/* * Mesa 3-D graphics library * Version: 3.4 * * Copyright (C) 1999-2000 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifdef PC_HEADER #include "all.h" #else #include "glheader.h" #include "colortab.h" #include "context.h" #include "enums.h" #include "hash.h" #include "mem.h" #include "teximage.h" #include "texstate.h" #include "texobj.h" #include "types.h" #endif /* * Allocate a new texture object and add it to the linked list of texture * objects. If name>0 then also insert the new texture object into the hash * table. * Input: shared - the shared GL state structure to contain the texture object * name - integer name for the texture object * dimensions - either 1, 2, 3 or 6 (cube map) * Return: pointer to new texture object */ struct gl_texture_object * gl_alloc_texture_object( struct gl_shared_state *shared, GLuint name, GLuint dimensions) { struct gl_texture_object *obj; ASSERT(dimensions <= 3 || dimensions == 6); obj = CALLOC_STRUCT(gl_texture_object); if (obj) { /* init the non-zero fields */ _glthread_INIT_MUTEX(obj->Mutex); obj->RefCount = 1; obj->Name = name; obj->Dimensions = dimensions; obj->Priority = 1.0F; obj->WrapS = GL_REPEAT; obj->WrapT = GL_REPEAT; obj->WrapR = GL_REPEAT; obj->MinFilter = GL_NEAREST_MIPMAP_LINEAR; obj->MagFilter = GL_LINEAR; obj->MinLod = -1000.0; obj->MaxLod = 1000.0; obj->BaseLevel = 0; obj->MaxLevel = 1000; obj->MinMagThresh = 0.0F; _mesa_init_colortable(&obj->Palette); /* insert into linked list */ if (shared) { _glthread_LOCK_MUTEX(shared->Mutex); obj->Next = shared->TexObjectList; shared->TexObjectList = obj; _glthread_UNLOCK_MUTEX(shared->Mutex); } if (name > 0) { /* insert into hash table */ _mesa_HashInsert(shared->TexObjects, name, obj); } } return obj; } /* * Deallocate a texture object struct and remove it from the given * shared GL state. * Input: shared - the shared GL state to which the object belongs * t - the texture object to delete */ void gl_free_texture_object( struct gl_shared_state *shared, struct gl_texture_object *t ) { struct gl_texture_object *tprev, *tcurr; assert(t); /* Remove t from dirty list so we don't touch free'd memory later. * Test for shared since Proxy texture aren't in global linked list. */ if (shared) gl_remove_texobj_from_dirty_list( shared, t ); /* unlink t from the linked list */ if (shared) { _glthread_LOCK_MUTEX(shared->Mutex); tprev = NULL; tcurr = shared->TexObjectList; while (tcurr) { if (tcurr==t) { if (tprev) { tprev->Next = t->Next; } else { shared->TexObjectList = t->Next; } break; } tprev = tcurr; tcurr = tcurr->Next; } _glthread_UNLOCK_MUTEX(shared->Mutex); } if (t->Name) { /* remove from hash table */ _mesa_HashRemove(shared->TexObjects, t->Name); } _mesa_free_colortable_data(&t->Palette); /* free texture images */ { GLuint i; for (i=0;iImage[i]) { _mesa_free_texture_image( t->Image[i] ); } } } /* free this object */ FREE( t ); } /* * This is helpful to diagnose incomplete texture problems. */ #if 0 static void incomplete(const struct gl_texture_object *t, const char *why) { printf("Texture Obj %d incomplete because: %s\n", t->Name, why); } #else #define incomplete(a, b) #endif /* * Examine a texture object to determine if it is complete or not. * The t->Complete flag will be set to GL_TRUE or GL_FALSE accordingly. */ void _mesa_test_texobj_completeness( const GLcontext *ctx, struct gl_texture_object *t ) { const GLint baseLevel = t->BaseLevel; t->Complete = GL_TRUE; /* be optimistic */ /* Always need level zero image */ if (!t->Image[baseLevel]) { incomplete(t, "Image[baseLevel] == NULL"); t->Complete = GL_FALSE; return; } /* Compute number of mipmap levels */ if (t->Dimensions == 1) { t->P = t->Image[baseLevel]->WidthLog2; } else if (t->Dimensions == 2 || t->Dimensions == 6) { t->P = MAX2(t->Image[baseLevel]->WidthLog2, t->Image[baseLevel]->HeightLog2); } else if (t->Dimensions == 3) { GLint max = MAX2(t->Image[baseLevel]->WidthLog2, t->Image[baseLevel]->HeightLog2); max = MAX2(max, (GLint)(t->Image[baseLevel]->DepthLog2)); t->P = max; } t->P += baseLevel; t->P = MIN2(t->P, t->MaxLevel); t->P = MIN2(t->P, ctx->Const.MaxTextureLevels - 1); /* Compute M (see the 1.2 spec) used during mipmapping */ t->M = (GLfloat) (t->P - t->BaseLevel); if (t->Dimensions == 6) { /* make sure all six level 0 images are same size */ const GLint w = t->Image[baseLevel]->Width2; const GLint h = t->Image[baseLevel]->Height2; if (!t->NegX[baseLevel] || t->NegX[baseLevel]->Width2 != w || t->NegX[baseLevel]->Height2 != h || !t->PosY[baseLevel] || t->PosY[baseLevel]->Width2 != w || t->PosY[baseLevel]->Height2 != h || !t->NegY[baseLevel] || t->NegY[baseLevel]->Width2 != w || t->NegY[baseLevel]->Height2 != h || !t->PosZ[baseLevel] || t->PosZ[baseLevel]->Width2 != w || t->PosZ[baseLevel]->Height2 != h || !t->NegZ[baseLevel] || t->NegZ[baseLevel]->Width2 != w || t->NegZ[baseLevel]->Height2 != h) { t->Complete = GL_FALSE; incomplete(t, "Non-quare cubemap image"); return; } } if (t->MinFilter != GL_NEAREST && t->MinFilter != GL_LINEAR) { /* * Mipmapping: determine if we have a complete set of mipmaps */ GLint i; GLint minLevel = baseLevel; GLint maxLevel = t->P; if (minLevel > maxLevel) { t->Complete = GL_FALSE; incomplete(t, "minLevel > maxLevel"); return; } /* Test dimension-independent attributes */ for (i = minLevel; i <= maxLevel; i++) { if (t->Image[i]) { if (t->Image[i]->Format != t->Image[baseLevel]->Format) { t->Complete = GL_FALSE; incomplete(t, "Format[i] != Format[baseLevel]"); return; } if (t->Image[i]->Border != t->Image[baseLevel]->Border) { t->Complete = GL_FALSE; incomplete(t, "Border[i] != Border[baseLevel]"); return; } } } /* Test things which depend on number of texture image dimensions */ if (t->Dimensions == 1) { /* Test 1-D mipmaps */ GLuint width = t->Image[baseLevel]->Width2; for (i = baseLevel + 1; i < ctx->Const.MaxTextureLevels; i++) { if (width > 1) { width /= 2; } if (i >= minLevel && i <= maxLevel) { if (!t->Image[i]) { t->Complete = GL_FALSE; incomplete(t, "1D Image[i] == NULL"); return; } if (t->Image[i]->Width2 != width ) { t->Complete = GL_FALSE; incomplete(t, "1D Image[i] bad width"); return; } } if (width == 1) { return; /* found smallest needed mipmap, all done! */ } } } else if (t->Dimensions == 2) { /* Test 2-D mipmaps */ GLuint width = t->Image[baseLevel]->Width2; GLuint height = t->Image[baseLevel]->Height2; for (i = baseLevel + 1; i < ctx->Const.MaxTextureLevels; i++) { if (width > 1) { width /= 2; } if (height > 1) { height /= 2; } if (i >= minLevel && i <= maxLevel) { if (!t->Image[i]) { t->Complete = GL_FALSE; incomplete(t, "2D Image[i] == NULL"); return; } if (t->Image[i]->Width2 != width) { t->Complete = GL_FALSE; incomplete(t, "2D Image[i] bad width"); return; } if (t->Image[i]->Height2 != height) { t->Complete = GL_FALSE; incomplete(t, "2D Image[i] bad height"); return; } if (width==1 && height==1) { return; /* found smallest needed mipmap, all done! */ } } } } else if (t->Dimensions == 3) { /* Test 3-D mipmaps */ GLuint width = t->Image[baseLevel]->Width2; GLuint height = t->Image[baseLevel]->Height2; GLuint depth = t->Image[baseLevel]->Depth2; for (i = baseLevel + 1; i < ctx->Const.MaxTextureLevels; i++) { if (width > 1) { width /= 2; } if (height > 1) { height /= 2; } if (depth > 1) { depth /= 2; } if (i >= minLevel && i <= maxLevel) { if (!t->Image[i]) { incomplete(t, "3D Image[i] == NULL"); t->Complete = GL_FALSE; return; } if (t->Image[i]->Width2 != width) { t->Complete = GL_FALSE; incomplete(t, "3D Image[i] bad width"); return; } if (t->Image[i]->Height2 != height) { t->Complete = GL_FALSE; incomplete(t, "3D Image[i] bad height"); return; } if (t->Image[i]->Depth2 != depth) { t->Complete = GL_FALSE; incomplete(t, "3D Image[i] bad depth"); return; } } if (width == 1 && height == 1 && depth == 1) { return; /* found smallest needed mipmap, all done! */ } } } else if (t->Dimensions == 6) { /* make sure 6 cube faces are consistant */ GLuint width = t->Image[baseLevel]->Width2; GLuint height = t->Image[baseLevel]->Height2; for (i = baseLevel + 1; i < ctx->Const.MaxTextureLevels; i++) { if (width > 1) { width /= 2; } if (height > 1) { height /= 2; } if (i >= minLevel && i <= maxLevel) { /* check that we have images defined */ if (!t->Image[i] || !t->NegX[i] || !t->PosY[i] || !t->NegY[i] || !t->PosZ[i] || !t->NegZ[i]) { t->Complete = GL_FALSE; incomplete(t, "CubeMap Image[i] == NULL"); return; } /* check that all six images have same size */ if (t->NegX[i]->Width2!=width || t->NegX[i]->Height2!=height || t->PosY[i]->Width2!=width || t->PosY[i]->Height2!=height || t->NegY[i]->Width2!=width || t->NegY[i]->Height2!=height || t->PosZ[i]->Width2!=width || t->PosZ[i]->Height2!=height || t->NegZ[i]->Width2!=width || t->NegZ[i]->Height2!=height) { t->Complete = GL_FALSE; incomplete(t, "CubeMap Image[i] bad size"); return; } } if (width == 1 && height == 1) { return; /* found smallest needed mipmap, all done! */ } } } else { /* Dimensions = ??? */ gl_problem(NULL, "Bug in gl_test_texture_object_completeness\n"); } } } _glthread_DECLARE_STATIC_MUTEX(GenTexturesLock); /* * Execute glGenTextures */ void _mesa_GenTextures( GLsizei n, GLuint *texName ) { GET_CURRENT_CONTEXT(ctx); GLuint first; GLint i; ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glGenTextures"); if (n < 0) { gl_error( ctx, GL_INVALID_VALUE, "glGenTextures" ); return; } if (!texName) return; /* * This must be atomic (generation and allocation of texture IDs) */ _glthread_LOCK_MUTEX(GenTexturesLock); first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n); /* Return the texture names */ for (i=0;iShared, name, dims); } _glthread_UNLOCK_MUTEX(GenTexturesLock); } /* * Execute glDeleteTextures */ void _mesa_DeleteTextures( GLsizei n, const GLuint *texName) { GET_CURRENT_CONTEXT(ctx); GLint i; ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glDeleteTextures"); if (!texName) return; for (i=0;i0) { t = (struct gl_texture_object *) _mesa_HashLookup(ctx->Shared->TexObjects, texName[i]); if (t) { /* First check if this texture is currently bound. * If so, unbind it and decrement the reference count. */ GLuint u; for (u = 0; u < MAX_TEXTURE_UNITS; u++) { struct gl_texture_unit *unit = &ctx->Texture.Unit[u]; GLuint d; for (d = 1 ; d <= 3 ; d++) { if (unit->CurrentD[d] == t) { unit->CurrentD[d] = ctx->Shared->DefaultD[d]; ctx->Shared->DefaultD[d]->RefCount++; t->RefCount--; ASSERT( t->RefCount >= 0 ); ctx->NewState |= NEW_TEXTURING; } } } /* Decrement reference count and delete if zero */ t->RefCount--; ASSERT( t->RefCount >= 0 ); if (t->RefCount == 0) { if (ctx->Driver.DeleteTexture) (*ctx->Driver.DeleteTexture)( ctx, t ); gl_free_texture_object(ctx->Shared, t); } } } } } /* * Execute glBindTexture */ void _mesa_BindTexture( GLenum target, GLuint texName ) { GET_CURRENT_CONTEXT(ctx); GLuint unit = ctx->Texture.CurrentUnit; struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; struct gl_texture_object *oldTexObj; struct gl_texture_object *newTexObj; GLuint dim; if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE)) fprintf(stderr, "glBindTexture %s %d\n", gl_lookup_enum_by_nr(target), (GLint) texName); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glBindTexture"); switch (target) { case GL_TEXTURE_1D: dim = 1; oldTexObj = texUnit->CurrentD[1]; break; case GL_TEXTURE_2D: dim = 2; oldTexObj = texUnit->CurrentD[2]; break; case GL_TEXTURE_3D: dim = 3; oldTexObj = texUnit->CurrentD[3]; break; case GL_TEXTURE_CUBE_MAP_ARB: if (ctx->Extensions.HaveTextureCubeMap) { dim = 6; oldTexObj = texUnit->CurrentCubeMap; break; } /* fallthrough */ default: gl_error( ctx, GL_INVALID_ENUM, "glBindTexture(target)" ); return; } ctx->NewState |= NEW_TEXTURING; if (oldTexObj->Name == texName) return; if (texName == 0) { if (target == GL_TEXTURE_CUBE_MAP_ARB) newTexObj = ctx->Shared->DefaultCubeMap; else newTexObj = ctx->Shared->DefaultD[dim]; } else { struct _mesa_HashTable *hash = ctx->Shared->TexObjects; newTexObj = (struct gl_texture_object *) _mesa_HashLookup(hash, texName); if (!newTexObj) newTexObj = gl_alloc_texture_object(ctx->Shared, texName, dim); if (newTexObj->Dimensions != dim) { if (newTexObj->Dimensions) { /* the named texture object's dimensions don't match the target */ gl_error( ctx, GL_INVALID_OPERATION, "glBindTexture" ); return; } newTexObj->Dimensions = dim; } } newTexObj->RefCount++; switch (target) { case GL_TEXTURE_1D: texUnit->CurrentD[1] = newTexObj; break; case GL_TEXTURE_2D: texUnit->CurrentD[2] = newTexObj; break; case GL_TEXTURE_3D: texUnit->CurrentD[3] = newTexObj; break; case GL_TEXTURE_CUBE_MAP_ARB: texUnit->CurrentCubeMap = newTexObj; break; default: gl_problem(ctx, "bad target in BindTexture"); } /* If we've changed the CurrentD[123] texture object then update the * ctx->Texture.Current pointer to point to the new texture object. */ texUnit->Current = texUnit->CurrentD[texUnit->CurrentDimension]; /* Check if we may have to use a new triangle rasterizer */ if ((ctx->IndirectTriangles & DD_SW_RASTERIZE) && ( oldTexObj->WrapS != newTexObj->WrapS || oldTexObj->WrapT != newTexObj->WrapT || oldTexObj->WrapR != newTexObj->WrapR || oldTexObj->MinFilter != newTexObj->MinFilter || oldTexObj->MagFilter != newTexObj->MagFilter || (oldTexObj->Image[0] && newTexObj->Image[0] && (oldTexObj->Image[0]->Format!=newTexObj->Image[0]->Format)))) { ctx->NewState |= NEW_RASTER_OPS; } /* Pass BindTexture call to device driver */ if (ctx->Driver.BindTexture) { (*ctx->Driver.BindTexture)( ctx, target, newTexObj ); } if (oldTexObj->Name > 0) { /* never delete default (id=0) texture objects */ oldTexObj->RefCount--; if (oldTexObj->RefCount <= 0) { if (ctx->Driver.DeleteTexture) { (*ctx->Driver.DeleteTexture)( ctx, oldTexObj ); } gl_free_texture_object(ctx->Shared, oldTexObj); } } } /* * Execute glPrioritizeTextures */ void _mesa_PrioritizeTextures( GLsizei n, const GLuint *texName, const GLclampf *priorities ) { GET_CURRENT_CONTEXT(ctx); GLint i; ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPrioritizeTextures"); if (n < 0) { gl_error( ctx, GL_INVALID_VALUE, "glPrioritizeTextures" ); return; } if (!priorities) return; for (i = 0; i < n; i++) { if (texName[i] > 0) { struct gl_texture_object *t = (struct gl_texture_object *) _mesa_HashLookup(ctx->Shared->TexObjects, texName[i]); if (t) { t->Priority = CLAMP( priorities[i], 0.0F, 1.0F ); if (ctx->Driver.PrioritizeTexture) ctx->Driver.PrioritizeTexture( ctx, t, t->Priority ); } } } } /* * Execute glAreTexturesResident */ GLboolean _mesa_AreTexturesResident(GLsizei n, const GLuint *texName, GLboolean *residences) { GET_CURRENT_CONTEXT(ctx); GLboolean allResident = GL_TRUE; GLint i; ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH_WITH_RETVAL(ctx, "glAreTexturesResident", GL_FALSE); if (n < 0) { gl_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)"); return GL_FALSE; } if (!texName || !residences) return GL_FALSE; for (i = 0; i < n; i++) { struct gl_texture_object *t; if (texName[i] == 0) { gl_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(textures)"); return GL_FALSE; } t = (struct gl_texture_object *) _mesa_HashLookup(ctx->Shared->TexObjects, texName[i]); if (t) { if (ctx->Driver.IsTextureResident) { residences[i] = ctx->Driver.IsTextureResident(ctx, t); if (!residences[i]) allResident = GL_FALSE; } else { residences[i] = GL_TRUE; } } else { gl_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(textures)"); return GL_FALSE; } } return allResident; } /* * Execute glIsTexture */ GLboolean _mesa_IsTexture( GLuint texture ) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH_WITH_RETVAL(ctx, "glIsTextures", GL_FALSE); if (texture > 0 && _mesa_HashLookup(ctx->Shared->TexObjects, texture)) { return GL_TRUE; } else { return GL_FALSE; } }