXT(ctx);
1031   struct gl_texture_unit *texUnit = _mesa_get_current_tex_unit(ctx);
1032   struct gl_texture_object *newTexObj = NULL;
1033   GLint targetIndex;
1034   ASSERT_OUTSIDE_BEGIN_END(ctx);
1035
1036   if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1037      _mesa_debug(ctx, "glBindTexture %s %d\n",
1038                  _mesa_lookup_enum_by_nr(target), (GLint) texName);
1039
1040   targetIndex = target_enum_to_index(target);
1041   if (targetIndex < 0) {
1042      _mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)");
1043      return;
1044   }
1045   assert(targetIndex < NUM_TEXTURE_TARGETS);
1046
1047   /*
1048    * Get pointer to new texture object (newTexObj)
1049    */
1050   if (texName == 0) {
1051      /* Use a default texture object */
1052      newTexObj = ctx->Shared->DefaultTex[targetIndex];
1053   }
1054   else {
1055      /* non-default texture object */
1056      newTexObj = _mesa_lookup_texture(ctx, texName);
1057      if (newTexObj) {
1058         /* error checking */
1059         if (newTexObj->Target != 0 && newTexObj->Target != target) {
1060            /* the named texture object's target doesn't match the given target */
1061            _mesa_error( ctx, GL_INVALID_OPERATION,
1062                         "glBindTexture(target mismatch)" );
1063            return;
1064         }
1065         if (newTexObj->Target == 0) {
1066            finish_texture_init(ctx, target, newTexObj);
1067         }
1068      }
1069      else {
1070         /* if this is a new texture id, allocate a texture object now */
1071         newTexObj = (*ctx->Driver.NewTextureObject)(ctx, texName, target);
1072         if (!newTexObj) {
1073            _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
1074            return;
1075         }
1076
1077         /* and insert it into hash table */
1078         _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1079         _mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj);
1080         _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1081      }
1082      newTexObj->Target = target;
1083   }
1084
1085   assert(valid_texture_object(newTexObj));
1086
1087   /* Check if this texture is only used by this context and is already bound.
1088    * If so, just return.
1089    */
1090   {
1091      GLboolean early_out;
1092      _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1093      early_out = ((ctx->Shared->RefCount == 1)
1094                   && (newTexObj == texUnit->CurrentTex[targetIndex]));
1095      _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1096      if (early_out) {
1097         return;
1098      }
1099   }
1100
1101   /* flush before changing binding */
1102   FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1103
1104   /* Do the actual binding.  The refcount on the previously bound
1105    * texture object will be decremented.  It'll be deleted if the
1106    * count hits zero.
1107    */
1108   _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], newTexObj);
1109   ASSERT(texUnit->CurrentTex[targetIndex]);
1110
1111   /* Pass BindTexture call to device driver */
1112   if (ctx->Driver.BindTexture)
1113      (*ctx->Driver.BindTexture)( ctx, target, newTexObj );
1114}
1115
1116
1117/**
1118 * Set texture priorities.
1119 *
1120 * \param n number of textures.
1121 * \param texName texture names.
1122 * \param priorities corresponding texture priorities.
1123 *
1124 * \sa glPrioritizeTextures().
1125 *
1126 * Looks up each texture in the hash, clamps the corresponding priority between
1127 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
1128 */
1129void GLAPIENTRY
1130_mesa_PrioritizeTextures( GLsizei n, const GLuint *texName,
1131                          const GLclampf *priorities )
1132{
1133   GET_CURRENT_CONTEXT(ctx);
1134   GLint i;
1135   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1136
1137   if (n < 0) {
1138      _mesa_error( ctx, GL_INVALID_VALUE, "glPrioritizeTextures" );
1139      return;
1140   }
1141
1142   if (!priorities)
1143      return;
1144
1145   for (i = 0; i < n; i++) {
1146      if (texName[i] > 0) {
1147         struct gl_texture_object *t = _mesa_lookup_texture(ctx, texName[i]);
1148         if (t) {
1149            t->Priority = CLAMP( priorities[i], 0.0F, 1.0F );
1150         }
1151      }
1152   }
1153
1154   ctx->NewState |= _NEW_TEXTURE;
1155}
1156
1157
1158
1159/**
1160 * See if textures are loaded in texture memory.
1161 *
1162 * \param n number of textures to query.
1163 * \param texName array with the texture names.
1164 * \param residences array which will hold the residence status.
1165 *
1166 * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
1167 *
1168 * \sa glAreTexturesResident().
1169 *
1170 * Looks up each texture in the hash and calls
1171 * dd_function_table::IsTextureResident.
1172 */
1173GLboolean GLAPIENTRY
1174_mesa_AreTexturesResident(GLsizei n, const GLuint *texName,
1175                          GLboolean *residences)
1176{
1177   GET_CURRENT_CONTEXT(ctx);
1178   GLboolean allResident = GL_TRUE;
1179   GLint i, j;
1180   ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1181
1182   if (n < 0) {
1183      _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)");
1184      return GL_FALSE;
1185   }
1186
1187   if (!texName || !residences)
1188      return GL_FALSE;
1189
1190   for (i = 0; i < n; i++) {
1191      struct gl_texture_object *t;
1192      if (texName[i] == 0) {
1193         _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1194         return GL_FALSE;
1195      }
1196      t = _mesa_lookup_texture(ctx, texName[i]);
1197      if (!t) {
1198         _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1199         return GL_FALSE;
1200      }
1201      if (!ctx->Driver.IsTextureResident ||
1202          ctx->Driver.IsTextureResident(ctx, t)) {
1203         /* The texture is resident */
1204         if (!allResident)
1205            residences[i] = GL_TRUE;
1206      }
1207      else {
1208         /* The texture is not resident */
1209         if (allResident) {
1210            allResident = GL_FALSE;
1211            for (j = 0; j < i; j++)
1212               residences[j] = GL_TRUE;
1213         }
1214         residences[i] = GL_FALSE;
1215      }
1216   }
1217
1218   return allResident;
1219}
1220
1221
1222/**
1223 * See if a name corresponds to a texture.
1224 *
1225 * \param texture texture name.
1226 *
1227 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
1228 * otherwise.
1229 *
1230 * \sa glIsTexture().
1231 *
1232 * Calls _mesa_HashLookup().
1233 */
1234GLboolean GLAPIENTRY
1235_mesa_IsTexture( GLuint texture )
1236{
1237   struct gl_texture_object *t;
1238   GET_CURRENT_CONTEXT(ctx);
1239   ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1240
1241   if (!texture)
1242      return GL_FALSE;
1243
1244   t = _mesa_lookup_texture(ctx, texture);
1245
1246   /* IsTexture is true only after object has been bound once. */
1247   return t && t->Target;
1248}
1249
1250
1251/**
1252 * Simplest implementation of texture locking: grab the shared tex
1253 * mutex.  Examine the shared context state timestamp and if there has
1254 * been a change, set the appropriate bits in ctx->NewState.
1255 *
1256 * This is used to deal with synchronizing things when a texture object
1257 * is used/modified by different contexts (or threads) which are sharing
1258 * the texture.
1259 *
1260 * See also _mesa_lock/unlock_texture() in teximage.h
1261 */
1262void
1263_mesa_lock_context_textures( struct gl_context *ctx )
1264{
1265   _glthread_LOCK_MUTEX(ctx->Shared->TexMutex);
1266
1267   if (ctx->Shared->TextureStateStamp != ctx->TextureStateTimestamp) {
1268      ctx->NewState |= _NEW_TEXTURE;
1269      ctx->TextureStateTimestamp = ctx->Shared->TextureStateStamp;
1270   }
1271}
1272
1273
1274void
1275_mesa_unlock_context_textures( struct gl_context *ctx )
1276{
1277   assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp);
1278   _glthread_UNLOCK_MUTEX(ctx->Shared->TexMutex);
1279}
1280
1281/*@}*/
1282