texobj.c revision cdc920a0
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 "colortab.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 "teximage.h"
41#include "texobj.h"
42#include "mtypes.h"
43#include "shader/prog_instruction.h"
44
45
46
47/**********************************************************************/
48/** \name Internal functions */
49/*@{*/
50
51
52/**
53 * Return the gl_texture_object for a given ID.
54 */
55struct gl_texture_object *
56_mesa_lookup_texture(GLcontext *ctx, GLuint id)
57{
58   return (struct gl_texture_object *)
59      _mesa_HashLookup(ctx->Shared->TexObjects, id);
60}
61
62
63
64/**
65 * Allocate and initialize a new texture object.  But don't put it into the
66 * texture object hash table.
67 *
68 * Called via ctx->Driver.NewTextureObject, unless overridden by a device
69 * driver.
70 *
71 * \param shared the shared GL state structure to contain the texture object
72 * \param name integer name for the texture object
73 * \param target either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,
74 * GL_TEXTURE_CUBE_MAP_ARB or GL_TEXTURE_RECTANGLE_NV.  zero is ok for the sake
75 * of GenTextures()
76 *
77 * \return pointer to new texture object.
78 */
79struct gl_texture_object *
80_mesa_new_texture_object( GLcontext *ctx, GLuint name, GLenum target )
81{
82   struct gl_texture_object *obj;
83   (void) ctx;
84   obj = MALLOC_STRUCT(gl_texture_object);
85   _mesa_initialize_texture_object(obj, name, target);
86   return obj;
87}
88
89
90/**
91 * Initialize a new texture object to default values.
92 * \param obj  the texture object
93 * \param name  the texture name
94 * \param target  the texture target
95 */
96void
97_mesa_initialize_texture_object( struct gl_texture_object *obj,
98                                 GLuint name, GLenum target )
99{
100   ASSERT(target == 0 ||
101          target == GL_TEXTURE_1D ||
102          target == GL_TEXTURE_2D ||
103          target == GL_TEXTURE_3D ||
104          target == GL_TEXTURE_CUBE_MAP_ARB ||
105          target == GL_TEXTURE_RECTANGLE_NV ||
106          target == GL_TEXTURE_1D_ARRAY_EXT ||
107          target == GL_TEXTURE_2D_ARRAY_EXT);
108
109   memset(obj, 0, sizeof(*obj));
110   /* init the non-zero fields */
111   _glthread_INIT_MUTEX(obj->Mutex);
112   obj->RefCount = 1;
113   obj->Name = name;
114   obj->Target = target;
115   obj->Priority = 1.0F;
116   if (target == GL_TEXTURE_RECTANGLE_NV) {
117      obj->WrapS = GL_CLAMP_TO_EDGE;
118      obj->WrapT = GL_CLAMP_TO_EDGE;
119      obj->WrapR = GL_CLAMP_TO_EDGE;
120      obj->MinFilter = GL_LINEAR;
121   }
122   else {
123      obj->WrapS = GL_REPEAT;
124      obj->WrapT = GL_REPEAT;
125      obj->WrapR = GL_REPEAT;
126      obj->MinFilter = GL_NEAREST_MIPMAP_LINEAR;
127   }
128   obj->MagFilter = GL_LINEAR;
129   obj->MinLod = -1000.0;
130   obj->MaxLod = 1000.0;
131   obj->LodBias = 0.0;
132   obj->BaseLevel = 0;
133   obj->MaxLevel = 1000;
134   obj->MaxAnisotropy = 1.0;
135   obj->CompareMode = GL_NONE;         /* ARB_shadow */
136   obj->CompareFunc = GL_LEQUAL;       /* ARB_shadow */
137   obj->CompareFailValue = 0.0F;       /* ARB_shadow_ambient */
138   obj->DepthMode = GL_LUMINANCE;      /* ARB_depth_texture */
139   obj->Swizzle[0] = GL_RED;
140   obj->Swizzle[1] = GL_GREEN;
141   obj->Swizzle[2] = GL_BLUE;
142   obj->Swizzle[3] = GL_ALPHA;
143   obj->_Swizzle = SWIZZLE_NOOP;
144}
145
146
147/**
148 * Some texture initialization can't be finished until we know which
149 * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
150 */
151static void
152finish_texture_init(GLcontext *ctx, GLenum target,
153                    struct gl_texture_object *obj)
154{
155   assert(obj->Target == 0);
156
157   if (target == GL_TEXTURE_RECTANGLE_NV) {
158      /* have to init wrap and filter state here - kind of klunky */
159      obj->WrapS = GL_CLAMP_TO_EDGE;
160      obj->WrapT = GL_CLAMP_TO_EDGE;
161      obj->WrapR = GL_CLAMP_TO_EDGE;
162      obj->MinFilter = GL_LINEAR;
163      if (ctx->Driver.TexParameter) {
164         static const GLfloat fparam_wrap[1] = {(GLfloat) GL_CLAMP_TO_EDGE};
165         static const GLfloat fparam_filter[1] = {(GLfloat) GL_LINEAR};
166         ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_S, fparam_wrap);
167         ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_T, fparam_wrap);
168         ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_R, fparam_wrap);
169         ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_MIN_FILTER, fparam_filter);
170      }
171   }
172}
173
174
175/**
176 * Deallocate a texture object struct.  It should have already been
177 * removed from the texture object pool.
178 * Called via ctx->Driver.DeleteTexture() if not overriden by a driver.
179 *
180 * \param shared the shared GL state to which the object belongs.
181 * \param texObj the texture object to delete.
182 */
183void
184_mesa_delete_texture_object( GLcontext *ctx, struct gl_texture_object *texObj )
185{
186   GLuint i, face;
187
188   (void) ctx;
189
190   /* Set Target to an invalid value.  With some assertions elsewhere
191    * we can try to detect possible use of deleted textures.
192    */
193   texObj->Target = 0x99;
194
195   _mesa_free_colortable_data(&texObj->Palette);
196
197   /* free the texture images */
198   for (face = 0; face < 6; face++) {
199      for (i = 0; i < MAX_TEXTURE_LEVELS; i++) {
200	 if (texObj->Image[face][i]) {
201	    _mesa_delete_texture_image( ctx, texObj->Image[face][i] );
202	 }
203      }
204   }
205
206   /* destroy the mutex -- it may have allocated memory (eg on bsd) */
207   _glthread_DESTROY_MUTEX(texObj->Mutex);
208
209   /* free this object */
210   free(texObj);
211}
212
213
214
215
216/**
217 * Copy texture object state from one texture object to another.
218 * Use for glPush/PopAttrib.
219 *
220 * \param dest destination texture object.
221 * \param src source texture object.
222 */
223void
224_mesa_copy_texture_object( struct gl_texture_object *dest,
225                           const struct gl_texture_object *src )
226{
227   dest->Target = src->Target;
228   dest->Name = src->Name;
229   dest->Priority = src->Priority;
230   dest->BorderColor.f[0] = src->BorderColor.f[0];
231   dest->BorderColor.f[1] = src->BorderColor.f[1];
232   dest->BorderColor.f[2] = src->BorderColor.f[2];
233   dest->BorderColor.f[3] = src->BorderColor.f[3];
234   dest->WrapS = src->WrapS;
235   dest->WrapT = src->WrapT;
236   dest->WrapR = src->WrapR;
237   dest->MinFilter = src->MinFilter;
238   dest->MagFilter = src->MagFilter;
239   dest->MinLod = src->MinLod;
240   dest->MaxLod = src->MaxLod;
241   dest->LodBias = src->LodBias;
242   dest->BaseLevel = src->BaseLevel;
243   dest->MaxLevel = src->MaxLevel;
244   dest->MaxAnisotropy = src->MaxAnisotropy;
245   dest->CompareMode = src->CompareMode;
246   dest->CompareFunc = src->CompareFunc;
247   dest->CompareFailValue = src->CompareFailValue;
248   dest->DepthMode = src->DepthMode;
249   dest->_MaxLevel = src->_MaxLevel;
250   dest->_MaxLambda = src->_MaxLambda;
251   dest->GenerateMipmap = src->GenerateMipmap;
252   dest->Palette = src->Palette;
253   dest->_Complete = src->_Complete;
254   COPY_4V(dest->Swizzle, src->Swizzle);
255   dest->_Swizzle = src->_Swizzle;
256}
257
258
259/**
260 * Clear all texture images of the given texture object.
261 *
262 * \param ctx GL context.
263 * \param t texture object.
264 *
265 * \sa _mesa_clear_texture_image().
266 */
267void
268_mesa_clear_texture_object(GLcontext *ctx, struct gl_texture_object *texObj)
269{
270   GLuint i, j;
271
272   if (texObj->Target == 0)
273      return;
274
275   for (i = 0; i < MAX_FACES; i++) {
276      for (j = 0; j < MAX_TEXTURE_LEVELS; j++) {
277         struct gl_texture_image *texImage = texObj->Image[i][j];
278         if (texImage)
279            _mesa_clear_texture_image(ctx, texImage);
280      }
281   }
282}
283
284
285/**
286 * Check if the given texture object is valid by examining its Target field.
287 * For debugging only.
288 */
289static GLboolean
290valid_texture_object(const struct gl_texture_object *tex)
291{
292   switch (tex->Target) {
293   case 0:
294   case GL_TEXTURE_1D:
295   case GL_TEXTURE_2D:
296   case GL_TEXTURE_3D:
297   case GL_TEXTURE_CUBE_MAP_ARB:
298   case GL_TEXTURE_RECTANGLE_NV:
299   case GL_TEXTURE_1D_ARRAY_EXT:
300   case GL_TEXTURE_2D_ARRAY_EXT:
301      return GL_TRUE;
302   case 0x99:
303      _mesa_problem(NULL, "invalid reference to a deleted texture object");
304      return GL_FALSE;
305   default:
306      _mesa_problem(NULL, "invalid texture object Target 0x%x, Id = %u",
307                    tex->Target, tex->Name);
308      return GL_FALSE;
309   }
310}
311
312
313/**
314 * Reference (or unreference) a texture object.
315 * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
316 * If 'tex' is non-null, increment its refcount.
317 */
318void
319_mesa_reference_texobj(struct gl_texture_object **ptr,
320                       struct gl_texture_object *tex)
321{
322   assert(ptr);
323   if (*ptr == tex) {
324      /* no change */
325      return;
326   }
327
328   if (*ptr) {
329      /* Unreference the old texture */
330      GLboolean deleteFlag = GL_FALSE;
331      struct gl_texture_object *oldTex = *ptr;
332
333      ASSERT(valid_texture_object(oldTex));
334
335      _glthread_LOCK_MUTEX(oldTex->Mutex);
336      ASSERT(oldTex->RefCount > 0);
337      oldTex->RefCount--;
338
339      deleteFlag = (oldTex->RefCount == 0);
340      _glthread_UNLOCK_MUTEX(oldTex->Mutex);
341
342      if (deleteFlag) {
343         GET_CURRENT_CONTEXT(ctx);
344         if (ctx)
345            ctx->Driver.DeleteTexture(ctx, oldTex);
346         else
347            _mesa_problem(NULL, "Unable to delete texture, no context");
348      }
349
350      *ptr = NULL;
351   }
352   assert(!*ptr);
353
354   if (tex) {
355      /* reference new texture */
356      ASSERT(valid_texture_object(tex));
357      _glthread_LOCK_MUTEX(tex->Mutex);
358      if (tex->RefCount == 0) {
359         /* this texture's being deleted (look just above) */
360         /* Not sure this can every really happen.  Warn if it does. */
361         _mesa_problem(NULL, "referencing deleted texture object");
362         *ptr = NULL;
363      }
364      else {
365         tex->RefCount++;
366         *ptr = tex;
367      }
368      _glthread_UNLOCK_MUTEX(tex->Mutex);
369   }
370}
371
372
373
374/**
375 * Report why a texture object is incomplete.
376 *
377 * \param t texture object.
378 * \param why string describing why it's incomplete.
379 *
380 * \note For debug purposes only.
381 */
382#if 0
383static void
384incomplete(const struct gl_texture_object *t, const char *why)
385{
386   printf("Texture Obj %d incomplete because: %s\n", t->Name, why);
387}
388#else
389#define incomplete(t, why)
390#endif
391
392
393/**
394 * Examine a texture object to determine if it is complete.
395 *
396 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
397 * accordingly.
398 *
399 * \param ctx GL context.
400 * \param t texture object.
401 *
402 * According to the texture target, verifies that each of the mipmaps is
403 * present and has the expected size.
404 */
405void
406_mesa_test_texobj_completeness( const GLcontext *ctx,
407                                struct gl_texture_object *t )
408{
409   const GLint baseLevel = t->BaseLevel;
410   GLint maxLog2 = 0, maxLevels = 0;
411
412   t->_Complete = GL_TRUE;  /* be optimistic */
413
414   /* Detect cases where the application set the base level to an invalid
415    * value.
416    */
417   if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS)) {
418      char s[100];
419      sprintf(s, "base level = %d is invalid", baseLevel);
420      incomplete(t, s);
421      t->_Complete = GL_FALSE;
422      return;
423   }
424
425   /* Always need the base level image */
426   if (!t->Image[0][baseLevel]) {
427      char s[100];
428      sprintf(s, "Image[baseLevel=%d] == NULL", baseLevel);
429      incomplete(t, s);
430      t->_Complete = GL_FALSE;
431      return;
432   }
433
434   /* Check width/height/depth for zero */
435   if (t->Image[0][baseLevel]->Width == 0 ||
436       t->Image[0][baseLevel]->Height == 0 ||
437       t->Image[0][baseLevel]->Depth == 0) {
438      incomplete(t, "texture width = 0");
439      t->_Complete = GL_FALSE;
440      return;
441   }
442
443   /* Compute _MaxLevel */
444   if ((t->Target == GL_TEXTURE_1D) ||
445       (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) {
446      maxLog2 = t->Image[0][baseLevel]->WidthLog2;
447      maxLevels = ctx->Const.MaxTextureLevels;
448   }
449   else if ((t->Target == GL_TEXTURE_2D) ||
450	    (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) {
451      maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
452                     t->Image[0][baseLevel]->HeightLog2);
453      maxLevels = ctx->Const.MaxTextureLevels;
454   }
455   else if (t->Target == GL_TEXTURE_3D) {
456      GLint max = MAX2(t->Image[0][baseLevel]->WidthLog2,
457                       t->Image[0][baseLevel]->HeightLog2);
458      maxLog2 = MAX2(max, (GLint)(t->Image[0][baseLevel]->DepthLog2));
459      maxLevels = ctx->Const.Max3DTextureLevels;
460   }
461   else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
462      maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
463                     t->Image[0][baseLevel]->HeightLog2);
464      maxLevels = ctx->Const.MaxCubeTextureLevels;
465   }
466   else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
467      maxLog2 = 0;  /* not applicable */
468      maxLevels = 1;  /* no mipmapping */
469   }
470   else {
471      _mesa_problem(ctx, "Bad t->Target in _mesa_test_texobj_completeness");
472      return;
473   }
474
475   ASSERT(maxLevels > 0);
476
477   t->_MaxLevel = baseLevel + maxLog2;
478   t->_MaxLevel = MIN2(t->_MaxLevel, t->MaxLevel);
479   t->_MaxLevel = MIN2(t->_MaxLevel, maxLevels - 1);
480
481   /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
482   t->_MaxLambda = (GLfloat) (t->_MaxLevel - t->BaseLevel);
483
484   if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
485      /* make sure that all six cube map level 0 images are the same size */
486      const GLuint w = t->Image[0][baseLevel]->Width2;
487      const GLuint h = t->Image[0][baseLevel]->Height2;
488      GLuint face;
489      for (face = 1; face < 6; face++) {
490	 if (t->Image[face][baseLevel] == NULL ||
491	     t->Image[face][baseLevel]->Width2 != w ||
492	     t->Image[face][baseLevel]->Height2 != h) {
493	    t->_Complete = GL_FALSE;
494	    incomplete(t, "Cube face missing or mismatched size");
495	    return;
496	 }
497      }
498   }
499
500   /* extra checking for mipmaps */
501   if (t->MinFilter != GL_NEAREST && t->MinFilter != GL_LINEAR) {
502      /*
503       * Mipmapping: determine if we have a complete set of mipmaps
504       */
505      GLint i;
506      GLint minLevel = baseLevel;
507      GLint maxLevel = t->_MaxLevel;
508
509      if (minLevel > maxLevel) {
510         t->_Complete = GL_FALSE;
511         incomplete(t, "minLevel > maxLevel");
512         return;
513      }
514
515      /* Test dimension-independent attributes */
516      for (i = minLevel; i <= maxLevel; i++) {
517         if (t->Image[0][i]) {
518            if (t->Image[0][i]->TexFormat != t->Image[0][baseLevel]->TexFormat) {
519               t->_Complete = GL_FALSE;
520               incomplete(t, "Format[i] != Format[baseLevel]");
521               return;
522            }
523            if (t->Image[0][i]->Border != t->Image[0][baseLevel]->Border) {
524               t->_Complete = GL_FALSE;
525               incomplete(t, "Border[i] != Border[baseLevel]");
526               return;
527            }
528         }
529      }
530
531      /* Test things which depend on number of texture image dimensions */
532      if ((t->Target == GL_TEXTURE_1D) ||
533          (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) {
534         /* Test 1-D mipmaps */
535         GLuint width = t->Image[0][baseLevel]->Width2;
536         for (i = baseLevel + 1; i < maxLevels; i++) {
537            if (width > 1) {
538               width /= 2;
539            }
540            if (i >= minLevel && i <= maxLevel) {
541               if (!t->Image[0][i]) {
542                  t->_Complete = GL_FALSE;
543                  incomplete(t, "1D Image[0][i] == NULL");
544                  return;
545               }
546               if (t->Image[0][i]->Width2 != width ) {
547                  t->_Complete = GL_FALSE;
548                  incomplete(t, "1D Image[0][i] bad width");
549                  return;
550               }
551            }
552            if (width == 1) {
553               return;  /* found smallest needed mipmap, all done! */
554            }
555         }
556      }
557      else if ((t->Target == GL_TEXTURE_2D) ||
558               (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) {
559         /* Test 2-D mipmaps */
560         GLuint width = t->Image[0][baseLevel]->Width2;
561         GLuint height = t->Image[0][baseLevel]->Height2;
562         for (i = baseLevel + 1; i < maxLevels; i++) {
563            if (width > 1) {
564               width /= 2;
565            }
566            if (height > 1) {
567               height /= 2;
568            }
569            if (i >= minLevel && i <= maxLevel) {
570               if (!t->Image[0][i]) {
571                  t->_Complete = GL_FALSE;
572                  incomplete(t, "2D Image[0][i] == NULL");
573                  return;
574               }
575               if (t->Image[0][i]->Width2 != width) {
576                  t->_Complete = GL_FALSE;
577                  incomplete(t, "2D Image[0][i] bad width");
578                  return;
579               }
580               if (t->Image[0][i]->Height2 != height) {
581                  t->_Complete = GL_FALSE;
582                  incomplete(t, "2D Image[0][i] bad height");
583                  return;
584               }
585               if (width==1 && height==1) {
586                  return;  /* found smallest needed mipmap, all done! */
587               }
588            }
589         }
590      }
591      else if (t->Target == GL_TEXTURE_3D) {
592         /* Test 3-D mipmaps */
593         GLuint width = t->Image[0][baseLevel]->Width2;
594         GLuint height = t->Image[0][baseLevel]->Height2;
595         GLuint depth = t->Image[0][baseLevel]->Depth2;
596	 for (i = baseLevel + 1; i < maxLevels; i++) {
597            if (width > 1) {
598               width /= 2;
599            }
600            if (height > 1) {
601               height /= 2;
602            }
603            if (depth > 1) {
604               depth /= 2;
605            }
606            if (i >= minLevel && i <= maxLevel) {
607               if (!t->Image[0][i]) {
608                  incomplete(t, "3D Image[0][i] == NULL");
609                  t->_Complete = GL_FALSE;
610                  return;
611               }
612               if (t->Image[0][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
613                  t->_Complete = GL_FALSE;
614                  incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
615                  return;
616               }
617               if (t->Image[0][i]->Width2 != width) {
618                  t->_Complete = GL_FALSE;
619                  incomplete(t, "3D Image[0][i] bad width");
620                  return;
621               }
622               if (t->Image[0][i]->Height2 != height) {
623                  t->_Complete = GL_FALSE;
624                  incomplete(t, "3D Image[0][i] bad height");
625                  return;
626               }
627               if (t->Image[0][i]->Depth2 != depth) {
628                  t->_Complete = GL_FALSE;
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		     t->_Complete = GL_FALSE;
655		     incomplete(t, "CubeMap Image[n][i] == NULL");
656		     return;
657		  }
658		  /* Don't support GL_DEPTH_COMPONENT for cube maps */
659		  if (t->Image[face][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
660		     t->_Complete = GL_FALSE;
661		     incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
662		     return;
663		  }
664		  /* check that all six images have same size */
665		  if (t->Image[face][i]->Width2!=width ||
666		      t->Image[face][i]->Height2!=height) {
667		     t->_Complete = GL_FALSE;
668		     incomplete(t, "CubeMap Image[n][i] bad size");
669		     return;
670		  }
671	       }
672	    }
673	    if (width == 1 && height == 1) {
674	       return;  /* found smallest needed mipmap, all done! */
675            }
676         }
677      }
678      else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
679         /* XXX special checking? */
680      }
681      else {
682         /* Target = ??? */
683         _mesa_problem(ctx, "Bug in gl_test_texture_object_completeness\n");
684      }
685   }
686}
687
688
689/**
690 * Mark a texture object dirty.  It forces the object to be incomplete
691 * and optionally forces the context to re-validate its state.
692 *
693 * \param ctx GL context.
694 * \param texObj texture object.
695 * \param invalidate_state also invalidate context state.
696 */
697void
698_mesa_dirty_texobj(GLcontext *ctx, struct gl_texture_object *texObj,
699                   GLboolean invalidate_state)
700{
701   texObj->_Complete = GL_FALSE;
702   if (invalidate_state)
703      ctx->NewState |= _NEW_TEXTURE;
704}
705
706
707/**
708 * Return pointer to a default/fallback texture.
709 * The texture is a 2D 8x8 RGBA texture with all texels = (0,0,0,1).
710 * That's the value a sampler should get when sampling from an
711 * incomplete texture.
712 */
713struct gl_texture_object *
714_mesa_get_fallback_texture(GLcontext *ctx)
715{
716   if (!ctx->Shared->FallbackTex) {
717      /* create fallback texture now */
718      static GLubyte texels[8 * 8][4];
719      struct gl_texture_object *texObj;
720      struct gl_texture_image *texImage;
721      GLuint i;
722
723      for (i = 0; i < 8 * 8; i++) {
724         texels[i][0] =
725         texels[i][1] =
726         texels[i][2] = 0x0;
727         texels[i][3] = 0xff;
728      }
729
730      /* create texture object */
731      texObj = ctx->Driver.NewTextureObject(ctx, 0, GL_TEXTURE_2D);
732      assert(texObj->RefCount == 1);
733      texObj->MinFilter = GL_NEAREST;
734      texObj->MagFilter = GL_NEAREST;
735
736      /* create level[0] texture image */
737      texImage = _mesa_get_tex_image(ctx, texObj, GL_TEXTURE_2D, 0);
738
739      /* init the image fields */
740      _mesa_init_teximage_fields(ctx, GL_TEXTURE_2D, texImage,
741                                    8, 8, 1, 0, GL_RGBA);
742
743      texImage->TexFormat =
744         ctx->Driver.ChooseTextureFormat(ctx, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
745      ASSERT(texImage->TexFormat != MESA_FORMAT_NONE);
746
747      /* set image data */
748      ctx->Driver.TexImage2D(ctx, GL_TEXTURE_2D, 0, GL_RGBA,
749                             8, 8, 0,
750                             GL_RGBA, GL_UNSIGNED_BYTE, texels,
751                             &ctx->DefaultPacking, texObj, texImage);
752
753      _mesa_test_texobj_completeness(ctx, texObj);
754      assert(texObj->_Complete);
755
756      ctx->Shared->FallbackTex = texObj;
757   }
758   return ctx->Shared->FallbackTex;
759}
760
761
762/*@}*/
763
764
765/***********************************************************************/
766/** \name API functions */
767/*@{*/
768
769
770/**
771 * Generate texture names.
772 *
773 * \param n number of texture names to be generated.
774 * \param textures an array in which will hold the generated texture names.
775 *
776 * \sa glGenTextures().
777 *
778 * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
779 * IDs which are stored in \p textures.  Corresponding empty texture
780 * objects are also generated.
781 */
782void GLAPIENTRY
783_mesa_GenTextures( GLsizei n, GLuint *textures )
784{
785   GET_CURRENT_CONTEXT(ctx);
786   GLuint first;
787   GLint i;
788   ASSERT_OUTSIDE_BEGIN_END(ctx);
789
790   if (n < 0) {
791      _mesa_error( ctx, GL_INVALID_VALUE, "glGenTextures" );
792      return;
793   }
794
795   if (!textures)
796      return;
797
798   /*
799    * This must be atomic (generation and allocation of texture IDs)
800    */
801   _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
802
803   first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n);
804
805   /* Allocate new, empty texture objects */
806   for (i = 0; i < n; i++) {
807      struct gl_texture_object *texObj;
808      GLuint name = first + i;
809      GLenum target = 0;
810      texObj = (*ctx->Driver.NewTextureObject)( ctx, name, target);
811      if (!texObj) {
812         _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
813         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
814         return;
815      }
816
817      /* insert into hash table */
818      _mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
819
820      textures[i] = name;
821   }
822
823   _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
824}
825
826
827/**
828 * Check if the given texture object is bound to the current draw or
829 * read framebuffer.  If so, Unbind it.
830 */
831static void
832unbind_texobj_from_fbo(GLcontext *ctx, struct gl_texture_object *texObj)
833{
834   const GLuint n = (ctx->DrawBuffer == ctx->ReadBuffer) ? 1 : 2;
835   GLuint i;
836
837   for (i = 0; i < n; i++) {
838      struct gl_framebuffer *fb = (i == 0) ? ctx->DrawBuffer : ctx->ReadBuffer;
839      if (fb->Name) {
840         GLuint j;
841         for (j = 0; j < BUFFER_COUNT; j++) {
842            if (fb->Attachment[j].Type == GL_TEXTURE &&
843                fb->Attachment[j].Texture == texObj) {
844               _mesa_remove_attachment(ctx, fb->Attachment + j);
845            }
846         }
847      }
848   }
849}
850
851
852/**
853 * Check if the given texture object is bound to any texture image units and
854 * unbind it if so (revert to default textures).
855 */
856static void
857unbind_texobj_from_texunits(GLcontext *ctx, struct gl_texture_object *texObj)
858{
859   GLuint u, tex;
860
861   for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++) {
862      struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
863      for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
864         if (texObj == unit->CurrentTex[tex]) {
865            _mesa_reference_texobj(&unit->CurrentTex[tex],
866                                   ctx->Shared->DefaultTex[tex]);
867            ASSERT(unit->CurrentTex[tex]);
868            break;
869         }
870      }
871   }
872}
873
874
875/**
876 * Delete named textures.
877 *
878 * \param n number of textures to be deleted.
879 * \param textures array of texture IDs to be deleted.
880 *
881 * \sa glDeleteTextures().
882 *
883 * If we're about to delete a texture that's currently bound to any
884 * texture unit, unbind the texture first.  Decrement the reference
885 * count on the texture object and delete it if it's zero.
886 * Recall that texture objects can be shared among several rendering
887 * contexts.
888 */
889void GLAPIENTRY
890_mesa_DeleteTextures( GLsizei n, const GLuint *textures)
891{
892   GET_CURRENT_CONTEXT(ctx);
893   GLint i;
894   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* too complex */
895
896   if (!textures)
897      return;
898
899   for (i = 0; i < n; i++) {
900      if (textures[i] > 0) {
901         struct gl_texture_object *delObj
902            = _mesa_lookup_texture(ctx, textures[i]);
903
904         if (delObj) {
905	    _mesa_lock_texture(ctx, delObj);
906
907            /* Check if texture is bound to any framebuffer objects.
908             * If so, unbind.
909             * See section 4.4.2.3 of GL_EXT_framebuffer_object.
910             */
911            unbind_texobj_from_fbo(ctx, delObj);
912
913            /* Check if this texture is currently bound to any texture units.
914             * If so, unbind it.
915             */
916            unbind_texobj_from_texunits(ctx, delObj);
917
918	    _mesa_unlock_texture(ctx, delObj);
919
920            ctx->NewState |= _NEW_TEXTURE;
921
922            /* The texture _name_ is now free for re-use.
923             * Remove it from the hash table now.
924             */
925            _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
926            _mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name);
927            _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
928
929            /* Unreference the texobj.  If refcount hits zero, the texture
930             * will be deleted.
931             */
932            _mesa_reference_texobj(&delObj, NULL);
933         }
934      }
935   }
936}
937
938
939/**
940 * Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
941 * into the corresponding Mesa texture target index.
942 * Note that proxy targets are not valid here.
943 * \return TEXTURE_x_INDEX or -1 if target is invalid
944 */
945static GLint
946target_enum_to_index(GLenum target)
947{
948   switch (target) {
949   case GL_TEXTURE_1D:
950      return TEXTURE_1D_INDEX;
951   case GL_TEXTURE_2D:
952      return TEXTURE_2D_INDEX;
953   case GL_TEXTURE_3D:
954      return TEXTURE_3D_INDEX;
955   case GL_TEXTURE_CUBE_MAP_ARB:
956      return TEXTURE_CUBE_INDEX;
957   case GL_TEXTURE_RECTANGLE_NV:
958      return TEXTURE_RECT_INDEX;
959   case GL_TEXTURE_1D_ARRAY_EXT:
960      return TEXTURE_1D_ARRAY_INDEX;
961   case GL_TEXTURE_2D_ARRAY_EXT:
962      return TEXTURE_2D_ARRAY_INDEX;
963   default:
964      return -1;
965   }
966}
967
968
969/**
970 * Bind a named texture to a texturing target.
971 *
972 * \param target texture target.
973 * \param texName texture name.
974 *
975 * \sa glBindTexture().
976 *
977 * Determines the old texture object bound and returns immediately if rebinding
978 * the same texture.  Get the current texture which is either a default texture
979 * if name is null, a named texture from the hash, or a new texture if the
980 * given texture name is new. Increments its reference count, binds it, and
981 * calls dd_function_table::BindTexture. Decrements the old texture reference
982 * count and deletes it if it reaches zero.
983 */
984void GLAPIENTRY
985_mesa_BindTexture( GLenum target, GLuint texName )
986{
987   GET_CURRENT_CONTEXT(ctx);
988   const GLuint unit = ctx->Texture.CurrentUnit;
989   struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
990   struct gl_texture_object *newTexObj = NULL, *defaultTexObj = NULL;
991   GLint targetIndex;
992   GLboolean early_out = GL_FALSE;
993   ASSERT_OUTSIDE_BEGIN_END(ctx);
994
995   if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
996      _mesa_debug(ctx, "glBindTexture %s %d\n",
997                  _mesa_lookup_enum_by_nr(target), (GLint) texName);
998
999   targetIndex = target_enum_to_index(target);
1000   if (targetIndex < 0) {
1001      _mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)");
1002      return;
1003   }
1004   assert(targetIndex < NUM_TEXTURE_TARGETS);
1005   defaultTexObj = ctx->Shared->DefaultTex[targetIndex];
1006
1007   /*
1008    * Get pointer to new texture object (newTexObj)
1009    */
1010   if (texName == 0) {
1011      newTexObj = defaultTexObj;
1012   }
1013   else {
1014      /* non-default texture object */
1015      newTexObj = _mesa_lookup_texture(ctx, texName);
1016      if (newTexObj) {
1017         /* error checking */
1018         if (newTexObj->Target != 0 && newTexObj->Target != target) {
1019            /* the named texture object's target doesn't match the given target */
1020            _mesa_error( ctx, GL_INVALID_OPERATION,
1021                         "glBindTexture(target mismatch)" );
1022            return;
1023         }
1024         if (newTexObj->Target == 0) {
1025            finish_texture_init(ctx, target, newTexObj);
1026         }
1027      }
1028      else {
1029         /* if this is a new texture id, allocate a texture object now */
1030	 newTexObj = (*ctx->Driver.NewTextureObject)(ctx, texName, target);
1031         if (!newTexObj) {
1032            _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
1033            return;
1034         }
1035
1036         /* and insert it into hash table */
1037         _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1038         _mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj);
1039         _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1040      }
1041      newTexObj->Target = target;
1042   }
1043
1044   assert(valid_texture_object(newTexObj));
1045
1046   _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1047   if ((ctx->Shared->RefCount == 1)
1048       && (newTexObj == texUnit->CurrentTex[targetIndex])) {
1049      early_out = GL_TRUE;
1050   }
1051   _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1052
1053   if (early_out) {
1054      return;
1055   }
1056
1057   /* flush before changing binding */
1058   FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1059
1060   /* Do the actual binding.  The refcount on the previously bound
1061    * texture object will be decremented.  It'll be deleted if the
1062    * count hits zero.
1063    */
1064   _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], newTexObj);
1065   ASSERT(texUnit->CurrentTex[targetIndex]);
1066
1067   /* Pass BindTexture call to device driver */
1068   if (ctx->Driver.BindTexture)
1069      (*ctx->Driver.BindTexture)( ctx, target, newTexObj );
1070}
1071
1072
1073/**
1074 * Set texture priorities.
1075 *
1076 * \param n number of textures.
1077 * \param texName texture names.
1078 * \param priorities corresponding texture priorities.
1079 *
1080 * \sa glPrioritizeTextures().
1081 *
1082 * Looks up each texture in the hash, clamps the corresponding priority between
1083 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
1084 */
1085void GLAPIENTRY
1086_mesa_PrioritizeTextures( GLsizei n, const GLuint *texName,
1087                          const GLclampf *priorities )
1088{
1089   GET_CURRENT_CONTEXT(ctx);
1090   GLint i;
1091   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1092
1093   if (n < 0) {
1094      _mesa_error( ctx, GL_INVALID_VALUE, "glPrioritizeTextures" );
1095      return;
1096   }
1097
1098   if (!priorities)
1099      return;
1100
1101   for (i = 0; i < n; i++) {
1102      if (texName[i] > 0) {
1103         struct gl_texture_object *t = _mesa_lookup_texture(ctx, texName[i]);
1104         if (t) {
1105            t->Priority = CLAMP( priorities[i], 0.0F, 1.0F );
1106         }
1107      }
1108   }
1109
1110   ctx->NewState |= _NEW_TEXTURE;
1111}
1112
1113/**
1114 * See if textures are loaded in texture memory.
1115 *
1116 * \param n number of textures to query.
1117 * \param texName array with the texture names.
1118 * \param residences array which will hold the residence status.
1119 *
1120 * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
1121 *
1122 * \sa glAreTexturesResident().
1123 *
1124 * Looks up each texture in the hash and calls
1125 * dd_function_table::IsTextureResident.
1126 */
1127GLboolean GLAPIENTRY
1128_mesa_AreTexturesResident(GLsizei n, const GLuint *texName,
1129                          GLboolean *residences)
1130{
1131   GET_CURRENT_CONTEXT(ctx);
1132   GLboolean allResident = GL_TRUE;
1133   GLint i, j;
1134   ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1135
1136   if (n < 0) {
1137      _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)");
1138      return GL_FALSE;
1139   }
1140
1141   if (!texName || !residences)
1142      return GL_FALSE;
1143
1144   for (i = 0; i < n; i++) {
1145      struct gl_texture_object *t;
1146      if (texName[i] == 0) {
1147         _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1148         return GL_FALSE;
1149      }
1150      t = _mesa_lookup_texture(ctx, texName[i]);
1151      if (!t) {
1152         _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1153         return GL_FALSE;
1154      }
1155      if (!ctx->Driver.IsTextureResident ||
1156          ctx->Driver.IsTextureResident(ctx, t)) {
1157         /* The texture is resident */
1158	 if (!allResident)
1159	    residences[i] = GL_TRUE;
1160      }
1161      else {
1162         /* The texture is not resident */
1163         if (allResident) {
1164	    allResident = GL_FALSE;
1165	    for (j = 0; j < i; j++)
1166	       residences[j] = GL_TRUE;
1167	 }
1168	 residences[i] = GL_FALSE;
1169      }
1170   }
1171
1172   return allResident;
1173}
1174
1175/**
1176 * See if a name corresponds to a texture.
1177 *
1178 * \param texture texture name.
1179 *
1180 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
1181 * otherwise.
1182 *
1183 * \sa glIsTexture().
1184 *
1185 * Calls _mesa_HashLookup().
1186 */
1187GLboolean GLAPIENTRY
1188_mesa_IsTexture( GLuint texture )
1189{
1190   struct gl_texture_object *t;
1191   GET_CURRENT_CONTEXT(ctx);
1192   ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1193
1194   if (!texture)
1195      return GL_FALSE;
1196
1197   t = _mesa_lookup_texture(ctx, texture);
1198
1199   /* IsTexture is true only after object has been bound once. */
1200   return t && t->Target;
1201}
1202
1203
1204/**
1205 * Simplest implementation of texture locking: grab the shared tex
1206 * mutex.  Examine the shared context state timestamp and if there has
1207 * been a change, set the appropriate bits in ctx->NewState.
1208 *
1209 * This is used to deal with synchronizing things when a texture object
1210 * is used/modified by different contexts (or threads) which are sharing
1211 * the texture.
1212 *
1213 * See also _mesa_lock/unlock_texture() in teximage.h
1214 */
1215void
1216_mesa_lock_context_textures( GLcontext *ctx )
1217{
1218   _glthread_LOCK_MUTEX(ctx->Shared->TexMutex);
1219
1220   if (ctx->Shared->TextureStateStamp != ctx->TextureStateTimestamp) {
1221      ctx->NewState |= _NEW_TEXTURE;
1222      ctx->TextureStateTimestamp = ctx->Shared->TextureStateStamp;
1223   }
1224}
1225
1226
1227void
1228_mesa_unlock_context_textures( GLcontext *ctx )
1229{
1230   assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp);
1231   _glthread_UNLOCK_MUTEX(ctx->Shared->TexMutex);
1232}
1233
1234/*@}*/
1235
1236
1237