xref: /aosp_15_r20/external/mesa3d/src/mesa/main/texobj.c (revision 6104692788411f58d303aa86923a9ff6ecaded22)
1*61046927SAndroid Build Coastguard Worker /**
2*61046927SAndroid Build Coastguard Worker  * \file texobj.c
3*61046927SAndroid Build Coastguard Worker  * Texture object management.
4*61046927SAndroid Build Coastguard Worker  */
5*61046927SAndroid Build Coastguard Worker 
6*61046927SAndroid Build Coastguard Worker /*
7*61046927SAndroid Build Coastguard Worker  * Mesa 3-D graphics library
8*61046927SAndroid Build Coastguard Worker  *
9*61046927SAndroid Build Coastguard Worker  * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.
10*61046927SAndroid Build Coastguard Worker  *
11*61046927SAndroid Build Coastguard Worker  * Permission is hereby granted, free of charge, to any person obtaining a
12*61046927SAndroid Build Coastguard Worker  * copy of this software and associated documentation files (the "Software"),
13*61046927SAndroid Build Coastguard Worker  * to deal in the Software without restriction, including without limitation
14*61046927SAndroid Build Coastguard Worker  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
15*61046927SAndroid Build Coastguard Worker  * and/or sell copies of the Software, and to permit persons to whom the
16*61046927SAndroid Build Coastguard Worker  * Software is furnished to do so, subject to the following conditions:
17*61046927SAndroid Build Coastguard Worker  *
18*61046927SAndroid Build Coastguard Worker  * The above copyright notice and this permission notice shall be included
19*61046927SAndroid Build Coastguard Worker  * in all copies or substantial portions of the Software.
20*61046927SAndroid Build Coastguard Worker  *
21*61046927SAndroid Build Coastguard Worker  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
22*61046927SAndroid Build Coastguard Worker  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
23*61046927SAndroid Build Coastguard Worker  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
24*61046927SAndroid Build Coastguard Worker  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
25*61046927SAndroid Build Coastguard Worker  * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
26*61046927SAndroid Build Coastguard Worker  * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
27*61046927SAndroid Build Coastguard Worker  * OTHER DEALINGS IN THE SOFTWARE.
28*61046927SAndroid Build Coastguard Worker  */
29*61046927SAndroid Build Coastguard Worker 
30*61046927SAndroid Build Coastguard Worker 
31*61046927SAndroid Build Coastguard Worker #include <stdio.h>
32*61046927SAndroid Build Coastguard Worker #include "bufferobj.h"
33*61046927SAndroid Build Coastguard Worker #include "context.h"
34*61046927SAndroid Build Coastguard Worker #include "enums.h"
35*61046927SAndroid Build Coastguard Worker #include "fbobject.h"
36*61046927SAndroid Build Coastguard Worker #include "formats.h"
37*61046927SAndroid Build Coastguard Worker #include "hash.h"
38*61046927SAndroid Build Coastguard Worker 
39*61046927SAndroid Build Coastguard Worker #include "macros.h"
40*61046927SAndroid Build Coastguard Worker #include "shaderimage.h"
41*61046927SAndroid Build Coastguard Worker #include "teximage.h"
42*61046927SAndroid Build Coastguard Worker #include "texobj.h"
43*61046927SAndroid Build Coastguard Worker #include "texstate.h"
44*61046927SAndroid Build Coastguard Worker #include "mtypes.h"
45*61046927SAndroid Build Coastguard Worker #include "program/prog_instruction.h"
46*61046927SAndroid Build Coastguard Worker #include "texturebindless.h"
47*61046927SAndroid Build Coastguard Worker #include "util/u_memory.h"
48*61046927SAndroid Build Coastguard Worker #include "util/u_inlines.h"
49*61046927SAndroid Build Coastguard Worker #include "api_exec_decl.h"
50*61046927SAndroid Build Coastguard Worker 
51*61046927SAndroid Build Coastguard Worker #include "state_tracker/st_cb_texture.h"
52*61046927SAndroid Build Coastguard Worker #include "state_tracker/st_context.h"
53*61046927SAndroid Build Coastguard Worker #include "state_tracker/st_format.h"
54*61046927SAndroid Build Coastguard Worker #include "state_tracker/st_cb_flush.h"
55*61046927SAndroid Build Coastguard Worker #include "state_tracker/st_texture.h"
56*61046927SAndroid Build Coastguard Worker #include "state_tracker/st_sampler_view.h"
57*61046927SAndroid Build Coastguard Worker 
58*61046927SAndroid Build Coastguard Worker /**********************************************************************/
59*61046927SAndroid Build Coastguard Worker /** \name Internal functions */
60*61046927SAndroid Build Coastguard Worker /*@{*/
61*61046927SAndroid Build Coastguard Worker 
62*61046927SAndroid Build Coastguard Worker /**
63*61046927SAndroid Build Coastguard Worker  * This function checks for all valid combinations of Min and Mag filters for
64*61046927SAndroid Build Coastguard Worker  * Float types, when extensions like OES_texture_float and
65*61046927SAndroid Build Coastguard Worker  * OES_texture_float_linear are supported. OES_texture_float mentions support
66*61046927SAndroid Build Coastguard Worker  * for NEAREST, NEAREST_MIPMAP_NEAREST magnification and minification filters.
67*61046927SAndroid Build Coastguard Worker  * Mag filters like LINEAR and min filters like NEAREST_MIPMAP_LINEAR,
68*61046927SAndroid Build Coastguard Worker  * LINEAR_MIPMAP_NEAREST and LINEAR_MIPMAP_LINEAR are only valid in case
69*61046927SAndroid Build Coastguard Worker  * OES_texture_float_linear is supported.
70*61046927SAndroid Build Coastguard Worker  *
71*61046927SAndroid Build Coastguard Worker  * Returns true in case the filter is valid for given Float type else false.
72*61046927SAndroid Build Coastguard Worker  */
73*61046927SAndroid Build Coastguard Worker static bool
valid_filter_for_float(const struct gl_context * ctx,const struct gl_texture_object * obj)74*61046927SAndroid Build Coastguard Worker valid_filter_for_float(const struct gl_context *ctx,
75*61046927SAndroid Build Coastguard Worker                        const struct gl_texture_object *obj)
76*61046927SAndroid Build Coastguard Worker {
77*61046927SAndroid Build Coastguard Worker    switch (obj->Sampler.Attrib.MagFilter) {
78*61046927SAndroid Build Coastguard Worker    case GL_LINEAR:
79*61046927SAndroid Build Coastguard Worker       if (obj->_IsHalfFloat && !ctx->Extensions.OES_texture_half_float_linear) {
80*61046927SAndroid Build Coastguard Worker          return false;
81*61046927SAndroid Build Coastguard Worker       } else if (obj->_IsFloat && !ctx->Extensions.OES_texture_float_linear) {
82*61046927SAndroid Build Coastguard Worker          return false;
83*61046927SAndroid Build Coastguard Worker       }
84*61046927SAndroid Build Coastguard Worker       FALLTHROUGH;
85*61046927SAndroid Build Coastguard Worker    case GL_NEAREST:
86*61046927SAndroid Build Coastguard Worker    case GL_NEAREST_MIPMAP_NEAREST:
87*61046927SAndroid Build Coastguard Worker       break;
88*61046927SAndroid Build Coastguard Worker    default:
89*61046927SAndroid Build Coastguard Worker       unreachable("Invalid mag filter");
90*61046927SAndroid Build Coastguard Worker    }
91*61046927SAndroid Build Coastguard Worker 
92*61046927SAndroid Build Coastguard Worker    switch (obj->Sampler.Attrib.MinFilter) {
93*61046927SAndroid Build Coastguard Worker    case GL_LINEAR:
94*61046927SAndroid Build Coastguard Worker    case GL_NEAREST_MIPMAP_LINEAR:
95*61046927SAndroid Build Coastguard Worker    case GL_LINEAR_MIPMAP_NEAREST:
96*61046927SAndroid Build Coastguard Worker    case GL_LINEAR_MIPMAP_LINEAR:
97*61046927SAndroid Build Coastguard Worker       if (obj->_IsHalfFloat && !ctx->Extensions.OES_texture_half_float_linear) {
98*61046927SAndroid Build Coastguard Worker          return false;
99*61046927SAndroid Build Coastguard Worker       } else if (obj->_IsFloat && !ctx->Extensions.OES_texture_float_linear) {
100*61046927SAndroid Build Coastguard Worker          return false;
101*61046927SAndroid Build Coastguard Worker       }
102*61046927SAndroid Build Coastguard Worker       FALLTHROUGH;
103*61046927SAndroid Build Coastguard Worker    case GL_NEAREST:
104*61046927SAndroid Build Coastguard Worker    case GL_NEAREST_MIPMAP_NEAREST:
105*61046927SAndroid Build Coastguard Worker       break;
106*61046927SAndroid Build Coastguard Worker    default:
107*61046927SAndroid Build Coastguard Worker       unreachable("Invalid min filter");
108*61046927SAndroid Build Coastguard Worker    }
109*61046927SAndroid Build Coastguard Worker 
110*61046927SAndroid Build Coastguard Worker    return true;
111*61046927SAndroid Build Coastguard Worker }
112*61046927SAndroid Build Coastguard Worker 
113*61046927SAndroid Build Coastguard Worker /**
114*61046927SAndroid Build Coastguard Worker  * Return the gl_texture_object for a given ID.
115*61046927SAndroid Build Coastguard Worker  */
116*61046927SAndroid Build Coastguard Worker struct gl_texture_object *
_mesa_lookup_texture(struct gl_context * ctx,GLuint id)117*61046927SAndroid Build Coastguard Worker _mesa_lookup_texture(struct gl_context *ctx, GLuint id)
118*61046927SAndroid Build Coastguard Worker {
119*61046927SAndroid Build Coastguard Worker    return (struct gl_texture_object *)
120*61046927SAndroid Build Coastguard Worker       _mesa_HashLookup(&ctx->Shared->TexObjects, id);
121*61046927SAndroid Build Coastguard Worker }
122*61046927SAndroid Build Coastguard Worker 
123*61046927SAndroid Build Coastguard Worker /**
124*61046927SAndroid Build Coastguard Worker  * Wrapper around _mesa_lookup_texture that throws GL_INVALID_OPERATION if id
125*61046927SAndroid Build Coastguard Worker  * is not in the hash table. After calling _mesa_error, it returns NULL.
126*61046927SAndroid Build Coastguard Worker  */
127*61046927SAndroid Build Coastguard Worker struct gl_texture_object *
_mesa_lookup_texture_err(struct gl_context * ctx,GLuint id,const char * func)128*61046927SAndroid Build Coastguard Worker _mesa_lookup_texture_err(struct gl_context *ctx, GLuint id, const char* func)
129*61046927SAndroid Build Coastguard Worker {
130*61046927SAndroid Build Coastguard Worker    struct gl_texture_object *texObj = NULL;
131*61046927SAndroid Build Coastguard Worker 
132*61046927SAndroid Build Coastguard Worker    if (id > 0)
133*61046927SAndroid Build Coastguard Worker       texObj = _mesa_lookup_texture(ctx, id); /* Returns NULL if not found. */
134*61046927SAndroid Build Coastguard Worker 
135*61046927SAndroid Build Coastguard Worker    if (!texObj)
136*61046927SAndroid Build Coastguard Worker       _mesa_error(ctx, GL_INVALID_OPERATION, "%s(texture)", func);
137*61046927SAndroid Build Coastguard Worker 
138*61046927SAndroid Build Coastguard Worker    return texObj;
139*61046927SAndroid Build Coastguard Worker }
140*61046927SAndroid Build Coastguard Worker 
141*61046927SAndroid Build Coastguard Worker 
142*61046927SAndroid Build Coastguard Worker struct gl_texture_object *
_mesa_lookup_texture_locked(struct gl_context * ctx,GLuint id)143*61046927SAndroid Build Coastguard Worker _mesa_lookup_texture_locked(struct gl_context *ctx, GLuint id)
144*61046927SAndroid Build Coastguard Worker {
145*61046927SAndroid Build Coastguard Worker    return (struct gl_texture_object *)
146*61046927SAndroid Build Coastguard Worker       _mesa_HashLookupLocked(&ctx->Shared->TexObjects, id);
147*61046927SAndroid Build Coastguard Worker }
148*61046927SAndroid Build Coastguard Worker 
149*61046927SAndroid Build Coastguard Worker /**
150*61046927SAndroid Build Coastguard Worker  * Return a pointer to the current texture object for the given target
151*61046927SAndroid Build Coastguard Worker  * on the current texture unit.
152*61046927SAndroid Build Coastguard Worker  * Note: all <target> error checking should have been done by this point.
153*61046927SAndroid Build Coastguard Worker  */
154*61046927SAndroid Build Coastguard Worker struct gl_texture_object *
_mesa_get_current_tex_object(struct gl_context * ctx,GLenum target)155*61046927SAndroid Build Coastguard Worker _mesa_get_current_tex_object(struct gl_context *ctx, GLenum target)
156*61046927SAndroid Build Coastguard Worker {
157*61046927SAndroid Build Coastguard Worker    struct gl_texture_unit *texUnit = _mesa_get_current_tex_unit(ctx);
158*61046927SAndroid Build Coastguard Worker    const GLboolean arrayTex = ctx->Extensions.EXT_texture_array;
159*61046927SAndroid Build Coastguard Worker 
160*61046927SAndroid Build Coastguard Worker    switch (target) {
161*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_1D:
162*61046927SAndroid Build Coastguard Worker          return texUnit->CurrentTex[TEXTURE_1D_INDEX];
163*61046927SAndroid Build Coastguard Worker       case GL_PROXY_TEXTURE_1D:
164*61046927SAndroid Build Coastguard Worker          return ctx->Texture.ProxyTex[TEXTURE_1D_INDEX];
165*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_2D:
166*61046927SAndroid Build Coastguard Worker          return texUnit->CurrentTex[TEXTURE_2D_INDEX];
167*61046927SAndroid Build Coastguard Worker       case GL_PROXY_TEXTURE_2D:
168*61046927SAndroid Build Coastguard Worker          return ctx->Texture.ProxyTex[TEXTURE_2D_INDEX];
169*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_3D:
170*61046927SAndroid Build Coastguard Worker          return texUnit->CurrentTex[TEXTURE_3D_INDEX];
171*61046927SAndroid Build Coastguard Worker       case GL_PROXY_TEXTURE_3D:
172*61046927SAndroid Build Coastguard Worker          return !(_mesa_is_gles2(ctx) && !ctx->Extensions.OES_texture_3D)
173*61046927SAndroid Build Coastguard Worker              ? ctx->Texture.ProxyTex[TEXTURE_3D_INDEX] : NULL;
174*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
175*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
176*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
177*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
178*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
179*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
180*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_CUBE_MAP:
181*61046927SAndroid Build Coastguard Worker          return texUnit->CurrentTex[TEXTURE_CUBE_INDEX];
182*61046927SAndroid Build Coastguard Worker       case GL_PROXY_TEXTURE_CUBE_MAP:
183*61046927SAndroid Build Coastguard Worker          return ctx->Texture.ProxyTex[TEXTURE_CUBE_INDEX];
184*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_CUBE_MAP_ARRAY:
185*61046927SAndroid Build Coastguard Worker          return _mesa_has_texture_cube_map_array(ctx)
186*61046927SAndroid Build Coastguard Worker                 ? texUnit->CurrentTex[TEXTURE_CUBE_ARRAY_INDEX] : NULL;
187*61046927SAndroid Build Coastguard Worker       case GL_PROXY_TEXTURE_CUBE_MAP_ARRAY:
188*61046927SAndroid Build Coastguard Worker          return _mesa_has_texture_cube_map_array(ctx)
189*61046927SAndroid Build Coastguard Worker                 ? ctx->Texture.ProxyTex[TEXTURE_CUBE_ARRAY_INDEX] : NULL;
190*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_RECTANGLE_NV:
191*61046927SAndroid Build Coastguard Worker          return ctx->Extensions.NV_texture_rectangle
192*61046927SAndroid Build Coastguard Worker                 ? texUnit->CurrentTex[TEXTURE_RECT_INDEX] : NULL;
193*61046927SAndroid Build Coastguard Worker       case GL_PROXY_TEXTURE_RECTANGLE_NV:
194*61046927SAndroid Build Coastguard Worker          return ctx->Extensions.NV_texture_rectangle
195*61046927SAndroid Build Coastguard Worker                 ? ctx->Texture.ProxyTex[TEXTURE_RECT_INDEX] : NULL;
196*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_1D_ARRAY_EXT:
197*61046927SAndroid Build Coastguard Worker          return arrayTex ? texUnit->CurrentTex[TEXTURE_1D_ARRAY_INDEX] : NULL;
198*61046927SAndroid Build Coastguard Worker       case GL_PROXY_TEXTURE_1D_ARRAY_EXT:
199*61046927SAndroid Build Coastguard Worker          return arrayTex ? ctx->Texture.ProxyTex[TEXTURE_1D_ARRAY_INDEX] : NULL;
200*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_2D_ARRAY_EXT:
201*61046927SAndroid Build Coastguard Worker          return arrayTex ? texUnit->CurrentTex[TEXTURE_2D_ARRAY_INDEX] : NULL;
202*61046927SAndroid Build Coastguard Worker       case GL_PROXY_TEXTURE_2D_ARRAY_EXT:
203*61046927SAndroid Build Coastguard Worker          return arrayTex ? ctx->Texture.ProxyTex[TEXTURE_2D_ARRAY_INDEX] : NULL;
204*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_BUFFER:
205*61046927SAndroid Build Coastguard Worker          return (_mesa_has_ARB_texture_buffer_object(ctx) ||
206*61046927SAndroid Build Coastguard Worker                  _mesa_has_OES_texture_buffer(ctx)) ?
207*61046927SAndroid Build Coastguard Worker                 texUnit->CurrentTex[TEXTURE_BUFFER_INDEX] : NULL;
208*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_EXTERNAL_OES:
209*61046927SAndroid Build Coastguard Worker          return _mesa_is_gles(ctx) && ctx->Extensions.OES_EGL_image_external
210*61046927SAndroid Build Coastguard Worker             ? texUnit->CurrentTex[TEXTURE_EXTERNAL_INDEX] : NULL;
211*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_2D_MULTISAMPLE:
212*61046927SAndroid Build Coastguard Worker          return ctx->Extensions.ARB_texture_multisample
213*61046927SAndroid Build Coastguard Worker             ? texUnit->CurrentTex[TEXTURE_2D_MULTISAMPLE_INDEX] : NULL;
214*61046927SAndroid Build Coastguard Worker       case GL_PROXY_TEXTURE_2D_MULTISAMPLE:
215*61046927SAndroid Build Coastguard Worker          return ctx->Extensions.ARB_texture_multisample
216*61046927SAndroid Build Coastguard Worker             ? ctx->Texture.ProxyTex[TEXTURE_2D_MULTISAMPLE_INDEX] : NULL;
217*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
218*61046927SAndroid Build Coastguard Worker          return ctx->Extensions.ARB_texture_multisample
219*61046927SAndroid Build Coastguard Worker             ? texUnit->CurrentTex[TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX] : NULL;
220*61046927SAndroid Build Coastguard Worker       case GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY:
221*61046927SAndroid Build Coastguard Worker          return ctx->Extensions.ARB_texture_multisample
222*61046927SAndroid Build Coastguard Worker             ? ctx->Texture.ProxyTex[TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX] : NULL;
223*61046927SAndroid Build Coastguard Worker       default:
224*61046927SAndroid Build Coastguard Worker          _mesa_problem(NULL, "bad target in _mesa_get_current_tex_object(): 0x%04x", target);
225*61046927SAndroid Build Coastguard Worker          return NULL;
226*61046927SAndroid Build Coastguard Worker    }
227*61046927SAndroid Build Coastguard Worker }
228*61046927SAndroid Build Coastguard Worker 
229*61046927SAndroid Build Coastguard Worker 
230*61046927SAndroid Build Coastguard Worker /**
231*61046927SAndroid Build Coastguard Worker  * Get the texture object for given target and texunit
232*61046927SAndroid Build Coastguard Worker  * Proxy targets are accepted only allowProxyTarget is true.
233*61046927SAndroid Build Coastguard Worker  * Return NULL if any error (and record the error).
234*61046927SAndroid Build Coastguard Worker  */
235*61046927SAndroid Build Coastguard Worker struct gl_texture_object *
_mesa_get_texobj_by_target_and_texunit(struct gl_context * ctx,GLenum target,GLuint texunit,bool allowProxyTarget,const char * caller)236*61046927SAndroid Build Coastguard Worker _mesa_get_texobj_by_target_and_texunit(struct gl_context *ctx, GLenum target,
237*61046927SAndroid Build Coastguard Worker                                        GLuint texunit, bool allowProxyTarget,
238*61046927SAndroid Build Coastguard Worker                                        const char* caller)
239*61046927SAndroid Build Coastguard Worker {
240*61046927SAndroid Build Coastguard Worker    struct gl_texture_unit *texUnit;
241*61046927SAndroid Build Coastguard Worker    int targetIndex;
242*61046927SAndroid Build Coastguard Worker 
243*61046927SAndroid Build Coastguard Worker    if (_mesa_is_proxy_texture(target) && allowProxyTarget) {
244*61046927SAndroid Build Coastguard Worker       return _mesa_get_current_tex_object(ctx, target);
245*61046927SAndroid Build Coastguard Worker    }
246*61046927SAndroid Build Coastguard Worker 
247*61046927SAndroid Build Coastguard Worker    if (texunit >= ctx->Const.MaxCombinedTextureImageUnits) {
248*61046927SAndroid Build Coastguard Worker       _mesa_error(ctx, GL_INVALID_OPERATION,
249*61046927SAndroid Build Coastguard Worker                   "%s(texunit=%d)", caller, texunit);
250*61046927SAndroid Build Coastguard Worker       return NULL;
251*61046927SAndroid Build Coastguard Worker    }
252*61046927SAndroid Build Coastguard Worker 
253*61046927SAndroid Build Coastguard Worker    texUnit = _mesa_get_tex_unit(ctx, texunit);
254*61046927SAndroid Build Coastguard Worker 
255*61046927SAndroid Build Coastguard Worker    targetIndex = _mesa_tex_target_to_index(ctx, target);
256*61046927SAndroid Build Coastguard Worker    if (targetIndex < 0 || targetIndex == TEXTURE_BUFFER_INDEX) {
257*61046927SAndroid Build Coastguard Worker       _mesa_error(ctx, GL_INVALID_ENUM, "%s(target)", caller);
258*61046927SAndroid Build Coastguard Worker       return NULL;
259*61046927SAndroid Build Coastguard Worker    }
260*61046927SAndroid Build Coastguard Worker    assert(targetIndex < NUM_TEXTURE_TARGETS);
261*61046927SAndroid Build Coastguard Worker 
262*61046927SAndroid Build Coastguard Worker    return texUnit->CurrentTex[targetIndex];
263*61046927SAndroid Build Coastguard Worker }
264*61046927SAndroid Build Coastguard Worker 
265*61046927SAndroid Build Coastguard Worker /**
266*61046927SAndroid Build Coastguard Worker  * Return swizzle1(swizzle2)
267*61046927SAndroid Build Coastguard Worker  */
268*61046927SAndroid Build Coastguard Worker static unsigned
swizzle_swizzle(unsigned swizzle1,unsigned swizzle2)269*61046927SAndroid Build Coastguard Worker swizzle_swizzle(unsigned swizzle1, unsigned swizzle2)
270*61046927SAndroid Build Coastguard Worker {
271*61046927SAndroid Build Coastguard Worker    unsigned i, swz[4];
272*61046927SAndroid Build Coastguard Worker 
273*61046927SAndroid Build Coastguard Worker    if (swizzle1 == SWIZZLE_XYZW) {
274*61046927SAndroid Build Coastguard Worker       /* identity swizzle, no change to swizzle2 */
275*61046927SAndroid Build Coastguard Worker       return swizzle2;
276*61046927SAndroid Build Coastguard Worker    }
277*61046927SAndroid Build Coastguard Worker 
278*61046927SAndroid Build Coastguard Worker    for (i = 0; i < 4; i++) {
279*61046927SAndroid Build Coastguard Worker       unsigned s = GET_SWZ(swizzle1, i);
280*61046927SAndroid Build Coastguard Worker       switch (s) {
281*61046927SAndroid Build Coastguard Worker       case SWIZZLE_X:
282*61046927SAndroid Build Coastguard Worker       case SWIZZLE_Y:
283*61046927SAndroid Build Coastguard Worker       case SWIZZLE_Z:
284*61046927SAndroid Build Coastguard Worker       case SWIZZLE_W:
285*61046927SAndroid Build Coastguard Worker          swz[i] = GET_SWZ(swizzle2, s);
286*61046927SAndroid Build Coastguard Worker          break;
287*61046927SAndroid Build Coastguard Worker       case SWIZZLE_ZERO:
288*61046927SAndroid Build Coastguard Worker          swz[i] = SWIZZLE_ZERO;
289*61046927SAndroid Build Coastguard Worker          break;
290*61046927SAndroid Build Coastguard Worker       case SWIZZLE_ONE:
291*61046927SAndroid Build Coastguard Worker          swz[i] = SWIZZLE_ONE;
292*61046927SAndroid Build Coastguard Worker          break;
293*61046927SAndroid Build Coastguard Worker       default:
294*61046927SAndroid Build Coastguard Worker          assert(!"Bad swizzle term");
295*61046927SAndroid Build Coastguard Worker          swz[i] = SWIZZLE_X;
296*61046927SAndroid Build Coastguard Worker       }
297*61046927SAndroid Build Coastguard Worker    }
298*61046927SAndroid Build Coastguard Worker 
299*61046927SAndroid Build Coastguard Worker    return MAKE_SWIZZLE4(swz[0], swz[1], swz[2], swz[3]);
300*61046927SAndroid Build Coastguard Worker }
301*61046927SAndroid Build Coastguard Worker 
302*61046927SAndroid Build Coastguard Worker void
_mesa_update_texture_object_swizzle(struct gl_context * ctx,struct gl_texture_object * texObj)303*61046927SAndroid Build Coastguard Worker _mesa_update_texture_object_swizzle(struct gl_context *ctx,
304*61046927SAndroid Build Coastguard Worker                                     struct gl_texture_object *texObj)
305*61046927SAndroid Build Coastguard Worker {
306*61046927SAndroid Build Coastguard Worker    const struct gl_texture_image *img = _mesa_base_tex_image(texObj);
307*61046927SAndroid Build Coastguard Worker    if (!img)
308*61046927SAndroid Build Coastguard Worker       return;
309*61046927SAndroid Build Coastguard Worker 
310*61046927SAndroid Build Coastguard Worker    /* Combine the texture format swizzle with user's swizzle */
311*61046927SAndroid Build Coastguard Worker    texObj->Swizzle = swizzle_swizzle(texObj->Attrib._Swizzle, img->FormatSwizzle);
312*61046927SAndroid Build Coastguard Worker    texObj->SwizzleGLSL130 = swizzle_swizzle(texObj->Attrib._Swizzle, img->FormatSwizzleGLSL130);
313*61046927SAndroid Build Coastguard Worker }
314*61046927SAndroid Build Coastguard Worker 
315*61046927SAndroid Build Coastguard Worker /**
316*61046927SAndroid Build Coastguard Worker  * Initialize a new texture object to default values.
317*61046927SAndroid Build Coastguard Worker  * \param obj  the texture object
318*61046927SAndroid Build Coastguard Worker  * \param name  the texture name
319*61046927SAndroid Build Coastguard Worker  * \param target  the texture target
320*61046927SAndroid Build Coastguard Worker  */
321*61046927SAndroid Build Coastguard Worker static bool
_mesa_initialize_texture_object(struct gl_context * ctx,struct gl_texture_object * obj,GLuint name,GLenum target)322*61046927SAndroid Build Coastguard Worker _mesa_initialize_texture_object( struct gl_context *ctx,
323*61046927SAndroid Build Coastguard Worker                                  struct gl_texture_object *obj,
324*61046927SAndroid Build Coastguard Worker                                  GLuint name, GLenum target )
325*61046927SAndroid Build Coastguard Worker {
326*61046927SAndroid Build Coastguard Worker    assert(target == 0 ||
327*61046927SAndroid Build Coastguard Worker           target == GL_TEXTURE_1D ||
328*61046927SAndroid Build Coastguard Worker           target == GL_TEXTURE_2D ||
329*61046927SAndroid Build Coastguard Worker           target == GL_TEXTURE_3D ||
330*61046927SAndroid Build Coastguard Worker           target == GL_TEXTURE_CUBE_MAP ||
331*61046927SAndroid Build Coastguard Worker           target == GL_TEXTURE_RECTANGLE_NV ||
332*61046927SAndroid Build Coastguard Worker           target == GL_TEXTURE_1D_ARRAY_EXT ||
333*61046927SAndroid Build Coastguard Worker           target == GL_TEXTURE_2D_ARRAY_EXT ||
334*61046927SAndroid Build Coastguard Worker           target == GL_TEXTURE_EXTERNAL_OES ||
335*61046927SAndroid Build Coastguard Worker           target == GL_TEXTURE_CUBE_MAP_ARRAY ||
336*61046927SAndroid Build Coastguard Worker           target == GL_TEXTURE_BUFFER ||
337*61046927SAndroid Build Coastguard Worker           target == GL_TEXTURE_2D_MULTISAMPLE ||
338*61046927SAndroid Build Coastguard Worker           target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY);
339*61046927SAndroid Build Coastguard Worker 
340*61046927SAndroid Build Coastguard Worker    memset(obj, 0, sizeof(*obj));
341*61046927SAndroid Build Coastguard Worker    /* init the non-zero fields */
342*61046927SAndroid Build Coastguard Worker    obj->RefCount = 1;
343*61046927SAndroid Build Coastguard Worker    obj->Name = name;
344*61046927SAndroid Build Coastguard Worker    obj->Target = target;
345*61046927SAndroid Build Coastguard Worker    if (target != 0) {
346*61046927SAndroid Build Coastguard Worker       obj->TargetIndex = _mesa_tex_target_to_index(ctx, target);
347*61046927SAndroid Build Coastguard Worker    }
348*61046927SAndroid Build Coastguard Worker    else {
349*61046927SAndroid Build Coastguard Worker       obj->TargetIndex = NUM_TEXTURE_TARGETS; /* invalid/error value */
350*61046927SAndroid Build Coastguard Worker    }
351*61046927SAndroid Build Coastguard Worker    obj->Attrib.Priority = 1.0F;
352*61046927SAndroid Build Coastguard Worker    obj->Attrib.BaseLevel = 0;
353*61046927SAndroid Build Coastguard Worker    obj->Attrib.MaxLevel = 1000;
354*61046927SAndroid Build Coastguard Worker 
355*61046927SAndroid Build Coastguard Worker    /* must be one; no support for (YUV) planes in separate buffers */
356*61046927SAndroid Build Coastguard Worker    obj->RequiredTextureImageUnits = 1;
357*61046927SAndroid Build Coastguard Worker 
358*61046927SAndroid Build Coastguard Worker    /* sampler state */
359*61046927SAndroid Build Coastguard Worker    if (target == GL_TEXTURE_RECTANGLE_NV ||
360*61046927SAndroid Build Coastguard Worker        target == GL_TEXTURE_EXTERNAL_OES) {
361*61046927SAndroid Build Coastguard Worker       obj->Sampler.Attrib.WrapS = GL_CLAMP_TO_EDGE;
362*61046927SAndroid Build Coastguard Worker       obj->Sampler.Attrib.WrapT = GL_CLAMP_TO_EDGE;
363*61046927SAndroid Build Coastguard Worker       obj->Sampler.Attrib.WrapR = GL_CLAMP_TO_EDGE;
364*61046927SAndroid Build Coastguard Worker       obj->Sampler.Attrib.MinFilter = GL_LINEAR;
365*61046927SAndroid Build Coastguard Worker       obj->Sampler.Attrib.state.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
366*61046927SAndroid Build Coastguard Worker       obj->Sampler.Attrib.state.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
367*61046927SAndroid Build Coastguard Worker       obj->Sampler.Attrib.state.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
368*61046927SAndroid Build Coastguard Worker       obj->Sampler.Attrib.state.min_img_filter = PIPE_TEX_FILTER_LINEAR;
369*61046927SAndroid Build Coastguard Worker       obj->Sampler.Attrib.state.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
370*61046927SAndroid Build Coastguard Worker    }
371*61046927SAndroid Build Coastguard Worker    else {
372*61046927SAndroid Build Coastguard Worker       obj->Sampler.Attrib.WrapS = GL_REPEAT;
373*61046927SAndroid Build Coastguard Worker       obj->Sampler.Attrib.WrapT = GL_REPEAT;
374*61046927SAndroid Build Coastguard Worker       obj->Sampler.Attrib.WrapR = GL_REPEAT;
375*61046927SAndroid Build Coastguard Worker       obj->Sampler.Attrib.MinFilter = GL_NEAREST_MIPMAP_LINEAR;
376*61046927SAndroid Build Coastguard Worker       obj->Sampler.Attrib.state.wrap_s = PIPE_TEX_WRAP_REPEAT;
377*61046927SAndroid Build Coastguard Worker       obj->Sampler.Attrib.state.wrap_t = PIPE_TEX_WRAP_REPEAT;
378*61046927SAndroid Build Coastguard Worker       obj->Sampler.Attrib.state.wrap_r = PIPE_TEX_WRAP_REPEAT;
379*61046927SAndroid Build Coastguard Worker       obj->Sampler.Attrib.state.min_img_filter = PIPE_TEX_FILTER_NEAREST;
380*61046927SAndroid Build Coastguard Worker       obj->Sampler.Attrib.state.min_mip_filter = PIPE_TEX_MIPFILTER_LINEAR;
381*61046927SAndroid Build Coastguard Worker    }
382*61046927SAndroid Build Coastguard Worker    obj->Sampler.Attrib.MagFilter = GL_LINEAR;
383*61046927SAndroid Build Coastguard Worker    obj->Sampler.Attrib.state.mag_img_filter = PIPE_TEX_FILTER_LINEAR;
384*61046927SAndroid Build Coastguard Worker    obj->Sampler.Attrib.MinLod = -1000.0;
385*61046927SAndroid Build Coastguard Worker    obj->Sampler.Attrib.MaxLod = 1000.0;
386*61046927SAndroid Build Coastguard Worker    obj->Sampler.Attrib.state.min_lod = 0; /* no negative numbers */
387*61046927SAndroid Build Coastguard Worker    obj->Sampler.Attrib.state.max_lod = 1000;
388*61046927SAndroid Build Coastguard Worker    obj->Sampler.Attrib.LodBias = 0.0;
389*61046927SAndroid Build Coastguard Worker    obj->Sampler.Attrib.state.lod_bias = 0;
390*61046927SAndroid Build Coastguard Worker    obj->Sampler.Attrib.MaxAnisotropy = 1.0;
391*61046927SAndroid Build Coastguard Worker    obj->Sampler.Attrib.state.max_anisotropy = 0; /* gallium sets 0 instead of 1 */
392*61046927SAndroid Build Coastguard Worker    obj->Sampler.Attrib.CompareMode = GL_NONE;         /* ARB_shadow */
393*61046927SAndroid Build Coastguard Worker    obj->Sampler.Attrib.CompareFunc = GL_LEQUAL;       /* ARB_shadow */
394*61046927SAndroid Build Coastguard Worker    obj->Sampler.Attrib.state.compare_mode = PIPE_TEX_COMPARE_NONE;
395*61046927SAndroid Build Coastguard Worker    obj->Sampler.Attrib.state.compare_func = PIPE_FUNC_LEQUAL;
396*61046927SAndroid Build Coastguard Worker    obj->Attrib.DepthMode = _mesa_is_desktop_gl_core(ctx) ? GL_RED : GL_LUMINANCE;
397*61046927SAndroid Build Coastguard Worker    obj->StencilSampling = false;
398*61046927SAndroid Build Coastguard Worker    obj->Sampler.Attrib.CubeMapSeamless = GL_FALSE;
399*61046927SAndroid Build Coastguard Worker    obj->Sampler.Attrib.state.seamless_cube_map = false;
400*61046927SAndroid Build Coastguard Worker    obj->Sampler.HandleAllocated = GL_FALSE;
401*61046927SAndroid Build Coastguard Worker    obj->Attrib.Swizzle[0] = GL_RED;
402*61046927SAndroid Build Coastguard Worker    obj->Attrib.Swizzle[1] = GL_GREEN;
403*61046927SAndroid Build Coastguard Worker    obj->Attrib.Swizzle[2] = GL_BLUE;
404*61046927SAndroid Build Coastguard Worker    obj->Attrib.Swizzle[3] = GL_ALPHA;
405*61046927SAndroid Build Coastguard Worker    obj->Attrib._Swizzle = SWIZZLE_NOOP;
406*61046927SAndroid Build Coastguard Worker    obj->Sampler.Attrib.sRGBDecode = GL_DECODE_EXT;
407*61046927SAndroid Build Coastguard Worker    obj->Sampler.Attrib.ReductionMode = GL_WEIGHTED_AVERAGE_EXT;
408*61046927SAndroid Build Coastguard Worker    obj->Sampler.Attrib.state.reduction_mode = PIPE_TEX_REDUCTION_WEIGHTED_AVERAGE;
409*61046927SAndroid Build Coastguard Worker    obj->BufferObjectFormat = _mesa_is_desktop_gl_compat(ctx) ? GL_LUMINANCE8 : GL_R8;
410*61046927SAndroid Build Coastguard Worker    obj->_BufferObjectFormat = _mesa_is_desktop_gl_compat(ctx)
411*61046927SAndroid Build Coastguard Worker       ? MESA_FORMAT_L_UNORM8 : MESA_FORMAT_R_UNORM8;
412*61046927SAndroid Build Coastguard Worker    obj->Attrib.ImageFormatCompatibilityType = GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE;
413*61046927SAndroid Build Coastguard Worker    obj->CompressionRate = GL_SURFACE_COMPRESSION_FIXED_RATE_NONE_EXT;
414*61046927SAndroid Build Coastguard Worker    obj->AstcDecodePrecision = GL_RGBA16F;
415*61046927SAndroid Build Coastguard Worker 
416*61046927SAndroid Build Coastguard Worker    /* GL_ARB_bindless_texture */
417*61046927SAndroid Build Coastguard Worker    _mesa_init_texture_handles(obj);
418*61046927SAndroid Build Coastguard Worker 
419*61046927SAndroid Build Coastguard Worker    obj->level_override = -1;
420*61046927SAndroid Build Coastguard Worker    obj->layer_override = -1;
421*61046927SAndroid Build Coastguard Worker    simple_mtx_init(&obj->validate_mutex, mtx_plain);
422*61046927SAndroid Build Coastguard Worker    obj->needs_validation = true;
423*61046927SAndroid Build Coastguard Worker    /* Pre-allocate a sampler views container to save a branch in the
424*61046927SAndroid Build Coastguard Worker     * fast path.
425*61046927SAndroid Build Coastguard Worker     */
426*61046927SAndroid Build Coastguard Worker    obj->sampler_views = calloc(1, sizeof(struct st_sampler_views)
427*61046927SAndroid Build Coastguard Worker                                + sizeof(struct st_sampler_view));
428*61046927SAndroid Build Coastguard Worker    if (!obj->sampler_views) {
429*61046927SAndroid Build Coastguard Worker       return false;
430*61046927SAndroid Build Coastguard Worker    }
431*61046927SAndroid Build Coastguard Worker    obj->sampler_views->max = 1;
432*61046927SAndroid Build Coastguard Worker    return true;
433*61046927SAndroid Build Coastguard Worker }
434*61046927SAndroid Build Coastguard Worker 
435*61046927SAndroid Build Coastguard Worker /**
436*61046927SAndroid Build Coastguard Worker  * Allocate and initialize a new texture object.  But don't put it into the
437*61046927SAndroid Build Coastguard Worker  * texture object hash table.
438*61046927SAndroid Build Coastguard Worker  *
439*61046927SAndroid Build Coastguard Worker  * \param name integer name for the texture object
440*61046927SAndroid Build Coastguard Worker  * \param target either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,
441*61046927SAndroid Build Coastguard Worker  * GL_TEXTURE_CUBE_MAP or GL_TEXTURE_RECTANGLE_NV.  zero is ok for the sake
442*61046927SAndroid Build Coastguard Worker  * of GenTextures()
443*61046927SAndroid Build Coastguard Worker  *
444*61046927SAndroid Build Coastguard Worker  * \return pointer to new texture object.
445*61046927SAndroid Build Coastguard Worker  */
446*61046927SAndroid Build Coastguard Worker struct gl_texture_object *
_mesa_new_texture_object(struct gl_context * ctx,GLuint name,GLenum target)447*61046927SAndroid Build Coastguard Worker _mesa_new_texture_object(struct gl_context *ctx, GLuint name, GLenum target)
448*61046927SAndroid Build Coastguard Worker {
449*61046927SAndroid Build Coastguard Worker    struct gl_texture_object *obj;
450*61046927SAndroid Build Coastguard Worker 
451*61046927SAndroid Build Coastguard Worker    obj = MALLOC_STRUCT(gl_texture_object);
452*61046927SAndroid Build Coastguard Worker    if (!obj)
453*61046927SAndroid Build Coastguard Worker       return NULL;
454*61046927SAndroid Build Coastguard Worker 
455*61046927SAndroid Build Coastguard Worker    if (!_mesa_initialize_texture_object(ctx, obj, name, target)) {
456*61046927SAndroid Build Coastguard Worker       free(obj);
457*61046927SAndroid Build Coastguard Worker       return NULL;
458*61046927SAndroid Build Coastguard Worker    }
459*61046927SAndroid Build Coastguard Worker    return obj;
460*61046927SAndroid Build Coastguard Worker }
461*61046927SAndroid Build Coastguard Worker 
462*61046927SAndroid Build Coastguard Worker /**
463*61046927SAndroid Build Coastguard Worker  * Some texture initialization can't be finished until we know which
464*61046927SAndroid Build Coastguard Worker  * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
465*61046927SAndroid Build Coastguard Worker  */
466*61046927SAndroid Build Coastguard Worker static void
finish_texture_init(struct gl_context * ctx,GLenum target,struct gl_texture_object * obj,int targetIndex)467*61046927SAndroid Build Coastguard Worker finish_texture_init(struct gl_context *ctx, GLenum target,
468*61046927SAndroid Build Coastguard Worker                     struct gl_texture_object *obj, int targetIndex)
469*61046927SAndroid Build Coastguard Worker {
470*61046927SAndroid Build Coastguard Worker    GLenum filter = GL_LINEAR;
471*61046927SAndroid Build Coastguard Worker    assert(obj->Target == 0);
472*61046927SAndroid Build Coastguard Worker 
473*61046927SAndroid Build Coastguard Worker    obj->Target = target;
474*61046927SAndroid Build Coastguard Worker    obj->TargetIndex = targetIndex;
475*61046927SAndroid Build Coastguard Worker    assert(obj->TargetIndex < NUM_TEXTURE_TARGETS);
476*61046927SAndroid Build Coastguard Worker 
477*61046927SAndroid Build Coastguard Worker    switch (target) {
478*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_2D_MULTISAMPLE:
479*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
480*61046927SAndroid Build Coastguard Worker          filter = GL_NEAREST;
481*61046927SAndroid Build Coastguard Worker          FALLTHROUGH;
482*61046927SAndroid Build Coastguard Worker 
483*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_RECTANGLE_NV:
484*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_EXTERNAL_OES:
485*61046927SAndroid Build Coastguard Worker          /* have to init wrap and filter state here - kind of klunky */
486*61046927SAndroid Build Coastguard Worker          obj->Sampler.Attrib.WrapS = GL_CLAMP_TO_EDGE;
487*61046927SAndroid Build Coastguard Worker          obj->Sampler.Attrib.WrapT = GL_CLAMP_TO_EDGE;
488*61046927SAndroid Build Coastguard Worker          obj->Sampler.Attrib.WrapR = GL_CLAMP_TO_EDGE;
489*61046927SAndroid Build Coastguard Worker          obj->Sampler.Attrib.state.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
490*61046927SAndroid Build Coastguard Worker          obj->Sampler.Attrib.state.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
491*61046927SAndroid Build Coastguard Worker          obj->Sampler.Attrib.state.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
492*61046927SAndroid Build Coastguard Worker          obj->Sampler.Attrib.MinFilter = filter;
493*61046927SAndroid Build Coastguard Worker          obj->Sampler.Attrib.MagFilter = filter;
494*61046927SAndroid Build Coastguard Worker          obj->Sampler.Attrib.state.min_img_filter = filter_to_gallium(filter);
495*61046927SAndroid Build Coastguard Worker          obj->Sampler.Attrib.state.min_mip_filter = mipfilter_to_gallium(filter);
496*61046927SAndroid Build Coastguard Worker          obj->Sampler.Attrib.state.mag_img_filter = filter_to_gallium(filter);
497*61046927SAndroid Build Coastguard Worker          break;
498*61046927SAndroid Build Coastguard Worker 
499*61046927SAndroid Build Coastguard Worker       default:
500*61046927SAndroid Build Coastguard Worker          /* nothing needs done */
501*61046927SAndroid Build Coastguard Worker          break;
502*61046927SAndroid Build Coastguard Worker    }
503*61046927SAndroid Build Coastguard Worker }
504*61046927SAndroid Build Coastguard Worker 
505*61046927SAndroid Build Coastguard Worker 
506*61046927SAndroid Build Coastguard Worker /**
507*61046927SAndroid Build Coastguard Worker  * Deallocate a texture object struct.  It should have already been
508*61046927SAndroid Build Coastguard Worker  * removed from the texture object pool.
509*61046927SAndroid Build Coastguard Worker  *
510*61046927SAndroid Build Coastguard Worker  * \param shared the shared GL state to which the object belongs.
511*61046927SAndroid Build Coastguard Worker  * \param texObj the texture object to delete.
512*61046927SAndroid Build Coastguard Worker  */
513*61046927SAndroid Build Coastguard Worker void
_mesa_delete_texture_object(struct gl_context * ctx,struct gl_texture_object * texObj)514*61046927SAndroid Build Coastguard Worker _mesa_delete_texture_object(struct gl_context *ctx,
515*61046927SAndroid Build Coastguard Worker                             struct gl_texture_object *texObj)
516*61046927SAndroid Build Coastguard Worker {
517*61046927SAndroid Build Coastguard Worker    GLuint i, face;
518*61046927SAndroid Build Coastguard Worker 
519*61046927SAndroid Build Coastguard Worker    /* Set Target to an invalid value.  With some assertions elsewhere
520*61046927SAndroid Build Coastguard Worker     * we can try to detect possible use of deleted textures.
521*61046927SAndroid Build Coastguard Worker     */
522*61046927SAndroid Build Coastguard Worker    texObj->Target = 0x99;
523*61046927SAndroid Build Coastguard Worker 
524*61046927SAndroid Build Coastguard Worker    pipe_resource_reference(&texObj->pt, NULL);
525*61046927SAndroid Build Coastguard Worker    st_delete_texture_sampler_views(ctx->st, texObj);
526*61046927SAndroid Build Coastguard Worker    simple_mtx_destroy(&texObj->validate_mutex);
527*61046927SAndroid Build Coastguard Worker 
528*61046927SAndroid Build Coastguard Worker    /* free the texture images */
529*61046927SAndroid Build Coastguard Worker    for (face = 0; face < 6; face++) {
530*61046927SAndroid Build Coastguard Worker       for (i = 0; i < MAX_TEXTURE_LEVELS; i++) {
531*61046927SAndroid Build Coastguard Worker          if (texObj->Image[face][i]) {
532*61046927SAndroid Build Coastguard Worker             _mesa_delete_texture_image(ctx, texObj->Image[face][i]);
533*61046927SAndroid Build Coastguard Worker          }
534*61046927SAndroid Build Coastguard Worker       }
535*61046927SAndroid Build Coastguard Worker    }
536*61046927SAndroid Build Coastguard Worker 
537*61046927SAndroid Build Coastguard Worker    /* Delete all texture/image handles. */
538*61046927SAndroid Build Coastguard Worker    _mesa_delete_texture_handles(ctx, texObj);
539*61046927SAndroid Build Coastguard Worker 
540*61046927SAndroid Build Coastguard Worker    _mesa_reference_buffer_object_shared(ctx, &texObj->BufferObject, NULL);
541*61046927SAndroid Build Coastguard Worker    free(texObj->Label);
542*61046927SAndroid Build Coastguard Worker 
543*61046927SAndroid Build Coastguard Worker    /* free this object */
544*61046927SAndroid Build Coastguard Worker    FREE(texObj);
545*61046927SAndroid Build Coastguard Worker }
546*61046927SAndroid Build Coastguard Worker 
547*61046927SAndroid Build Coastguard Worker 
548*61046927SAndroid Build Coastguard Worker /**
549*61046927SAndroid Build Coastguard Worker  * Free all texture images of the given texture objectm, except for
550*61046927SAndroid Build Coastguard Worker  * \p retainTexImage.
551*61046927SAndroid Build Coastguard Worker  *
552*61046927SAndroid Build Coastguard Worker  * \param ctx GL context.
553*61046927SAndroid Build Coastguard Worker  * \param texObj texture object.
554*61046927SAndroid Build Coastguard Worker  * \param retainTexImage a texture image that will \em not be freed.
555*61046927SAndroid Build Coastguard Worker  *
556*61046927SAndroid Build Coastguard Worker  * \sa _mesa_clear_texture_image().
557*61046927SAndroid Build Coastguard Worker  */
558*61046927SAndroid Build Coastguard Worker void
_mesa_clear_texture_object(struct gl_context * ctx,struct gl_texture_object * texObj,struct gl_texture_image * retainTexImage)559*61046927SAndroid Build Coastguard Worker _mesa_clear_texture_object(struct gl_context *ctx,
560*61046927SAndroid Build Coastguard Worker                            struct gl_texture_object *texObj,
561*61046927SAndroid Build Coastguard Worker                            struct gl_texture_image *retainTexImage)
562*61046927SAndroid Build Coastguard Worker {
563*61046927SAndroid Build Coastguard Worker    GLuint i, j;
564*61046927SAndroid Build Coastguard Worker 
565*61046927SAndroid Build Coastguard Worker    if (texObj->Target == 0)
566*61046927SAndroid Build Coastguard Worker       return;
567*61046927SAndroid Build Coastguard Worker 
568*61046927SAndroid Build Coastguard Worker    for (i = 0; i < MAX_FACES; i++) {
569*61046927SAndroid Build Coastguard Worker       for (j = 0; j < MAX_TEXTURE_LEVELS; j++) {
570*61046927SAndroid Build Coastguard Worker          struct gl_texture_image *texImage = texObj->Image[i][j];
571*61046927SAndroid Build Coastguard Worker          if (texImage && texImage != retainTexImage)
572*61046927SAndroid Build Coastguard Worker             _mesa_clear_texture_image(ctx, texImage);
573*61046927SAndroid Build Coastguard Worker       }
574*61046927SAndroid Build Coastguard Worker    }
575*61046927SAndroid Build Coastguard Worker }
576*61046927SAndroid Build Coastguard Worker 
577*61046927SAndroid Build Coastguard Worker 
578*61046927SAndroid Build Coastguard Worker /**
579*61046927SAndroid Build Coastguard Worker  * Check if the given texture object is valid by examining its Target field.
580*61046927SAndroid Build Coastguard Worker  * For debugging only.
581*61046927SAndroid Build Coastguard Worker  */
582*61046927SAndroid Build Coastguard Worker static GLboolean
valid_texture_object(const struct gl_texture_object * tex)583*61046927SAndroid Build Coastguard Worker valid_texture_object(const struct gl_texture_object *tex)
584*61046927SAndroid Build Coastguard Worker {
585*61046927SAndroid Build Coastguard Worker    switch (tex->Target) {
586*61046927SAndroid Build Coastguard Worker    case 0:
587*61046927SAndroid Build Coastguard Worker    case GL_TEXTURE_1D:
588*61046927SAndroid Build Coastguard Worker    case GL_TEXTURE_2D:
589*61046927SAndroid Build Coastguard Worker    case GL_TEXTURE_3D:
590*61046927SAndroid Build Coastguard Worker    case GL_TEXTURE_CUBE_MAP:
591*61046927SAndroid Build Coastguard Worker    case GL_TEXTURE_RECTANGLE_NV:
592*61046927SAndroid Build Coastguard Worker    case GL_TEXTURE_1D_ARRAY_EXT:
593*61046927SAndroid Build Coastguard Worker    case GL_TEXTURE_2D_ARRAY_EXT:
594*61046927SAndroid Build Coastguard Worker    case GL_TEXTURE_BUFFER:
595*61046927SAndroid Build Coastguard Worker    case GL_TEXTURE_EXTERNAL_OES:
596*61046927SAndroid Build Coastguard Worker    case GL_TEXTURE_CUBE_MAP_ARRAY:
597*61046927SAndroid Build Coastguard Worker    case GL_TEXTURE_2D_MULTISAMPLE:
598*61046927SAndroid Build Coastguard Worker    case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
599*61046927SAndroid Build Coastguard Worker       return GL_TRUE;
600*61046927SAndroid Build Coastguard Worker    case 0x99:
601*61046927SAndroid Build Coastguard Worker       _mesa_problem(NULL, "invalid reference to a deleted texture object");
602*61046927SAndroid Build Coastguard Worker       return GL_FALSE;
603*61046927SAndroid Build Coastguard Worker    default:
604*61046927SAndroid Build Coastguard Worker       _mesa_problem(NULL, "invalid texture object Target 0x%x, Id = %u",
605*61046927SAndroid Build Coastguard Worker                     tex->Target, tex->Name);
606*61046927SAndroid Build Coastguard Worker       return GL_FALSE;
607*61046927SAndroid Build Coastguard Worker    }
608*61046927SAndroid Build Coastguard Worker }
609*61046927SAndroid Build Coastguard Worker 
610*61046927SAndroid Build Coastguard Worker 
611*61046927SAndroid Build Coastguard Worker /**
612*61046927SAndroid Build Coastguard Worker  * Reference (or unreference) a texture object.
613*61046927SAndroid Build Coastguard Worker  * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
614*61046927SAndroid Build Coastguard Worker  * If 'tex' is non-null, increment its refcount.
615*61046927SAndroid Build Coastguard Worker  * This is normally only called from the _mesa_reference_texobj() macro
616*61046927SAndroid Build Coastguard Worker  * when there's a real pointer change.
617*61046927SAndroid Build Coastguard Worker  */
618*61046927SAndroid Build Coastguard Worker void
_mesa_reference_texobj_(struct gl_texture_object ** ptr,struct gl_texture_object * tex)619*61046927SAndroid Build Coastguard Worker _mesa_reference_texobj_(struct gl_texture_object **ptr,
620*61046927SAndroid Build Coastguard Worker                         struct gl_texture_object *tex)
621*61046927SAndroid Build Coastguard Worker {
622*61046927SAndroid Build Coastguard Worker    assert(ptr);
623*61046927SAndroid Build Coastguard Worker 
624*61046927SAndroid Build Coastguard Worker    if (*ptr) {
625*61046927SAndroid Build Coastguard Worker       /* Unreference the old texture */
626*61046927SAndroid Build Coastguard Worker       struct gl_texture_object *oldTex = *ptr;
627*61046927SAndroid Build Coastguard Worker 
628*61046927SAndroid Build Coastguard Worker       assert(valid_texture_object(oldTex));
629*61046927SAndroid Build Coastguard Worker       (void) valid_texture_object; /* silence warning in release builds */
630*61046927SAndroid Build Coastguard Worker 
631*61046927SAndroid Build Coastguard Worker       assert(oldTex->RefCount > 0);
632*61046927SAndroid Build Coastguard Worker 
633*61046927SAndroid Build Coastguard Worker       if (p_atomic_dec_zero(&oldTex->RefCount)) {
634*61046927SAndroid Build Coastguard Worker          /* Passing in the context drastically changes the driver code for
635*61046927SAndroid Build Coastguard Worker           * framebuffer deletion.
636*61046927SAndroid Build Coastguard Worker           */
637*61046927SAndroid Build Coastguard Worker          GET_CURRENT_CONTEXT(ctx);
638*61046927SAndroid Build Coastguard Worker          if (ctx)
639*61046927SAndroid Build Coastguard Worker             _mesa_delete_texture_object(ctx, oldTex);
640*61046927SAndroid Build Coastguard Worker          else
641*61046927SAndroid Build Coastguard Worker             _mesa_problem(NULL, "Unable to delete texture, no context");
642*61046927SAndroid Build Coastguard Worker       }
643*61046927SAndroid Build Coastguard Worker    }
644*61046927SAndroid Build Coastguard Worker 
645*61046927SAndroid Build Coastguard Worker    if (tex) {
646*61046927SAndroid Build Coastguard Worker       /* reference new texture */
647*61046927SAndroid Build Coastguard Worker       assert(valid_texture_object(tex));
648*61046927SAndroid Build Coastguard Worker       assert(tex->RefCount > 0);
649*61046927SAndroid Build Coastguard Worker 
650*61046927SAndroid Build Coastguard Worker       p_atomic_inc(&tex->RefCount);
651*61046927SAndroid Build Coastguard Worker    }
652*61046927SAndroid Build Coastguard Worker 
653*61046927SAndroid Build Coastguard Worker    *ptr = tex;
654*61046927SAndroid Build Coastguard Worker }
655*61046927SAndroid Build Coastguard Worker 
656*61046927SAndroid Build Coastguard Worker 
657*61046927SAndroid Build Coastguard Worker enum base_mipmap { BASE, MIPMAP };
658*61046927SAndroid Build Coastguard Worker 
659*61046927SAndroid Build Coastguard Worker 
660*61046927SAndroid Build Coastguard Worker /**
661*61046927SAndroid Build Coastguard Worker  * Mark a texture object as incomplete.  There are actually three kinds of
662*61046927SAndroid Build Coastguard Worker  * (in)completeness:
663*61046927SAndroid Build Coastguard Worker  * 1. "base incomplete": the base level of the texture is invalid so no
664*61046927SAndroid Build Coastguard Worker  *    texturing is possible.
665*61046927SAndroid Build Coastguard Worker  * 2. "mipmap incomplete": a non-base level of the texture is invalid so
666*61046927SAndroid Build Coastguard Worker  *    mipmap filtering isn't possible, but non-mipmap filtering is.
667*61046927SAndroid Build Coastguard Worker  * 3. "texture incompleteness": some combination of texture state and
668*61046927SAndroid Build Coastguard Worker  *    sampler state renders the texture incomplete.
669*61046927SAndroid Build Coastguard Worker  *
670*61046927SAndroid Build Coastguard Worker  * \param t  texture object
671*61046927SAndroid Build Coastguard Worker  * \param bm  either BASE or MIPMAP to indicate what's incomplete
672*61046927SAndroid Build Coastguard Worker  * \param fmt...  string describing why it's incomplete (for debugging).
673*61046927SAndroid Build Coastguard Worker  */
674*61046927SAndroid Build Coastguard Worker static void
incomplete(struct gl_texture_object * t,enum base_mipmap bm,const char * fmt,...)675*61046927SAndroid Build Coastguard Worker incomplete(struct gl_texture_object *t, enum base_mipmap bm,
676*61046927SAndroid Build Coastguard Worker            const char *fmt, ...)
677*61046927SAndroid Build Coastguard Worker {
678*61046927SAndroid Build Coastguard Worker    if (MESA_DEBUG_FLAGS & DEBUG_INCOMPLETE_TEXTURE) {
679*61046927SAndroid Build Coastguard Worker       va_list args;
680*61046927SAndroid Build Coastguard Worker       char s[100];
681*61046927SAndroid Build Coastguard Worker 
682*61046927SAndroid Build Coastguard Worker       va_start(args, fmt);
683*61046927SAndroid Build Coastguard Worker       vsnprintf(s, sizeof(s), fmt, args);
684*61046927SAndroid Build Coastguard Worker       va_end(args);
685*61046927SAndroid Build Coastguard Worker 
686*61046927SAndroid Build Coastguard Worker       _mesa_debug(NULL, "Texture Obj %d incomplete because: %s\n", t->Name, s);
687*61046927SAndroid Build Coastguard Worker    }
688*61046927SAndroid Build Coastguard Worker 
689*61046927SAndroid Build Coastguard Worker    if (bm == BASE)
690*61046927SAndroid Build Coastguard Worker       t->_BaseComplete = GL_FALSE;
691*61046927SAndroid Build Coastguard Worker    t->_MipmapComplete = GL_FALSE;
692*61046927SAndroid Build Coastguard Worker }
693*61046927SAndroid Build Coastguard Worker 
694*61046927SAndroid Build Coastguard Worker 
695*61046927SAndroid Build Coastguard Worker /**
696*61046927SAndroid Build Coastguard Worker  * Examine a texture object to determine if it is complete.
697*61046927SAndroid Build Coastguard Worker  *
698*61046927SAndroid Build Coastguard Worker  * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
699*61046927SAndroid Build Coastguard Worker  * accordingly.
700*61046927SAndroid Build Coastguard Worker  *
701*61046927SAndroid Build Coastguard Worker  * \param ctx GL context.
702*61046927SAndroid Build Coastguard Worker  * \param t texture object.
703*61046927SAndroid Build Coastguard Worker  *
704*61046927SAndroid Build Coastguard Worker  * According to the texture target, verifies that each of the mipmaps is
705*61046927SAndroid Build Coastguard Worker  * present and has the expected size.
706*61046927SAndroid Build Coastguard Worker  */
707*61046927SAndroid Build Coastguard Worker void
_mesa_test_texobj_completeness(const struct gl_context * ctx,struct gl_texture_object * t)708*61046927SAndroid Build Coastguard Worker _mesa_test_texobj_completeness( const struct gl_context *ctx,
709*61046927SAndroid Build Coastguard Worker                                 struct gl_texture_object *t )
710*61046927SAndroid Build Coastguard Worker {
711*61046927SAndroid Build Coastguard Worker    const GLint baseLevel = t->Attrib.BaseLevel;
712*61046927SAndroid Build Coastguard Worker    const struct gl_texture_image *baseImage;
713*61046927SAndroid Build Coastguard Worker    GLint maxLevels = 0;
714*61046927SAndroid Build Coastguard Worker 
715*61046927SAndroid Build Coastguard Worker    /* We'll set these to FALSE if tests fail below */
716*61046927SAndroid Build Coastguard Worker    t->_BaseComplete = GL_TRUE;
717*61046927SAndroid Build Coastguard Worker    t->_MipmapComplete = GL_TRUE;
718*61046927SAndroid Build Coastguard Worker 
719*61046927SAndroid Build Coastguard Worker    if (t->Target == GL_TEXTURE_BUFFER) {
720*61046927SAndroid Build Coastguard Worker       /* Buffer textures are always considered complete.  The obvious case where
721*61046927SAndroid Build Coastguard Worker        * they would be incomplete (no BO attached) is actually specced to be
722*61046927SAndroid Build Coastguard Worker        * undefined rendering results.
723*61046927SAndroid Build Coastguard Worker        */
724*61046927SAndroid Build Coastguard Worker       return;
725*61046927SAndroid Build Coastguard Worker    }
726*61046927SAndroid Build Coastguard Worker 
727*61046927SAndroid Build Coastguard Worker    /* Detect cases where the application set the base level to an invalid
728*61046927SAndroid Build Coastguard Worker     * value.
729*61046927SAndroid Build Coastguard Worker     */
730*61046927SAndroid Build Coastguard Worker    if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS)) {
731*61046927SAndroid Build Coastguard Worker       incomplete(t, BASE, "base level = %d is invalid", baseLevel);
732*61046927SAndroid Build Coastguard Worker       return;
733*61046927SAndroid Build Coastguard Worker    }
734*61046927SAndroid Build Coastguard Worker 
735*61046927SAndroid Build Coastguard Worker    if (t->Attrib.MaxLevel < baseLevel) {
736*61046927SAndroid Build Coastguard Worker       incomplete(t, MIPMAP, "MAX_LEVEL (%d) < BASE_LEVEL (%d)",
737*61046927SAndroid Build Coastguard Worker 		 t->Attrib.MaxLevel, baseLevel);
738*61046927SAndroid Build Coastguard Worker       return;
739*61046927SAndroid Build Coastguard Worker    }
740*61046927SAndroid Build Coastguard Worker 
741*61046927SAndroid Build Coastguard Worker    baseImage = t->Image[0][baseLevel];
742*61046927SAndroid Build Coastguard Worker 
743*61046927SAndroid Build Coastguard Worker    /* Always need the base level image */
744*61046927SAndroid Build Coastguard Worker    if (!baseImage) {
745*61046927SAndroid Build Coastguard Worker       incomplete(t, BASE, "Image[baseLevel=%d] == NULL", baseLevel);
746*61046927SAndroid Build Coastguard Worker       return;
747*61046927SAndroid Build Coastguard Worker    }
748*61046927SAndroid Build Coastguard Worker 
749*61046927SAndroid Build Coastguard Worker    /* Check width/height/depth for zero */
750*61046927SAndroid Build Coastguard Worker    if (baseImage->Width == 0 ||
751*61046927SAndroid Build Coastguard Worker        baseImage->Height == 0 ||
752*61046927SAndroid Build Coastguard Worker        baseImage->Depth == 0) {
753*61046927SAndroid Build Coastguard Worker       incomplete(t, BASE, "texture width or height or depth = 0");
754*61046927SAndroid Build Coastguard Worker       return;
755*61046927SAndroid Build Coastguard Worker    }
756*61046927SAndroid Build Coastguard Worker 
757*61046927SAndroid Build Coastguard Worker    /* Check if the texture values are integer */
758*61046927SAndroid Build Coastguard Worker    {
759*61046927SAndroid Build Coastguard Worker       GLenum datatype = _mesa_get_format_datatype(baseImage->TexFormat);
760*61046927SAndroid Build Coastguard Worker       t->_IsIntegerFormat = datatype == GL_INT || datatype == GL_UNSIGNED_INT;
761*61046927SAndroid Build Coastguard Worker    }
762*61046927SAndroid Build Coastguard Worker 
763*61046927SAndroid Build Coastguard Worker    /* Check if the texture type is Float or HalfFloatOES and ensure Min and Mag
764*61046927SAndroid Build Coastguard Worker     * filters are supported in this case.
765*61046927SAndroid Build Coastguard Worker     */
766*61046927SAndroid Build Coastguard Worker    if (_mesa_is_gles(ctx) && !valid_filter_for_float(ctx, t)) {
767*61046927SAndroid Build Coastguard Worker       incomplete(t, BASE, "Filter is not supported with Float types.");
768*61046927SAndroid Build Coastguard Worker       return;
769*61046927SAndroid Build Coastguard Worker    }
770*61046927SAndroid Build Coastguard Worker 
771*61046927SAndroid Build Coastguard Worker    maxLevels = _mesa_max_texture_levels(ctx, t->Target);
772*61046927SAndroid Build Coastguard Worker    if (maxLevels == 0) {
773*61046927SAndroid Build Coastguard Worker       _mesa_problem(ctx, "Bad t->Target in _mesa_test_texobj_completeness");
774*61046927SAndroid Build Coastguard Worker       return;
775*61046927SAndroid Build Coastguard Worker    }
776*61046927SAndroid Build Coastguard Worker 
777*61046927SAndroid Build Coastguard Worker    assert(maxLevels > 0);
778*61046927SAndroid Build Coastguard Worker 
779*61046927SAndroid Build Coastguard Worker    t->_MaxLevel = MIN3(t->Attrib.MaxLevel,
780*61046927SAndroid Build Coastguard Worker                        /* 'p' in the GL spec */
781*61046927SAndroid Build Coastguard Worker                        (int) (baseLevel + baseImage->MaxNumLevels - 1),
782*61046927SAndroid Build Coastguard Worker                        /* 'q' in the GL spec */
783*61046927SAndroid Build Coastguard Worker                        maxLevels - 1);
784*61046927SAndroid Build Coastguard Worker 
785*61046927SAndroid Build Coastguard Worker    if (t->Immutable) {
786*61046927SAndroid Build Coastguard Worker       /* Adjust max level for views: the data store may have more levels than
787*61046927SAndroid Build Coastguard Worker        * the view exposes.
788*61046927SAndroid Build Coastguard Worker        */
789*61046927SAndroid Build Coastguard Worker       t->_MaxLevel = MAX2(MIN2(t->_MaxLevel, t->Attrib.NumLevels - 1), 0);
790*61046927SAndroid Build Coastguard Worker    }
791*61046927SAndroid Build Coastguard Worker 
792*61046927SAndroid Build Coastguard Worker    /* Compute _MaxLambda = q - p in the spec used during mipmapping */
793*61046927SAndroid Build Coastguard Worker    t->_MaxLambda = (GLfloat) (t->_MaxLevel - baseLevel);
794*61046927SAndroid Build Coastguard Worker 
795*61046927SAndroid Build Coastguard Worker    if (t->Immutable) {
796*61046927SAndroid Build Coastguard Worker       /* This texture object was created with glTexStorage1/2/3D() so we
797*61046927SAndroid Build Coastguard Worker        * know that all the mipmap levels are the right size and all cube
798*61046927SAndroid Build Coastguard Worker        * map faces are the same size.
799*61046927SAndroid Build Coastguard Worker        * We don't need to do any of the additional checks below.
800*61046927SAndroid Build Coastguard Worker        */
801*61046927SAndroid Build Coastguard Worker       return;
802*61046927SAndroid Build Coastguard Worker    }
803*61046927SAndroid Build Coastguard Worker 
804*61046927SAndroid Build Coastguard Worker    if (t->Target == GL_TEXTURE_CUBE_MAP) {
805*61046927SAndroid Build Coastguard Worker       /* Make sure that all six cube map level 0 images are the same size and
806*61046927SAndroid Build Coastguard Worker        * format.
807*61046927SAndroid Build Coastguard Worker        * Note:  we know that the image's width==height (we enforce that
808*61046927SAndroid Build Coastguard Worker        * at glTexImage time) so we only need to test the width here.
809*61046927SAndroid Build Coastguard Worker        */
810*61046927SAndroid Build Coastguard Worker       GLuint face;
811*61046927SAndroid Build Coastguard Worker       assert(baseImage->Width2 == baseImage->Height);
812*61046927SAndroid Build Coastguard Worker       for (face = 1; face < 6; face++) {
813*61046927SAndroid Build Coastguard Worker          assert(t->Image[face][baseLevel] == NULL ||
814*61046927SAndroid Build Coastguard Worker                 t->Image[face][baseLevel]->Width2 ==
815*61046927SAndroid Build Coastguard Worker                 t->Image[face][baseLevel]->Height2);
816*61046927SAndroid Build Coastguard Worker          if (t->Image[face][baseLevel] == NULL ||
817*61046927SAndroid Build Coastguard Worker              t->Image[face][baseLevel]->Width2 != baseImage->Width2) {
818*61046927SAndroid Build Coastguard Worker             incomplete(t, BASE, "Cube face missing or mismatched size");
819*61046927SAndroid Build Coastguard Worker             return;
820*61046927SAndroid Build Coastguard Worker          }
821*61046927SAndroid Build Coastguard Worker          if (t->Image[face][baseLevel]->InternalFormat !=
822*61046927SAndroid Build Coastguard Worker              baseImage->InternalFormat ||
823*61046927SAndroid Build Coastguard Worker              t->Image[face][baseLevel]->TexFormat != baseImage->TexFormat) {
824*61046927SAndroid Build Coastguard Worker             incomplete(t, BASE, "Cube face format mismatch");
825*61046927SAndroid Build Coastguard Worker             return;
826*61046927SAndroid Build Coastguard Worker          }
827*61046927SAndroid Build Coastguard Worker          if (t->Image[face][baseLevel]->Border != baseImage->Border) {
828*61046927SAndroid Build Coastguard Worker             incomplete(t, BASE, "Cube face border size mismatch");
829*61046927SAndroid Build Coastguard Worker             return;
830*61046927SAndroid Build Coastguard Worker          }
831*61046927SAndroid Build Coastguard Worker       }
832*61046927SAndroid Build Coastguard Worker    }
833*61046927SAndroid Build Coastguard Worker 
834*61046927SAndroid Build Coastguard Worker    /*
835*61046927SAndroid Build Coastguard Worker     * Do mipmap consistency checking.
836*61046927SAndroid Build Coastguard Worker     * Note: we don't care about the current texture sampler state here.
837*61046927SAndroid Build Coastguard Worker     * To determine texture completeness we'll either look at _BaseComplete
838*61046927SAndroid Build Coastguard Worker     * or _MipmapComplete depending on the current minification filter mode.
839*61046927SAndroid Build Coastguard Worker     */
840*61046927SAndroid Build Coastguard Worker    {
841*61046927SAndroid Build Coastguard Worker       GLint i;
842*61046927SAndroid Build Coastguard Worker       const GLint minLevel = baseLevel;
843*61046927SAndroid Build Coastguard Worker       const GLint maxLevel = t->_MaxLevel;
844*61046927SAndroid Build Coastguard Worker       const GLuint numFaces = _mesa_num_tex_faces(t->Target);
845*61046927SAndroid Build Coastguard Worker       GLuint width, height, depth, face;
846*61046927SAndroid Build Coastguard Worker 
847*61046927SAndroid Build Coastguard Worker       if (minLevel > maxLevel) {
848*61046927SAndroid Build Coastguard Worker          incomplete(t, MIPMAP, "minLevel > maxLevel");
849*61046927SAndroid Build Coastguard Worker          return;
850*61046927SAndroid Build Coastguard Worker       }
851*61046927SAndroid Build Coastguard Worker 
852*61046927SAndroid Build Coastguard Worker       /* Get the base image's dimensions */
853*61046927SAndroid Build Coastguard Worker       width = baseImage->Width2;
854*61046927SAndroid Build Coastguard Worker       height = baseImage->Height2;
855*61046927SAndroid Build Coastguard Worker       depth = baseImage->Depth2;
856*61046927SAndroid Build Coastguard Worker 
857*61046927SAndroid Build Coastguard Worker       /* Note: this loop will be a no-op for RECT, BUFFER, EXTERNAL,
858*61046927SAndroid Build Coastguard Worker        * MULTISAMPLE and MULTISAMPLE_ARRAY textures
859*61046927SAndroid Build Coastguard Worker        */
860*61046927SAndroid Build Coastguard Worker       for (i = baseLevel + 1; i < maxLevels; i++) {
861*61046927SAndroid Build Coastguard Worker          /* Compute the expected size of image at level[i] */
862*61046927SAndroid Build Coastguard Worker          if (width > 1) {
863*61046927SAndroid Build Coastguard Worker             width /= 2;
864*61046927SAndroid Build Coastguard Worker          }
865*61046927SAndroid Build Coastguard Worker          if (height > 1 && t->Target != GL_TEXTURE_1D_ARRAY) {
866*61046927SAndroid Build Coastguard Worker             height /= 2;
867*61046927SAndroid Build Coastguard Worker          }
868*61046927SAndroid Build Coastguard Worker          if (depth > 1 && t->Target != GL_TEXTURE_2D_ARRAY
869*61046927SAndroid Build Coastguard Worker              && t->Target != GL_TEXTURE_CUBE_MAP_ARRAY) {
870*61046927SAndroid Build Coastguard Worker             depth /= 2;
871*61046927SAndroid Build Coastguard Worker          }
872*61046927SAndroid Build Coastguard Worker 
873*61046927SAndroid Build Coastguard Worker          /* loop over cube faces (or single face otherwise) */
874*61046927SAndroid Build Coastguard Worker          for (face = 0; face < numFaces; face++) {
875*61046927SAndroid Build Coastguard Worker             if (i >= minLevel && i <= maxLevel) {
876*61046927SAndroid Build Coastguard Worker                const struct gl_texture_image *img = t->Image[face][i];
877*61046927SAndroid Build Coastguard Worker 
878*61046927SAndroid Build Coastguard Worker                if (!img) {
879*61046927SAndroid Build Coastguard Worker                   incomplete(t, MIPMAP, "TexImage[%d] is missing", i);
880*61046927SAndroid Build Coastguard Worker                   return;
881*61046927SAndroid Build Coastguard Worker                }
882*61046927SAndroid Build Coastguard Worker                if (img->InternalFormat != baseImage->InternalFormat ||
883*61046927SAndroid Build Coastguard Worker                    img->TexFormat != baseImage->TexFormat) {
884*61046927SAndroid Build Coastguard Worker                   incomplete(t, MIPMAP, "Format[i] != Format[baseLevel]");
885*61046927SAndroid Build Coastguard Worker                   return;
886*61046927SAndroid Build Coastguard Worker                }
887*61046927SAndroid Build Coastguard Worker                if (img->Border != baseImage->Border) {
888*61046927SAndroid Build Coastguard Worker                   incomplete(t, MIPMAP, "Border[i] != Border[baseLevel]");
889*61046927SAndroid Build Coastguard Worker                   return;
890*61046927SAndroid Build Coastguard Worker                }
891*61046927SAndroid Build Coastguard Worker                if (img->Width2 != width) {
892*61046927SAndroid Build Coastguard Worker                   incomplete(t, MIPMAP, "TexImage[%d] bad width %u", i,
893*61046927SAndroid Build Coastguard Worker                              img->Width2);
894*61046927SAndroid Build Coastguard Worker                   return;
895*61046927SAndroid Build Coastguard Worker                }
896*61046927SAndroid Build Coastguard Worker                if (img->Height2 != height) {
897*61046927SAndroid Build Coastguard Worker                   incomplete(t, MIPMAP, "TexImage[%d] bad height %u", i,
898*61046927SAndroid Build Coastguard Worker                              img->Height2);
899*61046927SAndroid Build Coastguard Worker                   return;
900*61046927SAndroid Build Coastguard Worker                }
901*61046927SAndroid Build Coastguard Worker                if (img->Depth2 != depth) {
902*61046927SAndroid Build Coastguard Worker                   incomplete(t, MIPMAP, "TexImage[%d] bad depth %u", i,
903*61046927SAndroid Build Coastguard Worker                              img->Depth2);
904*61046927SAndroid Build Coastguard Worker                   return;
905*61046927SAndroid Build Coastguard Worker                }
906*61046927SAndroid Build Coastguard Worker             }
907*61046927SAndroid Build Coastguard Worker          }
908*61046927SAndroid Build Coastguard Worker 
909*61046927SAndroid Build Coastguard Worker          if (width == 1 && height == 1 && depth == 1) {
910*61046927SAndroid Build Coastguard Worker             return;  /* found smallest needed mipmap, all done! */
911*61046927SAndroid Build Coastguard Worker          }
912*61046927SAndroid Build Coastguard Worker       }
913*61046927SAndroid Build Coastguard Worker    }
914*61046927SAndroid Build Coastguard Worker }
915*61046927SAndroid Build Coastguard Worker 
916*61046927SAndroid Build Coastguard Worker 
917*61046927SAndroid Build Coastguard Worker GLboolean
_mesa_cube_level_complete(const struct gl_texture_object * texObj,const GLint level)918*61046927SAndroid Build Coastguard Worker _mesa_cube_level_complete(const struct gl_texture_object *texObj,
919*61046927SAndroid Build Coastguard Worker                           const GLint level)
920*61046927SAndroid Build Coastguard Worker {
921*61046927SAndroid Build Coastguard Worker    const struct gl_texture_image *img0, *img;
922*61046927SAndroid Build Coastguard Worker    GLuint face;
923*61046927SAndroid Build Coastguard Worker 
924*61046927SAndroid Build Coastguard Worker    if (texObj->Target != GL_TEXTURE_CUBE_MAP)
925*61046927SAndroid Build Coastguard Worker       return GL_FALSE;
926*61046927SAndroid Build Coastguard Worker 
927*61046927SAndroid Build Coastguard Worker    if ((level < 0) || (level >= MAX_TEXTURE_LEVELS))
928*61046927SAndroid Build Coastguard Worker       return GL_FALSE;
929*61046927SAndroid Build Coastguard Worker 
930*61046927SAndroid Build Coastguard Worker    /* check first face */
931*61046927SAndroid Build Coastguard Worker    img0 = texObj->Image[0][level];
932*61046927SAndroid Build Coastguard Worker    if (!img0 ||
933*61046927SAndroid Build Coastguard Worker        img0->Width < 1 ||
934*61046927SAndroid Build Coastguard Worker        img0->Width != img0->Height)
935*61046927SAndroid Build Coastguard Worker       return GL_FALSE;
936*61046927SAndroid Build Coastguard Worker 
937*61046927SAndroid Build Coastguard Worker    /* check remaining faces vs. first face */
938*61046927SAndroid Build Coastguard Worker    for (face = 1; face < 6; face++) {
939*61046927SAndroid Build Coastguard Worker       img = texObj->Image[face][level];
940*61046927SAndroid Build Coastguard Worker       if (!img ||
941*61046927SAndroid Build Coastguard Worker           img->Width != img0->Width ||
942*61046927SAndroid Build Coastguard Worker           img->Height != img0->Height ||
943*61046927SAndroid Build Coastguard Worker           img->TexFormat != img0->TexFormat)
944*61046927SAndroid Build Coastguard Worker          return GL_FALSE;
945*61046927SAndroid Build Coastguard Worker    }
946*61046927SAndroid Build Coastguard Worker 
947*61046927SAndroid Build Coastguard Worker    return GL_TRUE;
948*61046927SAndroid Build Coastguard Worker }
949*61046927SAndroid Build Coastguard Worker 
950*61046927SAndroid Build Coastguard Worker /**
951*61046927SAndroid Build Coastguard Worker  * Check if the given cube map texture is "cube complete" as defined in
952*61046927SAndroid Build Coastguard Worker  * the OpenGL specification.
953*61046927SAndroid Build Coastguard Worker  */
954*61046927SAndroid Build Coastguard Worker GLboolean
_mesa_cube_complete(const struct gl_texture_object * texObj)955*61046927SAndroid Build Coastguard Worker _mesa_cube_complete(const struct gl_texture_object *texObj)
956*61046927SAndroid Build Coastguard Worker {
957*61046927SAndroid Build Coastguard Worker    return _mesa_cube_level_complete(texObj, texObj->Attrib.BaseLevel);
958*61046927SAndroid Build Coastguard Worker }
959*61046927SAndroid Build Coastguard Worker 
960*61046927SAndroid Build Coastguard Worker /**
961*61046927SAndroid Build Coastguard Worker  * Mark a texture object dirty.  It forces the object to be incomplete
962*61046927SAndroid Build Coastguard Worker  * and forces the context to re-validate its state.
963*61046927SAndroid Build Coastguard Worker  *
964*61046927SAndroid Build Coastguard Worker  * \param ctx GL context.
965*61046927SAndroid Build Coastguard Worker  * \param texObj texture object.
966*61046927SAndroid Build Coastguard Worker  */
967*61046927SAndroid Build Coastguard Worker void
_mesa_dirty_texobj(struct gl_context * ctx,struct gl_texture_object * texObj)968*61046927SAndroid Build Coastguard Worker _mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj)
969*61046927SAndroid Build Coastguard Worker {
970*61046927SAndroid Build Coastguard Worker    texObj->_BaseComplete = GL_FALSE;
971*61046927SAndroid Build Coastguard Worker    texObj->_MipmapComplete = GL_FALSE;
972*61046927SAndroid Build Coastguard Worker    ctx->NewState |= _NEW_TEXTURE_OBJECT;
973*61046927SAndroid Build Coastguard Worker    ctx->PopAttribState |= GL_TEXTURE_BIT;
974*61046927SAndroid Build Coastguard Worker }
975*61046927SAndroid Build Coastguard Worker 
976*61046927SAndroid Build Coastguard Worker 
977*61046927SAndroid Build Coastguard Worker /**
978*61046927SAndroid Build Coastguard Worker  * Return pointer to a default/fallback texture of the given type/target.
979*61046927SAndroid Build Coastguard Worker  * The texture is an RGBA texture with all texels = (0,0,0,1) OR
980*61046927SAndroid Build Coastguard Worker  * a depth texture that returns 0.
981*61046927SAndroid Build Coastguard Worker  * That's the value a GLSL sampler should get when sampling from an
982*61046927SAndroid Build Coastguard Worker  * incomplete texture.
983*61046927SAndroid Build Coastguard Worker  */
984*61046927SAndroid Build Coastguard Worker struct gl_texture_object *
_mesa_get_fallback_texture(struct gl_context * ctx,gl_texture_index tex,bool is_depth)985*61046927SAndroid Build Coastguard Worker _mesa_get_fallback_texture(struct gl_context *ctx, gl_texture_index tex, bool is_depth)
986*61046927SAndroid Build Coastguard Worker {
987*61046927SAndroid Build Coastguard Worker    if (!ctx->Shared->FallbackTex[tex][is_depth]) {
988*61046927SAndroid Build Coastguard Worker       /* create fallback texture now */
989*61046927SAndroid Build Coastguard Worker       const GLsizei width = 1, height = 1;
990*61046927SAndroid Build Coastguard Worker       GLsizei depth = 1;
991*61046927SAndroid Build Coastguard Worker       GLubyte texel[24];
992*61046927SAndroid Build Coastguard Worker       struct gl_texture_object *texObj;
993*61046927SAndroid Build Coastguard Worker       struct gl_texture_image *texImage;
994*61046927SAndroid Build Coastguard Worker       mesa_format texFormat;
995*61046927SAndroid Build Coastguard Worker       GLuint dims, face, numFaces = 1;
996*61046927SAndroid Build Coastguard Worker       GLenum target;
997*61046927SAndroid Build Coastguard Worker 
998*61046927SAndroid Build Coastguard Worker       for (face = 0; face < 6; face++) {
999*61046927SAndroid Build Coastguard Worker          texel[4*face + 0] =
1000*61046927SAndroid Build Coastguard Worker          texel[4*face + 1] =
1001*61046927SAndroid Build Coastguard Worker          texel[4*face + 2] = 0x0;
1002*61046927SAndroid Build Coastguard Worker          texel[4*face + 3] = 0xff;
1003*61046927SAndroid Build Coastguard Worker       }
1004*61046927SAndroid Build Coastguard Worker 
1005*61046927SAndroid Build Coastguard Worker       switch (tex) {
1006*61046927SAndroid Build Coastguard Worker       case TEXTURE_2D_ARRAY_INDEX:
1007*61046927SAndroid Build Coastguard Worker          dims = 3;
1008*61046927SAndroid Build Coastguard Worker          target = GL_TEXTURE_2D_ARRAY;
1009*61046927SAndroid Build Coastguard Worker          break;
1010*61046927SAndroid Build Coastguard Worker       case TEXTURE_1D_ARRAY_INDEX:
1011*61046927SAndroid Build Coastguard Worker          dims = 2;
1012*61046927SAndroid Build Coastguard Worker          target = GL_TEXTURE_1D_ARRAY;
1013*61046927SAndroid Build Coastguard Worker          break;
1014*61046927SAndroid Build Coastguard Worker       case TEXTURE_CUBE_INDEX:
1015*61046927SAndroid Build Coastguard Worker          dims = 2;
1016*61046927SAndroid Build Coastguard Worker          target = GL_TEXTURE_CUBE_MAP;
1017*61046927SAndroid Build Coastguard Worker          numFaces = 6;
1018*61046927SAndroid Build Coastguard Worker          break;
1019*61046927SAndroid Build Coastguard Worker       case TEXTURE_3D_INDEX:
1020*61046927SAndroid Build Coastguard Worker          dims = 3;
1021*61046927SAndroid Build Coastguard Worker          target = GL_TEXTURE_3D;
1022*61046927SAndroid Build Coastguard Worker          break;
1023*61046927SAndroid Build Coastguard Worker       case TEXTURE_RECT_INDEX:
1024*61046927SAndroid Build Coastguard Worker          dims = 2;
1025*61046927SAndroid Build Coastguard Worker          target = GL_TEXTURE_RECTANGLE;
1026*61046927SAndroid Build Coastguard Worker          break;
1027*61046927SAndroid Build Coastguard Worker       case TEXTURE_2D_INDEX:
1028*61046927SAndroid Build Coastguard Worker          dims = 2;
1029*61046927SAndroid Build Coastguard Worker          target = GL_TEXTURE_2D;
1030*61046927SAndroid Build Coastguard Worker          break;
1031*61046927SAndroid Build Coastguard Worker       case TEXTURE_1D_INDEX:
1032*61046927SAndroid Build Coastguard Worker          dims = 1;
1033*61046927SAndroid Build Coastguard Worker          target = GL_TEXTURE_1D;
1034*61046927SAndroid Build Coastguard Worker          break;
1035*61046927SAndroid Build Coastguard Worker       case TEXTURE_BUFFER_INDEX:
1036*61046927SAndroid Build Coastguard Worker          dims = 0;
1037*61046927SAndroid Build Coastguard Worker          target = GL_TEXTURE_BUFFER;
1038*61046927SAndroid Build Coastguard Worker          break;
1039*61046927SAndroid Build Coastguard Worker       case TEXTURE_CUBE_ARRAY_INDEX:
1040*61046927SAndroid Build Coastguard Worker          dims = 3;
1041*61046927SAndroid Build Coastguard Worker          target = GL_TEXTURE_CUBE_MAP_ARRAY;
1042*61046927SAndroid Build Coastguard Worker          depth = 6;
1043*61046927SAndroid Build Coastguard Worker          break;
1044*61046927SAndroid Build Coastguard Worker       case TEXTURE_EXTERNAL_INDEX:
1045*61046927SAndroid Build Coastguard Worker          dims = 2;
1046*61046927SAndroid Build Coastguard Worker          target = GL_TEXTURE_EXTERNAL_OES;
1047*61046927SAndroid Build Coastguard Worker          break;
1048*61046927SAndroid Build Coastguard Worker       case TEXTURE_2D_MULTISAMPLE_INDEX:
1049*61046927SAndroid Build Coastguard Worker          dims = 2;
1050*61046927SAndroid Build Coastguard Worker          target = GL_TEXTURE_2D_MULTISAMPLE;
1051*61046927SAndroid Build Coastguard Worker          break;
1052*61046927SAndroid Build Coastguard Worker       case TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX:
1053*61046927SAndroid Build Coastguard Worker          dims = 3;
1054*61046927SAndroid Build Coastguard Worker          target = GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
1055*61046927SAndroid Build Coastguard Worker          break;
1056*61046927SAndroid Build Coastguard Worker       default:
1057*61046927SAndroid Build Coastguard Worker          /* no-op */
1058*61046927SAndroid Build Coastguard Worker          return NULL;
1059*61046927SAndroid Build Coastguard Worker       }
1060*61046927SAndroid Build Coastguard Worker 
1061*61046927SAndroid Build Coastguard Worker       /* create texture object */
1062*61046927SAndroid Build Coastguard Worker       texObj = _mesa_new_texture_object(ctx, 0, target);
1063*61046927SAndroid Build Coastguard Worker       if (!texObj)
1064*61046927SAndroid Build Coastguard Worker          return NULL;
1065*61046927SAndroid Build Coastguard Worker 
1066*61046927SAndroid Build Coastguard Worker       assert(texObj->RefCount == 1);
1067*61046927SAndroid Build Coastguard Worker       texObj->Sampler.Attrib.MinFilter = GL_NEAREST;
1068*61046927SAndroid Build Coastguard Worker       texObj->Sampler.Attrib.MagFilter = GL_NEAREST;
1069*61046927SAndroid Build Coastguard Worker       texObj->Sampler.Attrib.state.min_img_filter = PIPE_TEX_FILTER_NEAREST;
1070*61046927SAndroid Build Coastguard Worker       texObj->Sampler.Attrib.state.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
1071*61046927SAndroid Build Coastguard Worker       texObj->Sampler.Attrib.state.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
1072*61046927SAndroid Build Coastguard Worker 
1073*61046927SAndroid Build Coastguard Worker       if (is_depth)
1074*61046927SAndroid Build Coastguard Worker          texFormat = st_ChooseTextureFormat(ctx, target,
1075*61046927SAndroid Build Coastguard Worker                                             GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT,
1076*61046927SAndroid Build Coastguard Worker                                             GL_UNSIGNED_INT);
1077*61046927SAndroid Build Coastguard Worker       else
1078*61046927SAndroid Build Coastguard Worker          texFormat = st_ChooseTextureFormat(ctx, target,
1079*61046927SAndroid Build Coastguard Worker                                             GL_RGBA, GL_RGBA,
1080*61046927SAndroid Build Coastguard Worker                                             GL_UNSIGNED_BYTE);
1081*61046927SAndroid Build Coastguard Worker 
1082*61046927SAndroid Build Coastguard Worker       /* need a loop here just for cube maps */
1083*61046927SAndroid Build Coastguard Worker       for (face = 0; face < numFaces; face++) {
1084*61046927SAndroid Build Coastguard Worker          const GLenum faceTarget = _mesa_cube_face_target(target, face);
1085*61046927SAndroid Build Coastguard Worker 
1086*61046927SAndroid Build Coastguard Worker          /* initialize level[0] texture image */
1087*61046927SAndroid Build Coastguard Worker          texImage = _mesa_get_tex_image(ctx, texObj, faceTarget, 0);
1088*61046927SAndroid Build Coastguard Worker 
1089*61046927SAndroid Build Coastguard Worker          GLenum internalFormat = is_depth ? GL_DEPTH_COMPONENT : GL_RGBA;
1090*61046927SAndroid Build Coastguard Worker          if (tex == TEXTURE_2D_MULTISAMPLE_INDEX ||
1091*61046927SAndroid Build Coastguard Worker              tex == TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX) {
1092*61046927SAndroid Build Coastguard Worker             int samples[16];
1093*61046927SAndroid Build Coastguard Worker             st_QueryInternalFormat(ctx, 0, internalFormat, GL_SAMPLES, samples);
1094*61046927SAndroid Build Coastguard Worker             _mesa_init_teximage_fields_ms(ctx, texImage,
1095*61046927SAndroid Build Coastguard Worker                                           width,
1096*61046927SAndroid Build Coastguard Worker                                           (dims > 1) ? height : 1,
1097*61046927SAndroid Build Coastguard Worker                                           (dims > 2) ? depth : 1,
1098*61046927SAndroid Build Coastguard Worker                                           0, /* border */
1099*61046927SAndroid Build Coastguard Worker                                           internalFormat, texFormat,
1100*61046927SAndroid Build Coastguard Worker                                           samples[0],
1101*61046927SAndroid Build Coastguard Worker                                           GL_TRUE);
1102*61046927SAndroid Build Coastguard Worker          } else {
1103*61046927SAndroid Build Coastguard Worker             _mesa_init_teximage_fields(ctx, texImage,
1104*61046927SAndroid Build Coastguard Worker                                        width,
1105*61046927SAndroid Build Coastguard Worker                                        (dims > 1) ? height : 1,
1106*61046927SAndroid Build Coastguard Worker                                        (dims > 2) ? depth : 1,
1107*61046927SAndroid Build Coastguard Worker                                        0, /* border */
1108*61046927SAndroid Build Coastguard Worker                                        internalFormat, texFormat);
1109*61046927SAndroid Build Coastguard Worker          }
1110*61046927SAndroid Build Coastguard Worker          _mesa_update_texture_object_swizzle(ctx, texObj);
1111*61046927SAndroid Build Coastguard Worker          if (ctx->st->can_null_texture && is_depth) {
1112*61046927SAndroid Build Coastguard Worker             texObj->NullTexture = GL_TRUE;
1113*61046927SAndroid Build Coastguard Worker          } else {
1114*61046927SAndroid Build Coastguard Worker             if (is_depth)
1115*61046927SAndroid Build Coastguard Worker                st_TexImage(ctx, dims, texImage,
1116*61046927SAndroid Build Coastguard Worker                            GL_DEPTH_COMPONENT, GL_FLOAT, texel,
1117*61046927SAndroid Build Coastguard Worker                            &ctx->DefaultPacking);
1118*61046927SAndroid Build Coastguard Worker             else
1119*61046927SAndroid Build Coastguard Worker                st_TexImage(ctx, dims, texImage,
1120*61046927SAndroid Build Coastguard Worker                            GL_RGBA, GL_UNSIGNED_BYTE, texel,
1121*61046927SAndroid Build Coastguard Worker                            &ctx->DefaultPacking);
1122*61046927SAndroid Build Coastguard Worker          }
1123*61046927SAndroid Build Coastguard Worker       }
1124*61046927SAndroid Build Coastguard Worker 
1125*61046927SAndroid Build Coastguard Worker       _mesa_test_texobj_completeness(ctx, texObj);
1126*61046927SAndroid Build Coastguard Worker       assert(texObj->_BaseComplete);
1127*61046927SAndroid Build Coastguard Worker       assert(texObj->_MipmapComplete);
1128*61046927SAndroid Build Coastguard Worker 
1129*61046927SAndroid Build Coastguard Worker       ctx->Shared->FallbackTex[tex][is_depth] = texObj;
1130*61046927SAndroid Build Coastguard Worker 
1131*61046927SAndroid Build Coastguard Worker       /* Complete the driver's operation in case another context will also
1132*61046927SAndroid Build Coastguard Worker        * use the same fallback texture. */
1133*61046927SAndroid Build Coastguard Worker       if (!ctx->st->can_null_texture || !is_depth)
1134*61046927SAndroid Build Coastguard Worker          st_glFinish(ctx);
1135*61046927SAndroid Build Coastguard Worker    }
1136*61046927SAndroid Build Coastguard Worker    return ctx->Shared->FallbackTex[tex][is_depth];
1137*61046927SAndroid Build Coastguard Worker }
1138*61046927SAndroid Build Coastguard Worker 
1139*61046927SAndroid Build Coastguard Worker 
1140*61046927SAndroid Build Coastguard Worker /**
1141*61046927SAndroid Build Coastguard Worker  * Compute the size of the given texture object, in bytes.
1142*61046927SAndroid Build Coastguard Worker  */
1143*61046927SAndroid Build Coastguard Worker static GLuint
texture_size(const struct gl_texture_object * texObj)1144*61046927SAndroid Build Coastguard Worker texture_size(const struct gl_texture_object *texObj)
1145*61046927SAndroid Build Coastguard Worker {
1146*61046927SAndroid Build Coastguard Worker    const GLuint numFaces = _mesa_num_tex_faces(texObj->Target);
1147*61046927SAndroid Build Coastguard Worker    GLuint face, level, size = 0;
1148*61046927SAndroid Build Coastguard Worker 
1149*61046927SAndroid Build Coastguard Worker    for (face = 0; face < numFaces; face++) {
1150*61046927SAndroid Build Coastguard Worker       for (level = 0; level < MAX_TEXTURE_LEVELS; level++) {
1151*61046927SAndroid Build Coastguard Worker          const struct gl_texture_image *img = texObj->Image[face][level];
1152*61046927SAndroid Build Coastguard Worker          if (img) {
1153*61046927SAndroid Build Coastguard Worker             GLuint sz = _mesa_format_image_size(img->TexFormat, img->Width,
1154*61046927SAndroid Build Coastguard Worker                                                 img->Height, img->Depth);
1155*61046927SAndroid Build Coastguard Worker             size += sz;
1156*61046927SAndroid Build Coastguard Worker          }
1157*61046927SAndroid Build Coastguard Worker       }
1158*61046927SAndroid Build Coastguard Worker    }
1159*61046927SAndroid Build Coastguard Worker 
1160*61046927SAndroid Build Coastguard Worker    return size;
1161*61046927SAndroid Build Coastguard Worker }
1162*61046927SAndroid Build Coastguard Worker 
1163*61046927SAndroid Build Coastguard Worker 
1164*61046927SAndroid Build Coastguard Worker /**
1165*61046927SAndroid Build Coastguard Worker  * Callback called from _mesa_HashWalk()
1166*61046927SAndroid Build Coastguard Worker  */
1167*61046927SAndroid Build Coastguard Worker static void
count_tex_size(void * data,void * userData)1168*61046927SAndroid Build Coastguard Worker count_tex_size(void *data, void *userData)
1169*61046927SAndroid Build Coastguard Worker {
1170*61046927SAndroid Build Coastguard Worker    const struct gl_texture_object *texObj =
1171*61046927SAndroid Build Coastguard Worker       (const struct gl_texture_object *) data;
1172*61046927SAndroid Build Coastguard Worker    GLuint *total = (GLuint *) userData;
1173*61046927SAndroid Build Coastguard Worker 
1174*61046927SAndroid Build Coastguard Worker    *total = *total + texture_size(texObj);
1175*61046927SAndroid Build Coastguard Worker }
1176*61046927SAndroid Build Coastguard Worker 
1177*61046927SAndroid Build Coastguard Worker 
1178*61046927SAndroid Build Coastguard Worker /**
1179*61046927SAndroid Build Coastguard Worker  * Compute total size (in bytes) of all textures for the given context.
1180*61046927SAndroid Build Coastguard Worker  * For debugging purposes.
1181*61046927SAndroid Build Coastguard Worker  */
1182*61046927SAndroid Build Coastguard Worker GLuint
_mesa_total_texture_memory(struct gl_context * ctx)1183*61046927SAndroid Build Coastguard Worker _mesa_total_texture_memory(struct gl_context *ctx)
1184*61046927SAndroid Build Coastguard Worker {
1185*61046927SAndroid Build Coastguard Worker    GLuint tgt, total = 0;
1186*61046927SAndroid Build Coastguard Worker 
1187*61046927SAndroid Build Coastguard Worker    _mesa_HashWalk(&ctx->Shared->TexObjects, count_tex_size, &total);
1188*61046927SAndroid Build Coastguard Worker 
1189*61046927SAndroid Build Coastguard Worker    /* plus, the default texture objects */
1190*61046927SAndroid Build Coastguard Worker    for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1191*61046927SAndroid Build Coastguard Worker       total += texture_size(ctx->Shared->DefaultTex[tgt]);
1192*61046927SAndroid Build Coastguard Worker    }
1193*61046927SAndroid Build Coastguard Worker 
1194*61046927SAndroid Build Coastguard Worker    return total;
1195*61046927SAndroid Build Coastguard Worker }
1196*61046927SAndroid Build Coastguard Worker 
1197*61046927SAndroid Build Coastguard Worker 
1198*61046927SAndroid Build Coastguard Worker /**
1199*61046927SAndroid Build Coastguard Worker  * Return the base format for the given texture object by looking
1200*61046927SAndroid Build Coastguard Worker  * at the base texture image.
1201*61046927SAndroid Build Coastguard Worker  * \return base format (such as GL_RGBA) or GL_NONE if it can't be determined
1202*61046927SAndroid Build Coastguard Worker  */
1203*61046927SAndroid Build Coastguard Worker GLenum
_mesa_texture_base_format(const struct gl_texture_object * texObj)1204*61046927SAndroid Build Coastguard Worker _mesa_texture_base_format(const struct gl_texture_object *texObj)
1205*61046927SAndroid Build Coastguard Worker {
1206*61046927SAndroid Build Coastguard Worker    const struct gl_texture_image *texImage = _mesa_base_tex_image(texObj);
1207*61046927SAndroid Build Coastguard Worker 
1208*61046927SAndroid Build Coastguard Worker    return texImage ? texImage->_BaseFormat : GL_NONE;
1209*61046927SAndroid Build Coastguard Worker }
1210*61046927SAndroid Build Coastguard Worker 
1211*61046927SAndroid Build Coastguard Worker 
1212*61046927SAndroid Build Coastguard Worker static struct gl_texture_object *
invalidate_tex_image_error_check(struct gl_context * ctx,GLuint texture,GLint level,const char * name)1213*61046927SAndroid Build Coastguard Worker invalidate_tex_image_error_check(struct gl_context *ctx, GLuint texture,
1214*61046927SAndroid Build Coastguard Worker                                  GLint level, const char *name)
1215*61046927SAndroid Build Coastguard Worker {
1216*61046927SAndroid Build Coastguard Worker    /* The GL_ARB_invalidate_subdata spec says:
1217*61046927SAndroid Build Coastguard Worker     *
1218*61046927SAndroid Build Coastguard Worker     *     "If <texture> is zero or is not the name of a texture, the error
1219*61046927SAndroid Build Coastguard Worker     *     INVALID_VALUE is generated."
1220*61046927SAndroid Build Coastguard Worker     *
1221*61046927SAndroid Build Coastguard Worker     * This performs the error check in a different order than listed in the
1222*61046927SAndroid Build Coastguard Worker     * spec.  We have to get the texture object before we can validate the
1223*61046927SAndroid Build Coastguard Worker     * other parameters against values in the texture object.
1224*61046927SAndroid Build Coastguard Worker     */
1225*61046927SAndroid Build Coastguard Worker    struct gl_texture_object *const t = _mesa_lookup_texture(ctx, texture);
1226*61046927SAndroid Build Coastguard Worker    if (texture == 0 || t == NULL) {
1227*61046927SAndroid Build Coastguard Worker       _mesa_error(ctx, GL_INVALID_VALUE, "%s(texture)", name);
1228*61046927SAndroid Build Coastguard Worker       return NULL;
1229*61046927SAndroid Build Coastguard Worker    }
1230*61046927SAndroid Build Coastguard Worker 
1231*61046927SAndroid Build Coastguard Worker    /* The GL_ARB_invalidate_subdata spec says:
1232*61046927SAndroid Build Coastguard Worker     *
1233*61046927SAndroid Build Coastguard Worker     *     "If <level> is less than zero or greater than the base 2 logarithm
1234*61046927SAndroid Build Coastguard Worker     *     of the maximum texture width, height, or depth, the error
1235*61046927SAndroid Build Coastguard Worker     *     INVALID_VALUE is generated."
1236*61046927SAndroid Build Coastguard Worker     */
1237*61046927SAndroid Build Coastguard Worker    if (level < 0 || level > t->Attrib.MaxLevel) {
1238*61046927SAndroid Build Coastguard Worker       _mesa_error(ctx, GL_INVALID_VALUE, "%s(level)", name);
1239*61046927SAndroid Build Coastguard Worker       return NULL;
1240*61046927SAndroid Build Coastguard Worker    }
1241*61046927SAndroid Build Coastguard Worker 
1242*61046927SAndroid Build Coastguard Worker    /* The GL_ARB_invalidate_subdata spec says:
1243*61046927SAndroid Build Coastguard Worker     *
1244*61046927SAndroid Build Coastguard Worker     *     "If the target of <texture> is TEXTURE_RECTANGLE, TEXTURE_BUFFER,
1245*61046927SAndroid Build Coastguard Worker     *     TEXTURE_2D_MULTISAMPLE, or TEXTURE_2D_MULTISAMPLE_ARRAY, and <level>
1246*61046927SAndroid Build Coastguard Worker     *     is not zero, the error INVALID_VALUE is generated."
1247*61046927SAndroid Build Coastguard Worker     */
1248*61046927SAndroid Build Coastguard Worker    if (level != 0) {
1249*61046927SAndroid Build Coastguard Worker       switch (t->Target) {
1250*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_RECTANGLE:
1251*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_BUFFER:
1252*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_2D_MULTISAMPLE:
1253*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
1254*61046927SAndroid Build Coastguard Worker          _mesa_error(ctx, GL_INVALID_VALUE, "%s(level)", name);
1255*61046927SAndroid Build Coastguard Worker          return NULL;
1256*61046927SAndroid Build Coastguard Worker 
1257*61046927SAndroid Build Coastguard Worker       default:
1258*61046927SAndroid Build Coastguard Worker          break;
1259*61046927SAndroid Build Coastguard Worker       }
1260*61046927SAndroid Build Coastguard Worker    }
1261*61046927SAndroid Build Coastguard Worker 
1262*61046927SAndroid Build Coastguard Worker    return t;
1263*61046927SAndroid Build Coastguard Worker }
1264*61046927SAndroid Build Coastguard Worker 
1265*61046927SAndroid Build Coastguard Worker 
1266*61046927SAndroid Build Coastguard Worker /**
1267*61046927SAndroid Build Coastguard Worker  * Helper function for glCreateTextures and glGenTextures. Need this because
1268*61046927SAndroid Build Coastguard Worker  * glCreateTextures should throw errors if target = 0. This is not exposed to
1269*61046927SAndroid Build Coastguard Worker  * the rest of Mesa to encourage Mesa internals to use nameless textures,
1270*61046927SAndroid Build Coastguard Worker  * which do not require expensive hash lookups.
1271*61046927SAndroid Build Coastguard Worker  * \param target  either 0 or a valid / error-checked texture target enum
1272*61046927SAndroid Build Coastguard Worker  */
1273*61046927SAndroid Build Coastguard Worker static void
create_textures(struct gl_context * ctx,GLenum target,GLsizei n,GLuint * textures,const char * caller)1274*61046927SAndroid Build Coastguard Worker create_textures(struct gl_context *ctx, GLenum target,
1275*61046927SAndroid Build Coastguard Worker                 GLsizei n, GLuint *textures, const char *caller)
1276*61046927SAndroid Build Coastguard Worker {
1277*61046927SAndroid Build Coastguard Worker    GLint i;
1278*61046927SAndroid Build Coastguard Worker 
1279*61046927SAndroid Build Coastguard Worker    if (!textures)
1280*61046927SAndroid Build Coastguard Worker       return;
1281*61046927SAndroid Build Coastguard Worker 
1282*61046927SAndroid Build Coastguard Worker    /*
1283*61046927SAndroid Build Coastguard Worker     * This must be atomic (generation and allocation of texture IDs)
1284*61046927SAndroid Build Coastguard Worker     */
1285*61046927SAndroid Build Coastguard Worker    _mesa_HashLockMutex(&ctx->Shared->TexObjects);
1286*61046927SAndroid Build Coastguard Worker 
1287*61046927SAndroid Build Coastguard Worker    _mesa_HashFindFreeKeys(&ctx->Shared->TexObjects, textures, n);
1288*61046927SAndroid Build Coastguard Worker 
1289*61046927SAndroid Build Coastguard Worker    /* Allocate new, empty texture objects */
1290*61046927SAndroid Build Coastguard Worker    for (i = 0; i < n; i++) {
1291*61046927SAndroid Build Coastguard Worker       struct gl_texture_object *texObj;
1292*61046927SAndroid Build Coastguard Worker       texObj = _mesa_new_texture_object(ctx, textures[i], target);
1293*61046927SAndroid Build Coastguard Worker       if (!texObj) {
1294*61046927SAndroid Build Coastguard Worker          _mesa_HashUnlockMutex(&ctx->Shared->TexObjects);
1295*61046927SAndroid Build Coastguard Worker          _mesa_error(ctx, GL_OUT_OF_MEMORY, "%s", caller);
1296*61046927SAndroid Build Coastguard Worker          return;
1297*61046927SAndroid Build Coastguard Worker       }
1298*61046927SAndroid Build Coastguard Worker 
1299*61046927SAndroid Build Coastguard Worker       /* insert into hash table */
1300*61046927SAndroid Build Coastguard Worker       _mesa_HashInsertLocked(&ctx->Shared->TexObjects, texObj->Name, texObj);
1301*61046927SAndroid Build Coastguard Worker    }
1302*61046927SAndroid Build Coastguard Worker 
1303*61046927SAndroid Build Coastguard Worker    _mesa_HashUnlockMutex(&ctx->Shared->TexObjects);
1304*61046927SAndroid Build Coastguard Worker }
1305*61046927SAndroid Build Coastguard Worker 
1306*61046927SAndroid Build Coastguard Worker 
1307*61046927SAndroid Build Coastguard Worker static void
create_textures_err(struct gl_context * ctx,GLenum target,GLsizei n,GLuint * textures,const char * caller)1308*61046927SAndroid Build Coastguard Worker create_textures_err(struct gl_context *ctx, GLenum target,
1309*61046927SAndroid Build Coastguard Worker                     GLsizei n, GLuint *textures, const char *caller)
1310*61046927SAndroid Build Coastguard Worker {
1311*61046927SAndroid Build Coastguard Worker    if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1312*61046927SAndroid Build Coastguard Worker       _mesa_debug(ctx, "%s %d\n", caller, n);
1313*61046927SAndroid Build Coastguard Worker 
1314*61046927SAndroid Build Coastguard Worker    if (n < 0) {
1315*61046927SAndroid Build Coastguard Worker       _mesa_error(ctx, GL_INVALID_VALUE, "%s(n < 0)", caller);
1316*61046927SAndroid Build Coastguard Worker       return;
1317*61046927SAndroid Build Coastguard Worker    }
1318*61046927SAndroid Build Coastguard Worker 
1319*61046927SAndroid Build Coastguard Worker    create_textures(ctx, target, n, textures, caller);
1320*61046927SAndroid Build Coastguard Worker }
1321*61046927SAndroid Build Coastguard Worker 
1322*61046927SAndroid Build Coastguard Worker /*@}*/
1323*61046927SAndroid Build Coastguard Worker 
1324*61046927SAndroid Build Coastguard Worker 
1325*61046927SAndroid Build Coastguard Worker /***********************************************************************/
1326*61046927SAndroid Build Coastguard Worker /** \name API functions */
1327*61046927SAndroid Build Coastguard Worker /*@{*/
1328*61046927SAndroid Build Coastguard Worker 
1329*61046927SAndroid Build Coastguard Worker 
1330*61046927SAndroid Build Coastguard Worker /**
1331*61046927SAndroid Build Coastguard Worker  * Generate texture names.
1332*61046927SAndroid Build Coastguard Worker  *
1333*61046927SAndroid Build Coastguard Worker  * \param n number of texture names to be generated.
1334*61046927SAndroid Build Coastguard Worker  * \param textures an array in which will hold the generated texture names.
1335*61046927SAndroid Build Coastguard Worker  *
1336*61046927SAndroid Build Coastguard Worker  * \sa glGenTextures(), glCreateTextures().
1337*61046927SAndroid Build Coastguard Worker  *
1338*61046927SAndroid Build Coastguard Worker  * Calls _mesa_HashFindFreeKeys() to find a block of free texture
1339*61046927SAndroid Build Coastguard Worker  * IDs which are stored in \p textures.  Corresponding empty texture
1340*61046927SAndroid Build Coastguard Worker  * objects are also generated.
1341*61046927SAndroid Build Coastguard Worker  */
1342*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_GenTextures_no_error(GLsizei n,GLuint * textures)1343*61046927SAndroid Build Coastguard Worker _mesa_GenTextures_no_error(GLsizei n, GLuint *textures)
1344*61046927SAndroid Build Coastguard Worker {
1345*61046927SAndroid Build Coastguard Worker    GET_CURRENT_CONTEXT(ctx);
1346*61046927SAndroid Build Coastguard Worker    create_textures(ctx, 0, n, textures, "glGenTextures");
1347*61046927SAndroid Build Coastguard Worker }
1348*61046927SAndroid Build Coastguard Worker 
1349*61046927SAndroid Build Coastguard Worker 
1350*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_GenTextures(GLsizei n,GLuint * textures)1351*61046927SAndroid Build Coastguard Worker _mesa_GenTextures(GLsizei n, GLuint *textures)
1352*61046927SAndroid Build Coastguard Worker {
1353*61046927SAndroid Build Coastguard Worker    GET_CURRENT_CONTEXT(ctx);
1354*61046927SAndroid Build Coastguard Worker    create_textures_err(ctx, 0, n, textures, "glGenTextures");
1355*61046927SAndroid Build Coastguard Worker }
1356*61046927SAndroid Build Coastguard Worker 
1357*61046927SAndroid Build Coastguard Worker /**
1358*61046927SAndroid Build Coastguard Worker  * Create texture objects.
1359*61046927SAndroid Build Coastguard Worker  *
1360*61046927SAndroid Build Coastguard Worker  * \param target the texture target for each name to be generated.
1361*61046927SAndroid Build Coastguard Worker  * \param n number of texture names to be generated.
1362*61046927SAndroid Build Coastguard Worker  * \param textures an array in which will hold the generated texture names.
1363*61046927SAndroid Build Coastguard Worker  *
1364*61046927SAndroid Build Coastguard Worker  * \sa glCreateTextures(), glGenTextures().
1365*61046927SAndroid Build Coastguard Worker  *
1366*61046927SAndroid Build Coastguard Worker  * Calls _mesa_HashFindFreeKeys() to find a block of free texture
1367*61046927SAndroid Build Coastguard Worker  * IDs which are stored in \p textures.  Corresponding empty texture
1368*61046927SAndroid Build Coastguard Worker  * objects are also generated.
1369*61046927SAndroid Build Coastguard Worker  */
1370*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_CreateTextures_no_error(GLenum target,GLsizei n,GLuint * textures)1371*61046927SAndroid Build Coastguard Worker _mesa_CreateTextures_no_error(GLenum target, GLsizei n, GLuint *textures)
1372*61046927SAndroid Build Coastguard Worker {
1373*61046927SAndroid Build Coastguard Worker    GET_CURRENT_CONTEXT(ctx);
1374*61046927SAndroid Build Coastguard Worker    create_textures(ctx, target, n, textures, "glCreateTextures");
1375*61046927SAndroid Build Coastguard Worker }
1376*61046927SAndroid Build Coastguard Worker 
1377*61046927SAndroid Build Coastguard Worker 
1378*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_CreateTextures(GLenum target,GLsizei n,GLuint * textures)1379*61046927SAndroid Build Coastguard Worker _mesa_CreateTextures(GLenum target, GLsizei n, GLuint *textures)
1380*61046927SAndroid Build Coastguard Worker {
1381*61046927SAndroid Build Coastguard Worker    GLint targetIndex;
1382*61046927SAndroid Build Coastguard Worker    GET_CURRENT_CONTEXT(ctx);
1383*61046927SAndroid Build Coastguard Worker 
1384*61046927SAndroid Build Coastguard Worker    /*
1385*61046927SAndroid Build Coastguard Worker     * The 4.5 core profile spec (30.10.2014) doesn't specify what
1386*61046927SAndroid Build Coastguard Worker     * glCreateTextures should do with invalid targets, which was probably an
1387*61046927SAndroid Build Coastguard Worker     * oversight.  This conforms to the spec for glBindTexture.
1388*61046927SAndroid Build Coastguard Worker     */
1389*61046927SAndroid Build Coastguard Worker    targetIndex = _mesa_tex_target_to_index(ctx, target);
1390*61046927SAndroid Build Coastguard Worker    if (targetIndex < 0) {
1391*61046927SAndroid Build Coastguard Worker       _mesa_error(ctx, GL_INVALID_ENUM, "glCreateTextures(target)");
1392*61046927SAndroid Build Coastguard Worker       return;
1393*61046927SAndroid Build Coastguard Worker    }
1394*61046927SAndroid Build Coastguard Worker 
1395*61046927SAndroid Build Coastguard Worker    create_textures_err(ctx, target, n, textures, "glCreateTextures");
1396*61046927SAndroid Build Coastguard Worker }
1397*61046927SAndroid Build Coastguard Worker 
1398*61046927SAndroid Build Coastguard Worker /**
1399*61046927SAndroid Build Coastguard Worker  * Check if the given texture object is bound to the current draw or
1400*61046927SAndroid Build Coastguard Worker  * read framebuffer.  If so, Unbind it.
1401*61046927SAndroid Build Coastguard Worker  */
1402*61046927SAndroid Build Coastguard Worker static void
unbind_texobj_from_fbo(struct gl_context * ctx,struct gl_texture_object * texObj)1403*61046927SAndroid Build Coastguard Worker unbind_texobj_from_fbo(struct gl_context *ctx,
1404*61046927SAndroid Build Coastguard Worker                        struct gl_texture_object *texObj)
1405*61046927SAndroid Build Coastguard Worker {
1406*61046927SAndroid Build Coastguard Worker    bool progress = false;
1407*61046927SAndroid Build Coastguard Worker 
1408*61046927SAndroid Build Coastguard Worker    /* Section 4.4.2 (Attaching Images to Framebuffer Objects), subsection
1409*61046927SAndroid Build Coastguard Worker     * "Attaching Texture Images to a Framebuffer," of the OpenGL 3.1 spec
1410*61046927SAndroid Build Coastguard Worker     * says:
1411*61046927SAndroid Build Coastguard Worker     *
1412*61046927SAndroid Build Coastguard Worker     *     "If a texture object is deleted while its image is attached to one
1413*61046927SAndroid Build Coastguard Worker     *     or more attachment points in the currently bound framebuffer, then
1414*61046927SAndroid Build Coastguard Worker     *     it is as if FramebufferTexture* had been called, with a texture of
1415*61046927SAndroid Build Coastguard Worker     *     zero, for each attachment point to which this image was attached in
1416*61046927SAndroid Build Coastguard Worker     *     the currently bound framebuffer. In other words, this texture image
1417*61046927SAndroid Build Coastguard Worker     *     is first detached from all attachment points in the currently bound
1418*61046927SAndroid Build Coastguard Worker     *     framebuffer. Note that the texture image is specifically not
1419*61046927SAndroid Build Coastguard Worker     *     detached from any other framebuffer objects. Detaching the texture
1420*61046927SAndroid Build Coastguard Worker     *     image from any other framebuffer objects is the responsibility of
1421*61046927SAndroid Build Coastguard Worker     *     the application."
1422*61046927SAndroid Build Coastguard Worker     */
1423*61046927SAndroid Build Coastguard Worker    if (_mesa_is_user_fbo(ctx->DrawBuffer)) {
1424*61046927SAndroid Build Coastguard Worker       progress = _mesa_detach_renderbuffer(ctx, ctx->DrawBuffer, texObj);
1425*61046927SAndroid Build Coastguard Worker    }
1426*61046927SAndroid Build Coastguard Worker    if (_mesa_is_user_fbo(ctx->ReadBuffer)
1427*61046927SAndroid Build Coastguard Worker        && ctx->ReadBuffer != ctx->DrawBuffer) {
1428*61046927SAndroid Build Coastguard Worker       progress = _mesa_detach_renderbuffer(ctx, ctx->ReadBuffer, texObj)
1429*61046927SAndroid Build Coastguard Worker          || progress;
1430*61046927SAndroid Build Coastguard Worker    }
1431*61046927SAndroid Build Coastguard Worker 
1432*61046927SAndroid Build Coastguard Worker    if (progress)
1433*61046927SAndroid Build Coastguard Worker       /* Vertices are already flushed by _mesa_DeleteTextures */
1434*61046927SAndroid Build Coastguard Worker       ctx->NewState |= _NEW_BUFFERS;
1435*61046927SAndroid Build Coastguard Worker }
1436*61046927SAndroid Build Coastguard Worker 
1437*61046927SAndroid Build Coastguard Worker 
1438*61046927SAndroid Build Coastguard Worker /**
1439*61046927SAndroid Build Coastguard Worker  * Check if the given texture object is bound to any texture image units and
1440*61046927SAndroid Build Coastguard Worker  * unbind it if so (revert to default textures).
1441*61046927SAndroid Build Coastguard Worker  */
1442*61046927SAndroid Build Coastguard Worker static void
unbind_texobj_from_texunits(struct gl_context * ctx,struct gl_texture_object * texObj)1443*61046927SAndroid Build Coastguard Worker unbind_texobj_from_texunits(struct gl_context *ctx,
1444*61046927SAndroid Build Coastguard Worker                             struct gl_texture_object *texObj)
1445*61046927SAndroid Build Coastguard Worker {
1446*61046927SAndroid Build Coastguard Worker    const gl_texture_index index = texObj->TargetIndex;
1447*61046927SAndroid Build Coastguard Worker    GLuint u;
1448*61046927SAndroid Build Coastguard Worker 
1449*61046927SAndroid Build Coastguard Worker    if (texObj->Target == 0) {
1450*61046927SAndroid Build Coastguard Worker       /* texture was never bound */
1451*61046927SAndroid Build Coastguard Worker       return;
1452*61046927SAndroid Build Coastguard Worker    }
1453*61046927SAndroid Build Coastguard Worker 
1454*61046927SAndroid Build Coastguard Worker    assert(index < NUM_TEXTURE_TARGETS);
1455*61046927SAndroid Build Coastguard Worker 
1456*61046927SAndroid Build Coastguard Worker    for (u = 0; u < ctx->Texture.NumCurrentTexUsed; u++) {
1457*61046927SAndroid Build Coastguard Worker       struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
1458*61046927SAndroid Build Coastguard Worker 
1459*61046927SAndroid Build Coastguard Worker       if (texObj == unit->CurrentTex[index]) {
1460*61046927SAndroid Build Coastguard Worker          /* Bind the default texture for this unit/target */
1461*61046927SAndroid Build Coastguard Worker          _mesa_reference_texobj(&unit->CurrentTex[index],
1462*61046927SAndroid Build Coastguard Worker                                 ctx->Shared->DefaultTex[index]);
1463*61046927SAndroid Build Coastguard Worker          unit->_BoundTextures &= ~(1 << index);
1464*61046927SAndroid Build Coastguard Worker       }
1465*61046927SAndroid Build Coastguard Worker    }
1466*61046927SAndroid Build Coastguard Worker }
1467*61046927SAndroid Build Coastguard Worker 
1468*61046927SAndroid Build Coastguard Worker 
1469*61046927SAndroid Build Coastguard Worker /**
1470*61046927SAndroid Build Coastguard Worker  * Check if the given texture object is bound to any shader image unit
1471*61046927SAndroid Build Coastguard Worker  * and unbind it if that's the case.
1472*61046927SAndroid Build Coastguard Worker  */
1473*61046927SAndroid Build Coastguard Worker static void
unbind_texobj_from_image_units(struct gl_context * ctx,struct gl_texture_object * texObj)1474*61046927SAndroid Build Coastguard Worker unbind_texobj_from_image_units(struct gl_context *ctx,
1475*61046927SAndroid Build Coastguard Worker                                struct gl_texture_object *texObj)
1476*61046927SAndroid Build Coastguard Worker {
1477*61046927SAndroid Build Coastguard Worker    GLuint i;
1478*61046927SAndroid Build Coastguard Worker 
1479*61046927SAndroid Build Coastguard Worker    for (i = 0; i < ctx->Const.MaxImageUnits; i++) {
1480*61046927SAndroid Build Coastguard Worker       struct gl_image_unit *unit = &ctx->ImageUnits[i];
1481*61046927SAndroid Build Coastguard Worker 
1482*61046927SAndroid Build Coastguard Worker       if (texObj == unit->TexObj) {
1483*61046927SAndroid Build Coastguard Worker          _mesa_reference_texobj(&unit->TexObj, NULL);
1484*61046927SAndroid Build Coastguard Worker          *unit = _mesa_default_image_unit(ctx);
1485*61046927SAndroid Build Coastguard Worker       }
1486*61046927SAndroid Build Coastguard Worker    }
1487*61046927SAndroid Build Coastguard Worker }
1488*61046927SAndroid Build Coastguard Worker 
1489*61046927SAndroid Build Coastguard Worker 
1490*61046927SAndroid Build Coastguard Worker /**
1491*61046927SAndroid Build Coastguard Worker  * Unbinds all textures bound to the given texture image unit.
1492*61046927SAndroid Build Coastguard Worker  */
1493*61046927SAndroid Build Coastguard Worker static void
unbind_textures_from_unit(struct gl_context * ctx,GLuint unit)1494*61046927SAndroid Build Coastguard Worker unbind_textures_from_unit(struct gl_context *ctx, GLuint unit)
1495*61046927SAndroid Build Coastguard Worker {
1496*61046927SAndroid Build Coastguard Worker    struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
1497*61046927SAndroid Build Coastguard Worker 
1498*61046927SAndroid Build Coastguard Worker    while (texUnit->_BoundTextures) {
1499*61046927SAndroid Build Coastguard Worker       const GLuint index = ffs(texUnit->_BoundTextures) - 1;
1500*61046927SAndroid Build Coastguard Worker       struct gl_texture_object *texObj = ctx->Shared->DefaultTex[index];
1501*61046927SAndroid Build Coastguard Worker 
1502*61046927SAndroid Build Coastguard Worker       _mesa_reference_texobj(&texUnit->CurrentTex[index], texObj);
1503*61046927SAndroid Build Coastguard Worker 
1504*61046927SAndroid Build Coastguard Worker       texUnit->_BoundTextures &= ~(1 << index);
1505*61046927SAndroid Build Coastguard Worker       ctx->NewState |= _NEW_TEXTURE_OBJECT;
1506*61046927SAndroid Build Coastguard Worker       ctx->PopAttribState |= GL_TEXTURE_BIT;
1507*61046927SAndroid Build Coastguard Worker    }
1508*61046927SAndroid Build Coastguard Worker }
1509*61046927SAndroid Build Coastguard Worker 
1510*61046927SAndroid Build Coastguard Worker 
1511*61046927SAndroid Build Coastguard Worker /**
1512*61046927SAndroid Build Coastguard Worker  * Delete named textures.
1513*61046927SAndroid Build Coastguard Worker  *
1514*61046927SAndroid Build Coastguard Worker  * \param n number of textures to be deleted.
1515*61046927SAndroid Build Coastguard Worker  * \param textures array of texture IDs to be deleted.
1516*61046927SAndroid Build Coastguard Worker  *
1517*61046927SAndroid Build Coastguard Worker  * \sa glDeleteTextures().
1518*61046927SAndroid Build Coastguard Worker  *
1519*61046927SAndroid Build Coastguard Worker  * If we're about to delete a texture that's currently bound to any
1520*61046927SAndroid Build Coastguard Worker  * texture unit, unbind the texture first.  Decrement the reference
1521*61046927SAndroid Build Coastguard Worker  * count on the texture object and delete it if it's zero.
1522*61046927SAndroid Build Coastguard Worker  * Recall that texture objects can be shared among several rendering
1523*61046927SAndroid Build Coastguard Worker  * contexts.
1524*61046927SAndroid Build Coastguard Worker  */
1525*61046927SAndroid Build Coastguard Worker static void
delete_textures(struct gl_context * ctx,GLsizei n,const GLuint * textures)1526*61046927SAndroid Build Coastguard Worker delete_textures(struct gl_context *ctx, GLsizei n, const GLuint *textures)
1527*61046927SAndroid Build Coastguard Worker {
1528*61046927SAndroid Build Coastguard Worker    FLUSH_VERTICES(ctx, 0, 0); /* too complex */
1529*61046927SAndroid Build Coastguard Worker 
1530*61046927SAndroid Build Coastguard Worker    if (!textures)
1531*61046927SAndroid Build Coastguard Worker       return;
1532*61046927SAndroid Build Coastguard Worker 
1533*61046927SAndroid Build Coastguard Worker    for (GLsizei i = 0; i < n; i++) {
1534*61046927SAndroid Build Coastguard Worker       if (textures[i] > 0) {
1535*61046927SAndroid Build Coastguard Worker          struct gl_texture_object *delObj
1536*61046927SAndroid Build Coastguard Worker             = _mesa_lookup_texture(ctx, textures[i]);
1537*61046927SAndroid Build Coastguard Worker 
1538*61046927SAndroid Build Coastguard Worker          if (delObj) {
1539*61046927SAndroid Build Coastguard Worker             _mesa_lock_texture(ctx, delObj);
1540*61046927SAndroid Build Coastguard Worker 
1541*61046927SAndroid Build Coastguard Worker             /* Check if texture is bound to any framebuffer objects.
1542*61046927SAndroid Build Coastguard Worker              * If so, unbind.
1543*61046927SAndroid Build Coastguard Worker              * See section 4.4.2.3 of GL_EXT_framebuffer_object.
1544*61046927SAndroid Build Coastguard Worker              */
1545*61046927SAndroid Build Coastguard Worker             unbind_texobj_from_fbo(ctx, delObj);
1546*61046927SAndroid Build Coastguard Worker 
1547*61046927SAndroid Build Coastguard Worker             /* Check if this texture is currently bound to any texture units.
1548*61046927SAndroid Build Coastguard Worker              * If so, unbind it.
1549*61046927SAndroid Build Coastguard Worker              */
1550*61046927SAndroid Build Coastguard Worker             unbind_texobj_from_texunits(ctx, delObj);
1551*61046927SAndroid Build Coastguard Worker 
1552*61046927SAndroid Build Coastguard Worker             /* Check if this texture is currently bound to any shader
1553*61046927SAndroid Build Coastguard Worker              * image unit.  If so, unbind it.
1554*61046927SAndroid Build Coastguard Worker              * See section 3.9.X of GL_ARB_shader_image_load_store.
1555*61046927SAndroid Build Coastguard Worker              */
1556*61046927SAndroid Build Coastguard Worker             unbind_texobj_from_image_units(ctx, delObj);
1557*61046927SAndroid Build Coastguard Worker 
1558*61046927SAndroid Build Coastguard Worker             /* Make all handles that reference this texture object non-resident
1559*61046927SAndroid Build Coastguard Worker              * in the current context.
1560*61046927SAndroid Build Coastguard Worker              */
1561*61046927SAndroid Build Coastguard Worker             _mesa_make_texture_handles_non_resident(ctx, delObj);
1562*61046927SAndroid Build Coastguard Worker 
1563*61046927SAndroid Build Coastguard Worker             _mesa_unlock_texture(ctx, delObj);
1564*61046927SAndroid Build Coastguard Worker 
1565*61046927SAndroid Build Coastguard Worker             ctx->NewState |= _NEW_TEXTURE_OBJECT;
1566*61046927SAndroid Build Coastguard Worker             ctx->PopAttribState |= GL_TEXTURE_BIT;
1567*61046927SAndroid Build Coastguard Worker 
1568*61046927SAndroid Build Coastguard Worker             /* The texture _name_ is now free for re-use.
1569*61046927SAndroid Build Coastguard Worker              * Remove it from the hash table now.
1570*61046927SAndroid Build Coastguard Worker              */
1571*61046927SAndroid Build Coastguard Worker             _mesa_HashRemove(&ctx->Shared->TexObjects, delObj->Name);
1572*61046927SAndroid Build Coastguard Worker 
1573*61046927SAndroid Build Coastguard Worker             st_texture_release_all_sampler_views(st_context(ctx), delObj);
1574*61046927SAndroid Build Coastguard Worker 
1575*61046927SAndroid Build Coastguard Worker             /* Unreference the texobj.  If refcount hits zero, the texture
1576*61046927SAndroid Build Coastguard Worker              * will be deleted.
1577*61046927SAndroid Build Coastguard Worker              */
1578*61046927SAndroid Build Coastguard Worker             _mesa_reference_texobj(&delObj, NULL);
1579*61046927SAndroid Build Coastguard Worker          }
1580*61046927SAndroid Build Coastguard Worker       }
1581*61046927SAndroid Build Coastguard Worker    }
1582*61046927SAndroid Build Coastguard Worker }
1583*61046927SAndroid Build Coastguard Worker 
1584*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_DeleteTextures_no_error(GLsizei n,const GLuint * textures)1585*61046927SAndroid Build Coastguard Worker _mesa_DeleteTextures_no_error(GLsizei n, const GLuint *textures)
1586*61046927SAndroid Build Coastguard Worker {
1587*61046927SAndroid Build Coastguard Worker    GET_CURRENT_CONTEXT(ctx);
1588*61046927SAndroid Build Coastguard Worker    delete_textures(ctx, n, textures);
1589*61046927SAndroid Build Coastguard Worker }
1590*61046927SAndroid Build Coastguard Worker 
1591*61046927SAndroid Build Coastguard Worker 
1592*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_DeleteTextures(GLsizei n,const GLuint * textures)1593*61046927SAndroid Build Coastguard Worker _mesa_DeleteTextures(GLsizei n, const GLuint *textures)
1594*61046927SAndroid Build Coastguard Worker {
1595*61046927SAndroid Build Coastguard Worker    GET_CURRENT_CONTEXT(ctx);
1596*61046927SAndroid Build Coastguard Worker 
1597*61046927SAndroid Build Coastguard Worker    if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1598*61046927SAndroid Build Coastguard Worker       _mesa_debug(ctx, "glDeleteTextures %d\n", n);
1599*61046927SAndroid Build Coastguard Worker 
1600*61046927SAndroid Build Coastguard Worker    if (n < 0) {
1601*61046927SAndroid Build Coastguard Worker       _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteTextures(n < 0)");
1602*61046927SAndroid Build Coastguard Worker       return;
1603*61046927SAndroid Build Coastguard Worker    }
1604*61046927SAndroid Build Coastguard Worker 
1605*61046927SAndroid Build Coastguard Worker    delete_textures(ctx, n, textures);
1606*61046927SAndroid Build Coastguard Worker }
1607*61046927SAndroid Build Coastguard Worker 
1608*61046927SAndroid Build Coastguard Worker 
1609*61046927SAndroid Build Coastguard Worker /**
1610*61046927SAndroid Build Coastguard Worker  * Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
1611*61046927SAndroid Build Coastguard Worker  * into the corresponding Mesa texture target index.
1612*61046927SAndroid Build Coastguard Worker  * Note that proxy targets are not valid here.
1613*61046927SAndroid Build Coastguard Worker  * \return TEXTURE_x_INDEX or -1 if target is invalid
1614*61046927SAndroid Build Coastguard Worker  */
1615*61046927SAndroid Build Coastguard Worker int
_mesa_tex_target_to_index(const struct gl_context * ctx,GLenum target)1616*61046927SAndroid Build Coastguard Worker _mesa_tex_target_to_index(const struct gl_context *ctx, GLenum target)
1617*61046927SAndroid Build Coastguard Worker {
1618*61046927SAndroid Build Coastguard Worker    switch (target) {
1619*61046927SAndroid Build Coastguard Worker    case GL_TEXTURE_1D:
1620*61046927SAndroid Build Coastguard Worker       return _mesa_is_desktop_gl(ctx) ? TEXTURE_1D_INDEX : -1;
1621*61046927SAndroid Build Coastguard Worker    case GL_TEXTURE_2D:
1622*61046927SAndroid Build Coastguard Worker       return TEXTURE_2D_INDEX;
1623*61046927SAndroid Build Coastguard Worker    case GL_TEXTURE_3D:
1624*61046927SAndroid Build Coastguard Worker       return (ctx->API != API_OPENGLES &&
1625*61046927SAndroid Build Coastguard Worker               !(_mesa_is_gles2(ctx) && !ctx->Extensions.OES_texture_3D))
1626*61046927SAndroid Build Coastguard Worker          ? TEXTURE_3D_INDEX : -1;
1627*61046927SAndroid Build Coastguard Worker    case GL_TEXTURE_CUBE_MAP:
1628*61046927SAndroid Build Coastguard Worker       return TEXTURE_CUBE_INDEX;
1629*61046927SAndroid Build Coastguard Worker    case GL_TEXTURE_RECTANGLE:
1630*61046927SAndroid Build Coastguard Worker       return _mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle
1631*61046927SAndroid Build Coastguard Worker          ? TEXTURE_RECT_INDEX : -1;
1632*61046927SAndroid Build Coastguard Worker    case GL_TEXTURE_1D_ARRAY:
1633*61046927SAndroid Build Coastguard Worker       return _mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_texture_array
1634*61046927SAndroid Build Coastguard Worker          ? TEXTURE_1D_ARRAY_INDEX : -1;
1635*61046927SAndroid Build Coastguard Worker    case GL_TEXTURE_2D_ARRAY:
1636*61046927SAndroid Build Coastguard Worker       return (_mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_texture_array)
1637*61046927SAndroid Build Coastguard Worker          || _mesa_is_gles3(ctx)
1638*61046927SAndroid Build Coastguard Worker          ? TEXTURE_2D_ARRAY_INDEX : -1;
1639*61046927SAndroid Build Coastguard Worker    case GL_TEXTURE_BUFFER:
1640*61046927SAndroid Build Coastguard Worker       return (_mesa_has_ARB_texture_buffer_object(ctx) ||
1641*61046927SAndroid Build Coastguard Worker               _mesa_has_OES_texture_buffer(ctx)) ?
1642*61046927SAndroid Build Coastguard Worker              TEXTURE_BUFFER_INDEX : -1;
1643*61046927SAndroid Build Coastguard Worker    case GL_TEXTURE_EXTERNAL_OES:
1644*61046927SAndroid Build Coastguard Worker       return _mesa_is_gles(ctx) && ctx->Extensions.OES_EGL_image_external
1645*61046927SAndroid Build Coastguard Worker          ? TEXTURE_EXTERNAL_INDEX : -1;
1646*61046927SAndroid Build Coastguard Worker    case GL_TEXTURE_CUBE_MAP_ARRAY:
1647*61046927SAndroid Build Coastguard Worker       return _mesa_has_texture_cube_map_array(ctx)
1648*61046927SAndroid Build Coastguard Worker          ? TEXTURE_CUBE_ARRAY_INDEX : -1;
1649*61046927SAndroid Build Coastguard Worker    case GL_TEXTURE_2D_MULTISAMPLE:
1650*61046927SAndroid Build Coastguard Worker       return ((_mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_multisample) ||
1651*61046927SAndroid Build Coastguard Worker               _mesa_is_gles31(ctx)) ? TEXTURE_2D_MULTISAMPLE_INDEX: -1;
1652*61046927SAndroid Build Coastguard Worker    case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
1653*61046927SAndroid Build Coastguard Worker       return ((_mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_multisample) ||
1654*61046927SAndroid Build Coastguard Worker               _mesa_is_gles31(ctx))
1655*61046927SAndroid Build Coastguard Worker          ? TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX: -1;
1656*61046927SAndroid Build Coastguard Worker    default:
1657*61046927SAndroid Build Coastguard Worker       return -1;
1658*61046927SAndroid Build Coastguard Worker    }
1659*61046927SAndroid Build Coastguard Worker }
1660*61046927SAndroid Build Coastguard Worker 
1661*61046927SAndroid Build Coastguard Worker 
1662*61046927SAndroid Build Coastguard Worker /**
1663*61046927SAndroid Build Coastguard Worker  * Do actual texture binding.  All error checking should have been done prior
1664*61046927SAndroid Build Coastguard Worker  * to calling this function.  Note that the texture target (1D, 2D, etc) is
1665*61046927SAndroid Build Coastguard Worker  * always specified by the texObj->TargetIndex.
1666*61046927SAndroid Build Coastguard Worker  *
1667*61046927SAndroid Build Coastguard Worker  * \param unit  index of texture unit to update
1668*61046927SAndroid Build Coastguard Worker  * \param texObj  the new texture object (cannot be NULL)
1669*61046927SAndroid Build Coastguard Worker  */
1670*61046927SAndroid Build Coastguard Worker static void
bind_texture_object(struct gl_context * ctx,unsigned unit,struct gl_texture_object * texObj)1671*61046927SAndroid Build Coastguard Worker bind_texture_object(struct gl_context *ctx, unsigned unit,
1672*61046927SAndroid Build Coastguard Worker                     struct gl_texture_object *texObj)
1673*61046927SAndroid Build Coastguard Worker {
1674*61046927SAndroid Build Coastguard Worker    struct gl_texture_unit *texUnit;
1675*61046927SAndroid Build Coastguard Worker    int targetIndex;
1676*61046927SAndroid Build Coastguard Worker 
1677*61046927SAndroid Build Coastguard Worker    assert(unit < ARRAY_SIZE(ctx->Texture.Unit));
1678*61046927SAndroid Build Coastguard Worker    texUnit = &ctx->Texture.Unit[unit];
1679*61046927SAndroid Build Coastguard Worker 
1680*61046927SAndroid Build Coastguard Worker    assert(texObj);
1681*61046927SAndroid Build Coastguard Worker    assert(valid_texture_object(texObj));
1682*61046927SAndroid Build Coastguard Worker 
1683*61046927SAndroid Build Coastguard Worker    targetIndex = texObj->TargetIndex;
1684*61046927SAndroid Build Coastguard Worker    assert(targetIndex >= 0);
1685*61046927SAndroid Build Coastguard Worker    assert(targetIndex < NUM_TEXTURE_TARGETS);
1686*61046927SAndroid Build Coastguard Worker 
1687*61046927SAndroid Build Coastguard Worker    /* Check if this texture is only used by this context and is already bound.
1688*61046927SAndroid Build Coastguard Worker     * If so, just return. For GL_OES_image_external, rebinding the texture
1689*61046927SAndroid Build Coastguard Worker     * always must invalidate cached resources.
1690*61046927SAndroid Build Coastguard Worker     */
1691*61046927SAndroid Build Coastguard Worker    if (targetIndex != TEXTURE_EXTERNAL_INDEX &&
1692*61046927SAndroid Build Coastguard Worker        ctx->Shared->RefCount == 1 &&
1693*61046927SAndroid Build Coastguard Worker        texObj == texUnit->CurrentTex[targetIndex])
1694*61046927SAndroid Build Coastguard Worker       return;
1695*61046927SAndroid Build Coastguard Worker 
1696*61046927SAndroid Build Coastguard Worker    /* Flush before changing binding.
1697*61046927SAndroid Build Coastguard Worker     *
1698*61046927SAndroid Build Coastguard Worker     * Note: Multisample textures don't need to flag GL_TEXTURE_BIT because
1699*61046927SAndroid Build Coastguard Worker     *       they are not restored by glPopAttrib according to the GL 4.6
1700*61046927SAndroid Build Coastguard Worker     *       Compatibility Profile specification. We set GL_TEXTURE_BIT anyway
1701*61046927SAndroid Build Coastguard Worker     *       to simplify the code. This has no effect on behavior.
1702*61046927SAndroid Build Coastguard Worker     */
1703*61046927SAndroid Build Coastguard Worker    FLUSH_VERTICES(ctx, _NEW_TEXTURE_OBJECT, GL_TEXTURE_BIT);
1704*61046927SAndroid Build Coastguard Worker 
1705*61046927SAndroid Build Coastguard Worker    /* if the previously bound texture uses GL_CLAMP, flag the driver here
1706*61046927SAndroid Build Coastguard Worker     * to ensure any emulation is disabled
1707*61046927SAndroid Build Coastguard Worker     */
1708*61046927SAndroid Build Coastguard Worker    if (texUnit->CurrentTex[targetIndex] &&
1709*61046927SAndroid Build Coastguard Worker        texUnit->CurrentTex[targetIndex]->Sampler.glclamp_mask !=
1710*61046927SAndroid Build Coastguard Worker        texObj->Sampler.glclamp_mask)
1711*61046927SAndroid Build Coastguard Worker       ctx->NewDriverState |= ctx->DriverFlags.NewSamplersWithClamp;
1712*61046927SAndroid Build Coastguard Worker 
1713*61046927SAndroid Build Coastguard Worker    /* If the refcount on the previously bound texture is decremented to
1714*61046927SAndroid Build Coastguard Worker     * zero, it'll be deleted here.
1715*61046927SAndroid Build Coastguard Worker     */
1716*61046927SAndroid Build Coastguard Worker    _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], texObj);
1717*61046927SAndroid Build Coastguard Worker 
1718*61046927SAndroid Build Coastguard Worker    ctx->Texture.NumCurrentTexUsed = MAX2(ctx->Texture.NumCurrentTexUsed,
1719*61046927SAndroid Build Coastguard Worker                                          unit + 1);
1720*61046927SAndroid Build Coastguard Worker 
1721*61046927SAndroid Build Coastguard Worker    if (texObj->Name != 0)
1722*61046927SAndroid Build Coastguard Worker       texUnit->_BoundTextures |= (1 << targetIndex);
1723*61046927SAndroid Build Coastguard Worker    else
1724*61046927SAndroid Build Coastguard Worker       texUnit->_BoundTextures &= ~(1 << targetIndex);
1725*61046927SAndroid Build Coastguard Worker }
1726*61046927SAndroid Build Coastguard Worker 
1727*61046927SAndroid Build Coastguard Worker struct gl_texture_object *
_mesa_lookup_or_create_texture(struct gl_context * ctx,GLenum target,GLuint texName,bool no_error,bool is_ext_dsa,const char * caller)1728*61046927SAndroid Build Coastguard Worker _mesa_lookup_or_create_texture(struct gl_context *ctx, GLenum target,
1729*61046927SAndroid Build Coastguard Worker                                GLuint texName, bool no_error, bool is_ext_dsa,
1730*61046927SAndroid Build Coastguard Worker                                const char *caller)
1731*61046927SAndroid Build Coastguard Worker {
1732*61046927SAndroid Build Coastguard Worker    struct gl_texture_object *newTexObj = NULL;
1733*61046927SAndroid Build Coastguard Worker    int targetIndex;
1734*61046927SAndroid Build Coastguard Worker 
1735*61046927SAndroid Build Coastguard Worker    if (is_ext_dsa) {
1736*61046927SAndroid Build Coastguard Worker       if (_mesa_is_proxy_texture(target)) {
1737*61046927SAndroid Build Coastguard Worker          /* EXT_dsa allows proxy targets only when texName is 0 */
1738*61046927SAndroid Build Coastguard Worker          if (texName != 0) {
1739*61046927SAndroid Build Coastguard Worker             _mesa_error(ctx, GL_INVALID_OPERATION, "%s(target = %s)", caller,
1740*61046927SAndroid Build Coastguard Worker                         _mesa_enum_to_string(target));
1741*61046927SAndroid Build Coastguard Worker             return NULL;
1742*61046927SAndroid Build Coastguard Worker          }
1743*61046927SAndroid Build Coastguard Worker          return _mesa_get_current_tex_object(ctx, target);
1744*61046927SAndroid Build Coastguard Worker       }
1745*61046927SAndroid Build Coastguard Worker       if (GL_TEXTURE_CUBE_MAP_POSITIVE_X <= target &&
1746*61046927SAndroid Build Coastguard Worker           target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) {
1747*61046927SAndroid Build Coastguard Worker          target = GL_TEXTURE_CUBE_MAP;
1748*61046927SAndroid Build Coastguard Worker       }
1749*61046927SAndroid Build Coastguard Worker    }
1750*61046927SAndroid Build Coastguard Worker 
1751*61046927SAndroid Build Coastguard Worker    targetIndex = _mesa_tex_target_to_index(ctx, target);
1752*61046927SAndroid Build Coastguard Worker    if (!no_error && targetIndex < 0) {
1753*61046927SAndroid Build Coastguard Worker       _mesa_error(ctx, GL_INVALID_ENUM, "%s(target = %s)", caller,
1754*61046927SAndroid Build Coastguard Worker                   _mesa_enum_to_string(target));
1755*61046927SAndroid Build Coastguard Worker       return NULL;
1756*61046927SAndroid Build Coastguard Worker    }
1757*61046927SAndroid Build Coastguard Worker    assert(targetIndex < NUM_TEXTURE_TARGETS);
1758*61046927SAndroid Build Coastguard Worker 
1759*61046927SAndroid Build Coastguard Worker    /*
1760*61046927SAndroid Build Coastguard Worker     * Get pointer to new texture object (newTexObj)
1761*61046927SAndroid Build Coastguard Worker     */
1762*61046927SAndroid Build Coastguard Worker    if (texName == 0) {
1763*61046927SAndroid Build Coastguard Worker       /* Use a default texture object */
1764*61046927SAndroid Build Coastguard Worker       newTexObj = ctx->Shared->DefaultTex[targetIndex];
1765*61046927SAndroid Build Coastguard Worker    } else {
1766*61046927SAndroid Build Coastguard Worker       /* non-default texture object */
1767*61046927SAndroid Build Coastguard Worker       newTexObj = _mesa_lookup_texture(ctx, texName);
1768*61046927SAndroid Build Coastguard Worker       if (newTexObj) {
1769*61046927SAndroid Build Coastguard Worker          /* error checking */
1770*61046927SAndroid Build Coastguard Worker          if (!no_error &&
1771*61046927SAndroid Build Coastguard Worker              newTexObj->Target != 0 && newTexObj->Target != target) {
1772*61046927SAndroid Build Coastguard Worker             /* The named texture object's target doesn't match the
1773*61046927SAndroid Build Coastguard Worker              * given target
1774*61046927SAndroid Build Coastguard Worker              */
1775*61046927SAndroid Build Coastguard Worker             _mesa_error(ctx, GL_INVALID_OPERATION,
1776*61046927SAndroid Build Coastguard Worker                         "%s(target mismatch)", caller);
1777*61046927SAndroid Build Coastguard Worker             return NULL;
1778*61046927SAndroid Build Coastguard Worker          }
1779*61046927SAndroid Build Coastguard Worker          if (newTexObj->Target == 0) {
1780*61046927SAndroid Build Coastguard Worker             finish_texture_init(ctx, target, newTexObj, targetIndex);
1781*61046927SAndroid Build Coastguard Worker          }
1782*61046927SAndroid Build Coastguard Worker       } else {
1783*61046927SAndroid Build Coastguard Worker          if (!no_error && _mesa_is_desktop_gl_core(ctx)) {
1784*61046927SAndroid Build Coastguard Worker             _mesa_error(ctx, GL_INVALID_OPERATION,
1785*61046927SAndroid Build Coastguard Worker                         "%s(non-gen name)", caller);
1786*61046927SAndroid Build Coastguard Worker             return NULL;
1787*61046927SAndroid Build Coastguard Worker          }
1788*61046927SAndroid Build Coastguard Worker 
1789*61046927SAndroid Build Coastguard Worker          /* if this is a new texture id, allocate a texture object now */
1790*61046927SAndroid Build Coastguard Worker          newTexObj = _mesa_new_texture_object(ctx, texName, target);
1791*61046927SAndroid Build Coastguard Worker          if (!newTexObj) {
1792*61046927SAndroid Build Coastguard Worker             _mesa_error(ctx, GL_OUT_OF_MEMORY, "%s", caller);
1793*61046927SAndroid Build Coastguard Worker             return NULL;
1794*61046927SAndroid Build Coastguard Worker          }
1795*61046927SAndroid Build Coastguard Worker 
1796*61046927SAndroid Build Coastguard Worker          /* and insert it into hash table */
1797*61046927SAndroid Build Coastguard Worker          _mesa_HashInsert(&ctx->Shared->TexObjects, texName, newTexObj);
1798*61046927SAndroid Build Coastguard Worker       }
1799*61046927SAndroid Build Coastguard Worker    }
1800*61046927SAndroid Build Coastguard Worker 
1801*61046927SAndroid Build Coastguard Worker    assert(newTexObj->Target == target);
1802*61046927SAndroid Build Coastguard Worker    assert(newTexObj->TargetIndex == targetIndex);
1803*61046927SAndroid Build Coastguard Worker 
1804*61046927SAndroid Build Coastguard Worker    return newTexObj;
1805*61046927SAndroid Build Coastguard Worker }
1806*61046927SAndroid Build Coastguard Worker 
1807*61046927SAndroid Build Coastguard Worker /**
1808*61046927SAndroid Build Coastguard Worker  * Implement glBindTexture().  Do error checking, look-up or create a new
1809*61046927SAndroid Build Coastguard Worker  * texture object, then bind it in the current texture unit.
1810*61046927SAndroid Build Coastguard Worker  *
1811*61046927SAndroid Build Coastguard Worker  * \param target texture target.
1812*61046927SAndroid Build Coastguard Worker  * \param texName texture name.
1813*61046927SAndroid Build Coastguard Worker  * \param texunit texture unit.
1814*61046927SAndroid Build Coastguard Worker  */
1815*61046927SAndroid Build Coastguard Worker static ALWAYS_INLINE void
bind_texture(struct gl_context * ctx,GLenum target,GLuint texName,GLenum texunit,bool no_error,const char * caller)1816*61046927SAndroid Build Coastguard Worker bind_texture(struct gl_context *ctx, GLenum target, GLuint texName,
1817*61046927SAndroid Build Coastguard Worker              GLenum texunit, bool no_error, const char *caller)
1818*61046927SAndroid Build Coastguard Worker {
1819*61046927SAndroid Build Coastguard Worker    struct gl_texture_object *newTexObj =
1820*61046927SAndroid Build Coastguard Worker       _mesa_lookup_or_create_texture(ctx, target, texName, no_error, false,
1821*61046927SAndroid Build Coastguard Worker                                      caller);
1822*61046927SAndroid Build Coastguard Worker    if (!newTexObj)
1823*61046927SAndroid Build Coastguard Worker       return;
1824*61046927SAndroid Build Coastguard Worker 
1825*61046927SAndroid Build Coastguard Worker    bind_texture_object(ctx, texunit, newTexObj);
1826*61046927SAndroid Build Coastguard Worker }
1827*61046927SAndroid Build Coastguard Worker 
1828*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_BindTexture_no_error(GLenum target,GLuint texName)1829*61046927SAndroid Build Coastguard Worker _mesa_BindTexture_no_error(GLenum target, GLuint texName)
1830*61046927SAndroid Build Coastguard Worker {
1831*61046927SAndroid Build Coastguard Worker    GET_CURRENT_CONTEXT(ctx);
1832*61046927SAndroid Build Coastguard Worker    bind_texture(ctx, target, texName, ctx->Texture.CurrentUnit, true,
1833*61046927SAndroid Build Coastguard Worker                 "glBindTexture");
1834*61046927SAndroid Build Coastguard Worker }
1835*61046927SAndroid Build Coastguard Worker 
1836*61046927SAndroid Build Coastguard Worker 
1837*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_BindTexture(GLenum target,GLuint texName)1838*61046927SAndroid Build Coastguard Worker _mesa_BindTexture(GLenum target, GLuint texName)
1839*61046927SAndroid Build Coastguard Worker {
1840*61046927SAndroid Build Coastguard Worker    GET_CURRENT_CONTEXT(ctx);
1841*61046927SAndroid Build Coastguard Worker 
1842*61046927SAndroid Build Coastguard Worker    if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1843*61046927SAndroid Build Coastguard Worker       _mesa_debug(ctx, "glBindTexture %s %d\n",
1844*61046927SAndroid Build Coastguard Worker                   _mesa_enum_to_string(target), (GLint) texName);
1845*61046927SAndroid Build Coastguard Worker 
1846*61046927SAndroid Build Coastguard Worker    bind_texture(ctx, target, texName, ctx->Texture.CurrentUnit, false,
1847*61046927SAndroid Build Coastguard Worker                 "glBindTexture");
1848*61046927SAndroid Build Coastguard Worker }
1849*61046927SAndroid Build Coastguard Worker 
1850*61046927SAndroid Build Coastguard Worker 
1851*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_BindMultiTextureEXT(GLenum texunit,GLenum target,GLuint texture)1852*61046927SAndroid Build Coastguard Worker _mesa_BindMultiTextureEXT(GLenum texunit, GLenum target, GLuint texture)
1853*61046927SAndroid Build Coastguard Worker {
1854*61046927SAndroid Build Coastguard Worker    GET_CURRENT_CONTEXT(ctx);
1855*61046927SAndroid Build Coastguard Worker 
1856*61046927SAndroid Build Coastguard Worker    unsigned unit = texunit - GL_TEXTURE0;
1857*61046927SAndroid Build Coastguard Worker 
1858*61046927SAndroid Build Coastguard Worker    if (texunit < GL_TEXTURE0 || unit >= _mesa_max_tex_unit(ctx)) {
1859*61046927SAndroid Build Coastguard Worker       _mesa_error(ctx, GL_INVALID_ENUM, "glBindMultiTextureEXT(texunit=%s)",
1860*61046927SAndroid Build Coastguard Worker                   _mesa_enum_to_string(texunit));
1861*61046927SAndroid Build Coastguard Worker       return;
1862*61046927SAndroid Build Coastguard Worker    }
1863*61046927SAndroid Build Coastguard Worker 
1864*61046927SAndroid Build Coastguard Worker    if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1865*61046927SAndroid Build Coastguard Worker       _mesa_debug(ctx, "glBindMultiTextureEXT %s %d\n",
1866*61046927SAndroid Build Coastguard Worker                   _mesa_enum_to_string(texunit), (GLint) texture);
1867*61046927SAndroid Build Coastguard Worker 
1868*61046927SAndroid Build Coastguard Worker    bind_texture(ctx, target, texture, unit, false, "glBindMultiTextureEXT");
1869*61046927SAndroid Build Coastguard Worker }
1870*61046927SAndroid Build Coastguard Worker 
1871*61046927SAndroid Build Coastguard Worker 
1872*61046927SAndroid Build Coastguard Worker /**
1873*61046927SAndroid Build Coastguard Worker  * OpenGL 4.5 / GL_ARB_direct_state_access glBindTextureUnit().
1874*61046927SAndroid Build Coastguard Worker  *
1875*61046927SAndroid Build Coastguard Worker  * \param unit texture unit.
1876*61046927SAndroid Build Coastguard Worker  * \param texture texture name.
1877*61046927SAndroid Build Coastguard Worker  *
1878*61046927SAndroid Build Coastguard Worker  * \sa glBindTexture().
1879*61046927SAndroid Build Coastguard Worker  *
1880*61046927SAndroid Build Coastguard Worker  * If the named texture is 0, this will reset each target for the specified
1881*61046927SAndroid Build Coastguard Worker  * texture unit to its default texture.
1882*61046927SAndroid Build Coastguard Worker  * If the named texture is not 0 or a recognized texture name, this throws
1883*61046927SAndroid Build Coastguard Worker  * GL_INVALID_OPERATION.
1884*61046927SAndroid Build Coastguard Worker  */
1885*61046927SAndroid Build Coastguard Worker static ALWAYS_INLINE void
bind_texture_unit(struct gl_context * ctx,GLuint unit,GLuint texture,bool no_error)1886*61046927SAndroid Build Coastguard Worker bind_texture_unit(struct gl_context *ctx, GLuint unit, GLuint texture,
1887*61046927SAndroid Build Coastguard Worker                   bool no_error)
1888*61046927SAndroid Build Coastguard Worker {
1889*61046927SAndroid Build Coastguard Worker    struct gl_texture_object *texObj;
1890*61046927SAndroid Build Coastguard Worker 
1891*61046927SAndroid Build Coastguard Worker    /* Section 8.1 (Texture Objects) of the OpenGL 4.5 core profile spec
1892*61046927SAndroid Build Coastguard Worker     * (20141030) says:
1893*61046927SAndroid Build Coastguard Worker     *    "When texture is zero, each of the targets enumerated at the
1894*61046927SAndroid Build Coastguard Worker     *    beginning of this section is reset to its default texture for the
1895*61046927SAndroid Build Coastguard Worker     *    corresponding texture image unit."
1896*61046927SAndroid Build Coastguard Worker     */
1897*61046927SAndroid Build Coastguard Worker    if (texture == 0) {
1898*61046927SAndroid Build Coastguard Worker       unbind_textures_from_unit(ctx, unit);
1899*61046927SAndroid Build Coastguard Worker       return;
1900*61046927SAndroid Build Coastguard Worker    }
1901*61046927SAndroid Build Coastguard Worker 
1902*61046927SAndroid Build Coastguard Worker    /* Get the non-default texture object */
1903*61046927SAndroid Build Coastguard Worker    texObj = _mesa_lookup_texture(ctx, texture);
1904*61046927SAndroid Build Coastguard Worker    if (!no_error) {
1905*61046927SAndroid Build Coastguard Worker       /* Error checking */
1906*61046927SAndroid Build Coastguard Worker       if (!texObj) {
1907*61046927SAndroid Build Coastguard Worker          _mesa_error(ctx, GL_INVALID_OPERATION,
1908*61046927SAndroid Build Coastguard Worker                      "glBindTextureUnit(non-gen name)");
1909*61046927SAndroid Build Coastguard Worker          return;
1910*61046927SAndroid Build Coastguard Worker       }
1911*61046927SAndroid Build Coastguard Worker 
1912*61046927SAndroid Build Coastguard Worker       if (texObj->Target == 0) {
1913*61046927SAndroid Build Coastguard Worker          /* Texture object was gen'd but never bound so the target is not set */
1914*61046927SAndroid Build Coastguard Worker          _mesa_error(ctx, GL_INVALID_OPERATION, "glBindTextureUnit(target)");
1915*61046927SAndroid Build Coastguard Worker          return;
1916*61046927SAndroid Build Coastguard Worker       }
1917*61046927SAndroid Build Coastguard Worker    }
1918*61046927SAndroid Build Coastguard Worker 
1919*61046927SAndroid Build Coastguard Worker    assert(valid_texture_object(texObj));
1920*61046927SAndroid Build Coastguard Worker 
1921*61046927SAndroid Build Coastguard Worker    bind_texture_object(ctx, unit, texObj);
1922*61046927SAndroid Build Coastguard Worker }
1923*61046927SAndroid Build Coastguard Worker 
1924*61046927SAndroid Build Coastguard Worker 
1925*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_BindTextureUnit_no_error(GLuint unit,GLuint texture)1926*61046927SAndroid Build Coastguard Worker _mesa_BindTextureUnit_no_error(GLuint unit, GLuint texture)
1927*61046927SAndroid Build Coastguard Worker {
1928*61046927SAndroid Build Coastguard Worker    GET_CURRENT_CONTEXT(ctx);
1929*61046927SAndroid Build Coastguard Worker    bind_texture_unit(ctx, unit, texture, true);
1930*61046927SAndroid Build Coastguard Worker }
1931*61046927SAndroid Build Coastguard Worker 
1932*61046927SAndroid Build Coastguard Worker 
1933*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_BindTextureUnit(GLuint unit,GLuint texture)1934*61046927SAndroid Build Coastguard Worker _mesa_BindTextureUnit(GLuint unit, GLuint texture)
1935*61046927SAndroid Build Coastguard Worker {
1936*61046927SAndroid Build Coastguard Worker    GET_CURRENT_CONTEXT(ctx);
1937*61046927SAndroid Build Coastguard Worker 
1938*61046927SAndroid Build Coastguard Worker    if (unit >= _mesa_max_tex_unit(ctx)) {
1939*61046927SAndroid Build Coastguard Worker       _mesa_error(ctx, GL_INVALID_VALUE, "glBindTextureUnit(unit=%u)", unit);
1940*61046927SAndroid Build Coastguard Worker       return;
1941*61046927SAndroid Build Coastguard Worker    }
1942*61046927SAndroid Build Coastguard Worker 
1943*61046927SAndroid Build Coastguard Worker    if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1944*61046927SAndroid Build Coastguard Worker       _mesa_debug(ctx, "glBindTextureUnit %s %d\n",
1945*61046927SAndroid Build Coastguard Worker                   _mesa_enum_to_string(GL_TEXTURE0+unit), (GLint) texture);
1946*61046927SAndroid Build Coastguard Worker 
1947*61046927SAndroid Build Coastguard Worker    bind_texture_unit(ctx, unit, texture, false);
1948*61046927SAndroid Build Coastguard Worker }
1949*61046927SAndroid Build Coastguard Worker 
1950*61046927SAndroid Build Coastguard Worker 
1951*61046927SAndroid Build Coastguard Worker /**
1952*61046927SAndroid Build Coastguard Worker  * OpenGL 4.4 / GL_ARB_multi_bind glBindTextures().
1953*61046927SAndroid Build Coastguard Worker  */
1954*61046927SAndroid Build Coastguard Worker static ALWAYS_INLINE void
bind_textures(struct gl_context * ctx,GLuint first,GLsizei count,const GLuint * textures,bool no_error)1955*61046927SAndroid Build Coastguard Worker bind_textures(struct gl_context *ctx, GLuint first, GLsizei count,
1956*61046927SAndroid Build Coastguard Worker               const GLuint *textures, bool no_error)
1957*61046927SAndroid Build Coastguard Worker {
1958*61046927SAndroid Build Coastguard Worker    GLsizei i;
1959*61046927SAndroid Build Coastguard Worker 
1960*61046927SAndroid Build Coastguard Worker    if (textures) {
1961*61046927SAndroid Build Coastguard Worker       /* Note that the error semantics for multi-bind commands differ from
1962*61046927SAndroid Build Coastguard Worker        * those of other GL commands.
1963*61046927SAndroid Build Coastguard Worker        *
1964*61046927SAndroid Build Coastguard Worker        * The issues section in the ARB_multi_bind spec says:
1965*61046927SAndroid Build Coastguard Worker        *
1966*61046927SAndroid Build Coastguard Worker        *    "(11) Typically, OpenGL specifies that if an error is generated by
1967*61046927SAndroid Build Coastguard Worker        *          a command, that command has no effect.  This is somewhat
1968*61046927SAndroid Build Coastguard Worker        *          unfortunate for multi-bind commands, because it would require
1969*61046927SAndroid Build Coastguard Worker        *          a first pass to scan the entire list of bound objects for
1970*61046927SAndroid Build Coastguard Worker        *          errors and then a second pass to actually perform the
1971*61046927SAndroid Build Coastguard Worker        *          bindings.  Should we have different error semantics?
1972*61046927SAndroid Build Coastguard Worker        *
1973*61046927SAndroid Build Coastguard Worker        *       RESOLVED:  Yes.  In this specification, when the parameters for
1974*61046927SAndroid Build Coastguard Worker        *       one of the <count> binding points are invalid, that binding
1975*61046927SAndroid Build Coastguard Worker        *       point is not updated and an error will be generated.  However,
1976*61046927SAndroid Build Coastguard Worker        *       other binding points in the same command will be updated if
1977*61046927SAndroid Build Coastguard Worker        *       their parameters are valid and no other error occurs."
1978*61046927SAndroid Build Coastguard Worker        */
1979*61046927SAndroid Build Coastguard Worker 
1980*61046927SAndroid Build Coastguard Worker       _mesa_HashLockMutex(&ctx->Shared->TexObjects);
1981*61046927SAndroid Build Coastguard Worker 
1982*61046927SAndroid Build Coastguard Worker       for (i = 0; i < count; i++) {
1983*61046927SAndroid Build Coastguard Worker          if (textures[i] != 0) {
1984*61046927SAndroid Build Coastguard Worker             struct gl_texture_unit *texUnit = &ctx->Texture.Unit[first + i];
1985*61046927SAndroid Build Coastguard Worker             struct gl_texture_object *current = texUnit->_Current;
1986*61046927SAndroid Build Coastguard Worker             struct gl_texture_object *texObj;
1987*61046927SAndroid Build Coastguard Worker 
1988*61046927SAndroid Build Coastguard Worker             if (current && current->Name == textures[i])
1989*61046927SAndroid Build Coastguard Worker                texObj = current;
1990*61046927SAndroid Build Coastguard Worker             else
1991*61046927SAndroid Build Coastguard Worker                texObj = _mesa_lookup_texture_locked(ctx, textures[i]);
1992*61046927SAndroid Build Coastguard Worker 
1993*61046927SAndroid Build Coastguard Worker             if (texObj && texObj->Target != 0) {
1994*61046927SAndroid Build Coastguard Worker                bind_texture_object(ctx, first + i, texObj);
1995*61046927SAndroid Build Coastguard Worker             } else if (!no_error) {
1996*61046927SAndroid Build Coastguard Worker                /* The ARB_multi_bind spec says:
1997*61046927SAndroid Build Coastguard Worker                 *
1998*61046927SAndroid Build Coastguard Worker                 *     "An INVALID_OPERATION error is generated if any value
1999*61046927SAndroid Build Coastguard Worker                 *      in <textures> is not zero or the name of an existing
2000*61046927SAndroid Build Coastguard Worker                 *      texture object (per binding)."
2001*61046927SAndroid Build Coastguard Worker                 */
2002*61046927SAndroid Build Coastguard Worker                _mesa_error(ctx, GL_INVALID_OPERATION,
2003*61046927SAndroid Build Coastguard Worker                            "glBindTextures(textures[%d]=%u is not zero "
2004*61046927SAndroid Build Coastguard Worker                            "or the name of an existing texture object)",
2005*61046927SAndroid Build Coastguard Worker                            i, textures[i]);
2006*61046927SAndroid Build Coastguard Worker             }
2007*61046927SAndroid Build Coastguard Worker          } else {
2008*61046927SAndroid Build Coastguard Worker             unbind_textures_from_unit(ctx, first + i);
2009*61046927SAndroid Build Coastguard Worker          }
2010*61046927SAndroid Build Coastguard Worker       }
2011*61046927SAndroid Build Coastguard Worker 
2012*61046927SAndroid Build Coastguard Worker       _mesa_HashUnlockMutex(&ctx->Shared->TexObjects);
2013*61046927SAndroid Build Coastguard Worker    } else {
2014*61046927SAndroid Build Coastguard Worker       /* Unbind all textures in the range <first> through <first>+<count>-1 */
2015*61046927SAndroid Build Coastguard Worker       for (i = 0; i < count; i++)
2016*61046927SAndroid Build Coastguard Worker          unbind_textures_from_unit(ctx, first + i);
2017*61046927SAndroid Build Coastguard Worker    }
2018*61046927SAndroid Build Coastguard Worker }
2019*61046927SAndroid Build Coastguard Worker 
2020*61046927SAndroid Build Coastguard Worker 
2021*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_BindTextures_no_error(GLuint first,GLsizei count,const GLuint * textures)2022*61046927SAndroid Build Coastguard Worker _mesa_BindTextures_no_error(GLuint first, GLsizei count, const GLuint *textures)
2023*61046927SAndroid Build Coastguard Worker {
2024*61046927SAndroid Build Coastguard Worker    GET_CURRENT_CONTEXT(ctx);
2025*61046927SAndroid Build Coastguard Worker    bind_textures(ctx, first, count, textures, true);
2026*61046927SAndroid Build Coastguard Worker }
2027*61046927SAndroid Build Coastguard Worker 
2028*61046927SAndroid Build Coastguard Worker 
2029*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_BindTextures(GLuint first,GLsizei count,const GLuint * textures)2030*61046927SAndroid Build Coastguard Worker _mesa_BindTextures(GLuint first, GLsizei count, const GLuint *textures)
2031*61046927SAndroid Build Coastguard Worker {
2032*61046927SAndroid Build Coastguard Worker    GET_CURRENT_CONTEXT(ctx);
2033*61046927SAndroid Build Coastguard Worker 
2034*61046927SAndroid Build Coastguard Worker    /* The ARB_multi_bind spec says:
2035*61046927SAndroid Build Coastguard Worker     *
2036*61046927SAndroid Build Coastguard Worker     *     "An INVALID_OPERATION error is generated if <first> + <count>
2037*61046927SAndroid Build Coastguard Worker     *      is greater than the number of texture image units supported
2038*61046927SAndroid Build Coastguard Worker     *      by the implementation."
2039*61046927SAndroid Build Coastguard Worker     */
2040*61046927SAndroid Build Coastguard Worker    if (first + count > ctx->Const.MaxCombinedTextureImageUnits) {
2041*61046927SAndroid Build Coastguard Worker       _mesa_error(ctx, GL_INVALID_OPERATION,
2042*61046927SAndroid Build Coastguard Worker                   "glBindTextures(first=%u + count=%d > the value of "
2043*61046927SAndroid Build Coastguard Worker                   "GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS=%u)",
2044*61046927SAndroid Build Coastguard Worker                   first, count, ctx->Const.MaxCombinedTextureImageUnits);
2045*61046927SAndroid Build Coastguard Worker       return;
2046*61046927SAndroid Build Coastguard Worker    }
2047*61046927SAndroid Build Coastguard Worker 
2048*61046927SAndroid Build Coastguard Worker    bind_textures(ctx, first, count, textures, false);
2049*61046927SAndroid Build Coastguard Worker }
2050*61046927SAndroid Build Coastguard Worker 
2051*61046927SAndroid Build Coastguard Worker 
2052*61046927SAndroid Build Coastguard Worker /**
2053*61046927SAndroid Build Coastguard Worker  * Set texture priorities.
2054*61046927SAndroid Build Coastguard Worker  *
2055*61046927SAndroid Build Coastguard Worker  * \param n number of textures.
2056*61046927SAndroid Build Coastguard Worker  * \param texName texture names.
2057*61046927SAndroid Build Coastguard Worker  * \param priorities corresponding texture priorities.
2058*61046927SAndroid Build Coastguard Worker  *
2059*61046927SAndroid Build Coastguard Worker  * \sa glPrioritizeTextures().
2060*61046927SAndroid Build Coastguard Worker  *
2061*61046927SAndroid Build Coastguard Worker  * Looks up each texture in the hash, clamps the corresponding priority between
2062*61046927SAndroid Build Coastguard Worker  * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
2063*61046927SAndroid Build Coastguard Worker  */
2064*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_PrioritizeTextures(GLsizei n,const GLuint * texName,const GLclampf * priorities)2065*61046927SAndroid Build Coastguard Worker _mesa_PrioritizeTextures( GLsizei n, const GLuint *texName,
2066*61046927SAndroid Build Coastguard Worker                           const GLclampf *priorities )
2067*61046927SAndroid Build Coastguard Worker {
2068*61046927SAndroid Build Coastguard Worker    GET_CURRENT_CONTEXT(ctx);
2069*61046927SAndroid Build Coastguard Worker    GLint i;
2070*61046927SAndroid Build Coastguard Worker 
2071*61046927SAndroid Build Coastguard Worker    if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
2072*61046927SAndroid Build Coastguard Worker       _mesa_debug(ctx, "glPrioritizeTextures %d\n", n);
2073*61046927SAndroid Build Coastguard Worker 
2074*61046927SAndroid Build Coastguard Worker 
2075*61046927SAndroid Build Coastguard Worker    if (n < 0) {
2076*61046927SAndroid Build Coastguard Worker       _mesa_error( ctx, GL_INVALID_VALUE, "glPrioritizeTextures" );
2077*61046927SAndroid Build Coastguard Worker       return;
2078*61046927SAndroid Build Coastguard Worker    }
2079*61046927SAndroid Build Coastguard Worker 
2080*61046927SAndroid Build Coastguard Worker    if (!priorities)
2081*61046927SAndroid Build Coastguard Worker       return;
2082*61046927SAndroid Build Coastguard Worker 
2083*61046927SAndroid Build Coastguard Worker    FLUSH_VERTICES(ctx, _NEW_TEXTURE_OBJECT, GL_TEXTURE_BIT);
2084*61046927SAndroid Build Coastguard Worker 
2085*61046927SAndroid Build Coastguard Worker    for (i = 0; i < n; i++) {
2086*61046927SAndroid Build Coastguard Worker       if (texName[i] > 0) {
2087*61046927SAndroid Build Coastguard Worker          struct gl_texture_object *t = _mesa_lookup_texture(ctx, texName[i]);
2088*61046927SAndroid Build Coastguard Worker          if (t) {
2089*61046927SAndroid Build Coastguard Worker             t->Attrib.Priority = CLAMP( priorities[i], 0.0F, 1.0F );
2090*61046927SAndroid Build Coastguard Worker          }
2091*61046927SAndroid Build Coastguard Worker       }
2092*61046927SAndroid Build Coastguard Worker    }
2093*61046927SAndroid Build Coastguard Worker }
2094*61046927SAndroid Build Coastguard Worker 
2095*61046927SAndroid Build Coastguard Worker 
2096*61046927SAndroid Build Coastguard Worker 
2097*61046927SAndroid Build Coastguard Worker /**
2098*61046927SAndroid Build Coastguard Worker  * See if textures are loaded in texture memory.
2099*61046927SAndroid Build Coastguard Worker  *
2100*61046927SAndroid Build Coastguard Worker  * \param n number of textures to query.
2101*61046927SAndroid Build Coastguard Worker  * \param texName array with the texture names.
2102*61046927SAndroid Build Coastguard Worker  * \param residences array which will hold the residence status.
2103*61046927SAndroid Build Coastguard Worker  *
2104*61046927SAndroid Build Coastguard Worker  * \return GL_TRUE if all textures are resident and
2105*61046927SAndroid Build Coastguard Worker  *                 residences is left unchanged,
2106*61046927SAndroid Build Coastguard Worker  *
2107*61046927SAndroid Build Coastguard Worker  * Note: we assume all textures are always resident
2108*61046927SAndroid Build Coastguard Worker  */
2109*61046927SAndroid Build Coastguard Worker GLboolean GLAPIENTRY
_mesa_AreTexturesResident(GLsizei n,const GLuint * texName,GLboolean * residences)2110*61046927SAndroid Build Coastguard Worker _mesa_AreTexturesResident(GLsizei n, const GLuint *texName,
2111*61046927SAndroid Build Coastguard Worker                           GLboolean *residences)
2112*61046927SAndroid Build Coastguard Worker {
2113*61046927SAndroid Build Coastguard Worker    GET_CURRENT_CONTEXT(ctx);
2114*61046927SAndroid Build Coastguard Worker    GLboolean allResident = GL_TRUE;
2115*61046927SAndroid Build Coastguard Worker    GLint i;
2116*61046927SAndroid Build Coastguard Worker    ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
2117*61046927SAndroid Build Coastguard Worker 
2118*61046927SAndroid Build Coastguard Worker    if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
2119*61046927SAndroid Build Coastguard Worker       _mesa_debug(ctx, "glAreTexturesResident %d\n", n);
2120*61046927SAndroid Build Coastguard Worker 
2121*61046927SAndroid Build Coastguard Worker    if (n < 0) {
2122*61046927SAndroid Build Coastguard Worker       _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)");
2123*61046927SAndroid Build Coastguard Worker       return GL_FALSE;
2124*61046927SAndroid Build Coastguard Worker    }
2125*61046927SAndroid Build Coastguard Worker 
2126*61046927SAndroid Build Coastguard Worker    if (!texName || !residences)
2127*61046927SAndroid Build Coastguard Worker       return GL_FALSE;
2128*61046927SAndroid Build Coastguard Worker 
2129*61046927SAndroid Build Coastguard Worker    /* We only do error checking on the texture names */
2130*61046927SAndroid Build Coastguard Worker    for (i = 0; i < n; i++) {
2131*61046927SAndroid Build Coastguard Worker       struct gl_texture_object *t;
2132*61046927SAndroid Build Coastguard Worker       if (texName[i] == 0) {
2133*61046927SAndroid Build Coastguard Worker          _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
2134*61046927SAndroid Build Coastguard Worker          return GL_FALSE;
2135*61046927SAndroid Build Coastguard Worker       }
2136*61046927SAndroid Build Coastguard Worker       t = _mesa_lookup_texture(ctx, texName[i]);
2137*61046927SAndroid Build Coastguard Worker       if (!t) {
2138*61046927SAndroid Build Coastguard Worker          _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
2139*61046927SAndroid Build Coastguard Worker          return GL_FALSE;
2140*61046927SAndroid Build Coastguard Worker       }
2141*61046927SAndroid Build Coastguard Worker    }
2142*61046927SAndroid Build Coastguard Worker 
2143*61046927SAndroid Build Coastguard Worker    return allResident;
2144*61046927SAndroid Build Coastguard Worker }
2145*61046927SAndroid Build Coastguard Worker 
2146*61046927SAndroid Build Coastguard Worker 
2147*61046927SAndroid Build Coastguard Worker /**
2148*61046927SAndroid Build Coastguard Worker  * See if a name corresponds to a texture.
2149*61046927SAndroid Build Coastguard Worker  *
2150*61046927SAndroid Build Coastguard Worker  * \param texture texture name.
2151*61046927SAndroid Build Coastguard Worker  *
2152*61046927SAndroid Build Coastguard Worker  * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
2153*61046927SAndroid Build Coastguard Worker  * otherwise.
2154*61046927SAndroid Build Coastguard Worker  *
2155*61046927SAndroid Build Coastguard Worker  * \sa glIsTexture().
2156*61046927SAndroid Build Coastguard Worker  *
2157*61046927SAndroid Build Coastguard Worker  * Calls _mesa_HashLookup().
2158*61046927SAndroid Build Coastguard Worker  */
2159*61046927SAndroid Build Coastguard Worker GLboolean GLAPIENTRY
_mesa_IsTexture(GLuint texture)2160*61046927SAndroid Build Coastguard Worker _mesa_IsTexture( GLuint texture )
2161*61046927SAndroid Build Coastguard Worker {
2162*61046927SAndroid Build Coastguard Worker    struct gl_texture_object *t;
2163*61046927SAndroid Build Coastguard Worker    GET_CURRENT_CONTEXT(ctx);
2164*61046927SAndroid Build Coastguard Worker    ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
2165*61046927SAndroid Build Coastguard Worker 
2166*61046927SAndroid Build Coastguard Worker    if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
2167*61046927SAndroid Build Coastguard Worker       _mesa_debug(ctx, "glIsTexture %d\n", texture);
2168*61046927SAndroid Build Coastguard Worker 
2169*61046927SAndroid Build Coastguard Worker    if (!texture)
2170*61046927SAndroid Build Coastguard Worker       return GL_FALSE;
2171*61046927SAndroid Build Coastguard Worker 
2172*61046927SAndroid Build Coastguard Worker    t = _mesa_lookup_texture(ctx, texture);
2173*61046927SAndroid Build Coastguard Worker 
2174*61046927SAndroid Build Coastguard Worker    /* IsTexture is true only after object has been bound once. */
2175*61046927SAndroid Build Coastguard Worker    return t && t->Target;
2176*61046927SAndroid Build Coastguard Worker }
2177*61046927SAndroid Build Coastguard Worker 
2178*61046927SAndroid Build Coastguard Worker 
2179*61046927SAndroid Build Coastguard Worker /**
2180*61046927SAndroid Build Coastguard Worker  * Simplest implementation of texture locking: grab the shared tex
2181*61046927SAndroid Build Coastguard Worker  * mutex.  Examine the shared context state timestamp and if there has
2182*61046927SAndroid Build Coastguard Worker  * been a change, set the appropriate bits in ctx->NewState.
2183*61046927SAndroid Build Coastguard Worker  *
2184*61046927SAndroid Build Coastguard Worker  * This is used to deal with synchronizing things when a texture object
2185*61046927SAndroid Build Coastguard Worker  * is used/modified by different contexts (or threads) which are sharing
2186*61046927SAndroid Build Coastguard Worker  * the texture.
2187*61046927SAndroid Build Coastguard Worker  *
2188*61046927SAndroid Build Coastguard Worker  * See also _mesa_lock/unlock_texture() in teximage.h
2189*61046927SAndroid Build Coastguard Worker  */
2190*61046927SAndroid Build Coastguard Worker void
_mesa_lock_context_textures(struct gl_context * ctx)2191*61046927SAndroid Build Coastguard Worker _mesa_lock_context_textures( struct gl_context *ctx )
2192*61046927SAndroid Build Coastguard Worker {
2193*61046927SAndroid Build Coastguard Worker    if (!ctx->TexturesLocked)
2194*61046927SAndroid Build Coastguard Worker       simple_mtx_lock(&ctx->Shared->TexMutex);
2195*61046927SAndroid Build Coastguard Worker 
2196*61046927SAndroid Build Coastguard Worker    if (ctx->Shared->TextureStateStamp != ctx->TextureStateTimestamp) {
2197*61046927SAndroid Build Coastguard Worker       ctx->NewState |= _NEW_TEXTURE_OBJECT;
2198*61046927SAndroid Build Coastguard Worker       ctx->PopAttribState |= GL_TEXTURE_BIT;
2199*61046927SAndroid Build Coastguard Worker       ctx->TextureStateTimestamp = ctx->Shared->TextureStateStamp;
2200*61046927SAndroid Build Coastguard Worker    }
2201*61046927SAndroid Build Coastguard Worker }
2202*61046927SAndroid Build Coastguard Worker 
2203*61046927SAndroid Build Coastguard Worker 
2204*61046927SAndroid Build Coastguard Worker void
_mesa_unlock_context_textures(struct gl_context * ctx)2205*61046927SAndroid Build Coastguard Worker _mesa_unlock_context_textures( struct gl_context *ctx )
2206*61046927SAndroid Build Coastguard Worker {
2207*61046927SAndroid Build Coastguard Worker    assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp);
2208*61046927SAndroid Build Coastguard Worker    if (!ctx->TexturesLocked)
2209*61046927SAndroid Build Coastguard Worker       simple_mtx_unlock(&ctx->Shared->TexMutex);
2210*61046927SAndroid Build Coastguard Worker }
2211*61046927SAndroid Build Coastguard Worker 
2212*61046927SAndroid Build Coastguard Worker 
2213*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_InvalidateTexSubImage_no_error(GLuint texture,GLint level,GLint xoffset,GLint yoffset,GLint zoffset,GLsizei width,GLsizei height,GLsizei depth)2214*61046927SAndroid Build Coastguard Worker _mesa_InvalidateTexSubImage_no_error(GLuint texture, GLint level, GLint xoffset,
2215*61046927SAndroid Build Coastguard Worker                                      GLint yoffset, GLint zoffset,
2216*61046927SAndroid Build Coastguard Worker                                      GLsizei width, GLsizei height,
2217*61046927SAndroid Build Coastguard Worker                                      GLsizei depth)
2218*61046927SAndroid Build Coastguard Worker {
2219*61046927SAndroid Build Coastguard Worker    /* no-op */
2220*61046927SAndroid Build Coastguard Worker }
2221*61046927SAndroid Build Coastguard Worker 
2222*61046927SAndroid Build Coastguard Worker 
2223*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_InvalidateTexSubImage(GLuint texture,GLint level,GLint xoffset,GLint yoffset,GLint zoffset,GLsizei width,GLsizei height,GLsizei depth)2224*61046927SAndroid Build Coastguard Worker _mesa_InvalidateTexSubImage(GLuint texture, GLint level, GLint xoffset,
2225*61046927SAndroid Build Coastguard Worker                             GLint yoffset, GLint zoffset, GLsizei width,
2226*61046927SAndroid Build Coastguard Worker                             GLsizei height, GLsizei depth)
2227*61046927SAndroid Build Coastguard Worker {
2228*61046927SAndroid Build Coastguard Worker    struct gl_texture_object *t;
2229*61046927SAndroid Build Coastguard Worker    struct gl_texture_image *image;
2230*61046927SAndroid Build Coastguard Worker    GET_CURRENT_CONTEXT(ctx);
2231*61046927SAndroid Build Coastguard Worker 
2232*61046927SAndroid Build Coastguard Worker    if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
2233*61046927SAndroid Build Coastguard Worker       _mesa_debug(ctx, "glInvalidateTexSubImage %d\n", texture);
2234*61046927SAndroid Build Coastguard Worker 
2235*61046927SAndroid Build Coastguard Worker    t = invalidate_tex_image_error_check(ctx, texture, level,
2236*61046927SAndroid Build Coastguard Worker                                         "glInvalidateTexSubImage");
2237*61046927SAndroid Build Coastguard Worker 
2238*61046927SAndroid Build Coastguard Worker    /* The GL_ARB_invalidate_subdata spec says:
2239*61046927SAndroid Build Coastguard Worker     *
2240*61046927SAndroid Build Coastguard Worker     *     "...the specified subregion must be between -<b> and <dim>+<b> where
2241*61046927SAndroid Build Coastguard Worker     *     <dim> is the size of the dimension of the texture image, and <b> is
2242*61046927SAndroid Build Coastguard Worker     *     the size of the border of that texture image, otherwise
2243*61046927SAndroid Build Coastguard Worker     *     INVALID_VALUE is generated (border is not applied to dimensions that
2244*61046927SAndroid Build Coastguard Worker     *     don't exist in a given texture target)."
2245*61046927SAndroid Build Coastguard Worker     */
2246*61046927SAndroid Build Coastguard Worker    image = t->Image[0][level];
2247*61046927SAndroid Build Coastguard Worker    if (image) {
2248*61046927SAndroid Build Coastguard Worker       int xBorder;
2249*61046927SAndroid Build Coastguard Worker       int yBorder;
2250*61046927SAndroid Build Coastguard Worker       int zBorder;
2251*61046927SAndroid Build Coastguard Worker       int imageWidth;
2252*61046927SAndroid Build Coastguard Worker       int imageHeight;
2253*61046927SAndroid Build Coastguard Worker       int imageDepth;
2254*61046927SAndroid Build Coastguard Worker 
2255*61046927SAndroid Build Coastguard Worker       /* The GL_ARB_invalidate_subdata spec says:
2256*61046927SAndroid Build Coastguard Worker        *
2257*61046927SAndroid Build Coastguard Worker        *     "For texture targets that don't have certain dimensions, this
2258*61046927SAndroid Build Coastguard Worker        *     command treats those dimensions as having a size of 1. For
2259*61046927SAndroid Build Coastguard Worker        *     example, to invalidate a portion of a two-dimensional texture,
2260*61046927SAndroid Build Coastguard Worker        *     the application would use <zoffset> equal to zero and <depth>
2261*61046927SAndroid Build Coastguard Worker        *     equal to one."
2262*61046927SAndroid Build Coastguard Worker        */
2263*61046927SAndroid Build Coastguard Worker       switch (t->Target) {
2264*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_BUFFER:
2265*61046927SAndroid Build Coastguard Worker          xBorder = 0;
2266*61046927SAndroid Build Coastguard Worker          yBorder = 0;
2267*61046927SAndroid Build Coastguard Worker          zBorder = 0;
2268*61046927SAndroid Build Coastguard Worker          imageWidth = 1;
2269*61046927SAndroid Build Coastguard Worker          imageHeight = 1;
2270*61046927SAndroid Build Coastguard Worker          imageDepth = 1;
2271*61046927SAndroid Build Coastguard Worker          break;
2272*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_1D:
2273*61046927SAndroid Build Coastguard Worker          xBorder = image->Border;
2274*61046927SAndroid Build Coastguard Worker          yBorder = 0;
2275*61046927SAndroid Build Coastguard Worker          zBorder = 0;
2276*61046927SAndroid Build Coastguard Worker          imageWidth = image->Width;
2277*61046927SAndroid Build Coastguard Worker          imageHeight = 1;
2278*61046927SAndroid Build Coastguard Worker          imageDepth = 1;
2279*61046927SAndroid Build Coastguard Worker          break;
2280*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_1D_ARRAY:
2281*61046927SAndroid Build Coastguard Worker          xBorder = image->Border;
2282*61046927SAndroid Build Coastguard Worker          yBorder = 0;
2283*61046927SAndroid Build Coastguard Worker          zBorder = 0;
2284*61046927SAndroid Build Coastguard Worker          imageWidth = image->Width;
2285*61046927SAndroid Build Coastguard Worker          imageHeight = image->Height;
2286*61046927SAndroid Build Coastguard Worker          imageDepth = 1;
2287*61046927SAndroid Build Coastguard Worker          break;
2288*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_2D:
2289*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_CUBE_MAP:
2290*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_RECTANGLE:
2291*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_2D_MULTISAMPLE:
2292*61046927SAndroid Build Coastguard Worker          xBorder = image->Border;
2293*61046927SAndroid Build Coastguard Worker          yBorder = image->Border;
2294*61046927SAndroid Build Coastguard Worker          zBorder = 0;
2295*61046927SAndroid Build Coastguard Worker          imageWidth = image->Width;
2296*61046927SAndroid Build Coastguard Worker          imageHeight = image->Height;
2297*61046927SAndroid Build Coastguard Worker          imageDepth = 1;
2298*61046927SAndroid Build Coastguard Worker          break;
2299*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_2D_ARRAY:
2300*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_CUBE_MAP_ARRAY:
2301*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
2302*61046927SAndroid Build Coastguard Worker          xBorder = image->Border;
2303*61046927SAndroid Build Coastguard Worker          yBorder = image->Border;
2304*61046927SAndroid Build Coastguard Worker          zBorder = 0;
2305*61046927SAndroid Build Coastguard Worker          imageWidth = image->Width;
2306*61046927SAndroid Build Coastguard Worker          imageHeight = image->Height;
2307*61046927SAndroid Build Coastguard Worker          imageDepth = image->Depth;
2308*61046927SAndroid Build Coastguard Worker          break;
2309*61046927SAndroid Build Coastguard Worker       case GL_TEXTURE_3D:
2310*61046927SAndroid Build Coastguard Worker          xBorder = image->Border;
2311*61046927SAndroid Build Coastguard Worker          yBorder = image->Border;
2312*61046927SAndroid Build Coastguard Worker          zBorder = image->Border;
2313*61046927SAndroid Build Coastguard Worker          imageWidth = image->Width;
2314*61046927SAndroid Build Coastguard Worker          imageHeight = image->Height;
2315*61046927SAndroid Build Coastguard Worker          imageDepth = image->Depth;
2316*61046927SAndroid Build Coastguard Worker          break;
2317*61046927SAndroid Build Coastguard Worker       default:
2318*61046927SAndroid Build Coastguard Worker          assert(!"Should not get here.");
2319*61046927SAndroid Build Coastguard Worker          xBorder = 0;
2320*61046927SAndroid Build Coastguard Worker          yBorder = 0;
2321*61046927SAndroid Build Coastguard Worker          zBorder = 0;
2322*61046927SAndroid Build Coastguard Worker          imageWidth = 0;
2323*61046927SAndroid Build Coastguard Worker          imageHeight = 0;
2324*61046927SAndroid Build Coastguard Worker          imageDepth = 0;
2325*61046927SAndroid Build Coastguard Worker          break;
2326*61046927SAndroid Build Coastguard Worker       }
2327*61046927SAndroid Build Coastguard Worker 
2328*61046927SAndroid Build Coastguard Worker       if (xoffset < -xBorder) {
2329*61046927SAndroid Build Coastguard Worker          _mesa_error(ctx, GL_INVALID_VALUE, "glInvalidateSubTexImage(xoffset)");
2330*61046927SAndroid Build Coastguard Worker          return;
2331*61046927SAndroid Build Coastguard Worker       }
2332*61046927SAndroid Build Coastguard Worker 
2333*61046927SAndroid Build Coastguard Worker       if (xoffset + width > imageWidth + xBorder) {
2334*61046927SAndroid Build Coastguard Worker          _mesa_error(ctx, GL_INVALID_VALUE,
2335*61046927SAndroid Build Coastguard Worker                      "glInvalidateSubTexImage(xoffset+width)");
2336*61046927SAndroid Build Coastguard Worker          return;
2337*61046927SAndroid Build Coastguard Worker       }
2338*61046927SAndroid Build Coastguard Worker 
2339*61046927SAndroid Build Coastguard Worker       if (yoffset < -yBorder) {
2340*61046927SAndroid Build Coastguard Worker          _mesa_error(ctx, GL_INVALID_VALUE, "glInvalidateSubTexImage(yoffset)");
2341*61046927SAndroid Build Coastguard Worker          return;
2342*61046927SAndroid Build Coastguard Worker       }
2343*61046927SAndroid Build Coastguard Worker 
2344*61046927SAndroid Build Coastguard Worker       if (yoffset + height > imageHeight + yBorder) {
2345*61046927SAndroid Build Coastguard Worker          _mesa_error(ctx, GL_INVALID_VALUE,
2346*61046927SAndroid Build Coastguard Worker                      "glInvalidateSubTexImage(yoffset+height)");
2347*61046927SAndroid Build Coastguard Worker          return;
2348*61046927SAndroid Build Coastguard Worker       }
2349*61046927SAndroid Build Coastguard Worker 
2350*61046927SAndroid Build Coastguard Worker       if (zoffset < -zBorder) {
2351*61046927SAndroid Build Coastguard Worker          _mesa_error(ctx, GL_INVALID_VALUE,
2352*61046927SAndroid Build Coastguard Worker                      "glInvalidateSubTexImage(zoffset)");
2353*61046927SAndroid Build Coastguard Worker          return;
2354*61046927SAndroid Build Coastguard Worker       }
2355*61046927SAndroid Build Coastguard Worker 
2356*61046927SAndroid Build Coastguard Worker       if (zoffset + depth  > imageDepth + zBorder) {
2357*61046927SAndroid Build Coastguard Worker          _mesa_error(ctx, GL_INVALID_VALUE,
2358*61046927SAndroid Build Coastguard Worker                      "glInvalidateSubTexImage(zoffset+depth)");
2359*61046927SAndroid Build Coastguard Worker          return;
2360*61046927SAndroid Build Coastguard Worker       }
2361*61046927SAndroid Build Coastguard Worker    }
2362*61046927SAndroid Build Coastguard Worker 
2363*61046927SAndroid Build Coastguard Worker    /* We don't actually do anything for this yet.  Just return after
2364*61046927SAndroid Build Coastguard Worker     * validating the parameters and generating the required errors.
2365*61046927SAndroid Build Coastguard Worker     */
2366*61046927SAndroid Build Coastguard Worker    return;
2367*61046927SAndroid Build Coastguard Worker }
2368*61046927SAndroid Build Coastguard Worker 
2369*61046927SAndroid Build Coastguard Worker 
2370*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_InvalidateTexImage_no_error(GLuint texture,GLint level)2371*61046927SAndroid Build Coastguard Worker _mesa_InvalidateTexImage_no_error(GLuint texture, GLint level)
2372*61046927SAndroid Build Coastguard Worker {
2373*61046927SAndroid Build Coastguard Worker    /* no-op */
2374*61046927SAndroid Build Coastguard Worker }
2375*61046927SAndroid Build Coastguard Worker 
2376*61046927SAndroid Build Coastguard Worker 
2377*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_InvalidateTexImage(GLuint texture,GLint level)2378*61046927SAndroid Build Coastguard Worker _mesa_InvalidateTexImage(GLuint texture, GLint level)
2379*61046927SAndroid Build Coastguard Worker {
2380*61046927SAndroid Build Coastguard Worker    GET_CURRENT_CONTEXT(ctx);
2381*61046927SAndroid Build Coastguard Worker 
2382*61046927SAndroid Build Coastguard Worker    if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
2383*61046927SAndroid Build Coastguard Worker       _mesa_debug(ctx, "glInvalidateTexImage(%d, %d)\n", texture, level);
2384*61046927SAndroid Build Coastguard Worker 
2385*61046927SAndroid Build Coastguard Worker    invalidate_tex_image_error_check(ctx, texture, level,
2386*61046927SAndroid Build Coastguard Worker                                     "glInvalidateTexImage");
2387*61046927SAndroid Build Coastguard Worker 
2388*61046927SAndroid Build Coastguard Worker    /* We don't actually do anything for this yet.  Just return after
2389*61046927SAndroid Build Coastguard Worker     * validating the parameters and generating the required errors.
2390*61046927SAndroid Build Coastguard Worker     */
2391*61046927SAndroid Build Coastguard Worker    return;
2392*61046927SAndroid Build Coastguard Worker }
2393*61046927SAndroid Build Coastguard Worker 
2394*61046927SAndroid Build Coastguard Worker static void
texture_page_commitment(struct gl_context * ctx,GLenum target,struct gl_texture_object * tex_obj,GLint level,GLint xoffset,GLint yoffset,GLint zoffset,GLsizei width,GLsizei height,GLsizei depth,GLboolean commit,const char * func)2395*61046927SAndroid Build Coastguard Worker texture_page_commitment(struct gl_context *ctx, GLenum target,
2396*61046927SAndroid Build Coastguard Worker                         struct gl_texture_object *tex_obj,
2397*61046927SAndroid Build Coastguard Worker                         GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
2398*61046927SAndroid Build Coastguard Worker                         GLsizei width, GLsizei height, GLsizei depth,
2399*61046927SAndroid Build Coastguard Worker                         GLboolean commit, const char *func)
2400*61046927SAndroid Build Coastguard Worker {
2401*61046927SAndroid Build Coastguard Worker    if (!tex_obj->Immutable || !tex_obj->IsSparse) {
2402*61046927SAndroid Build Coastguard Worker       _mesa_error(ctx, GL_INVALID_OPERATION, "%s(immutable sparse texture)", func);
2403*61046927SAndroid Build Coastguard Worker       return;
2404*61046927SAndroid Build Coastguard Worker    }
2405*61046927SAndroid Build Coastguard Worker 
2406*61046927SAndroid Build Coastguard Worker    if (level < 0 || level > tex_obj->_MaxLevel) {
2407*61046927SAndroid Build Coastguard Worker       /* Not in error list of ARB_sparse_texture. */
2408*61046927SAndroid Build Coastguard Worker       _mesa_error(ctx, GL_INVALID_VALUE, "%s(level %d)", func, level);
2409*61046927SAndroid Build Coastguard Worker       return;
2410*61046927SAndroid Build Coastguard Worker    }
2411*61046927SAndroid Build Coastguard Worker 
2412*61046927SAndroid Build Coastguard Worker    struct gl_texture_image *image = tex_obj->Image[0][level];
2413*61046927SAndroid Build Coastguard Worker 
2414*61046927SAndroid Build Coastguard Worker    int max_depth = image->Depth;
2415*61046927SAndroid Build Coastguard Worker    if (target == GL_TEXTURE_CUBE_MAP)
2416*61046927SAndroid Build Coastguard Worker       max_depth *= 6;
2417*61046927SAndroid Build Coastguard Worker 
2418*61046927SAndroid Build Coastguard Worker    if (xoffset + width > image->Width ||
2419*61046927SAndroid Build Coastguard Worker        yoffset + height > image->Height ||
2420*61046927SAndroid Build Coastguard Worker        zoffset + depth > max_depth) {
2421*61046927SAndroid Build Coastguard Worker       _mesa_error(ctx, GL_INVALID_OPERATION, "%s(exceed max size)", func);
2422*61046927SAndroid Build Coastguard Worker       return;
2423*61046927SAndroid Build Coastguard Worker    }
2424*61046927SAndroid Build Coastguard Worker 
2425*61046927SAndroid Build Coastguard Worker    int px, py, pz;
2426*61046927SAndroid Build Coastguard Worker    ASSERTED bool ret = st_GetSparseTextureVirtualPageSize(
2427*61046927SAndroid Build Coastguard Worker       ctx, target, image->TexFormat, tex_obj->VirtualPageSizeIndex, &px, &py, &pz);
2428*61046927SAndroid Build Coastguard Worker    assert(ret);
2429*61046927SAndroid Build Coastguard Worker 
2430*61046927SAndroid Build Coastguard Worker    if (xoffset % px || yoffset % py || zoffset % pz) {
2431*61046927SAndroid Build Coastguard Worker       _mesa_error(ctx, GL_INVALID_VALUE, "%s(offset multiple of page size)", func);
2432*61046927SAndroid Build Coastguard Worker       return;
2433*61046927SAndroid Build Coastguard Worker    }
2434*61046927SAndroid Build Coastguard Worker 
2435*61046927SAndroid Build Coastguard Worker    if ((width % px && xoffset + width != image->Width) ||
2436*61046927SAndroid Build Coastguard Worker        (height % py && yoffset + height != image->Height) ||
2437*61046927SAndroid Build Coastguard Worker        (depth % pz && zoffset + depth != max_depth)) {
2438*61046927SAndroid Build Coastguard Worker       _mesa_error(ctx, GL_INVALID_OPERATION, "%s(alignment)", func);
2439*61046927SAndroid Build Coastguard Worker       return;
2440*61046927SAndroid Build Coastguard Worker    }
2441*61046927SAndroid Build Coastguard Worker 
2442*61046927SAndroid Build Coastguard Worker    st_TexturePageCommitment(ctx, tex_obj, level, xoffset, yoffset, zoffset,
2443*61046927SAndroid Build Coastguard Worker                             width, height, depth, commit);
2444*61046927SAndroid Build Coastguard Worker }
2445*61046927SAndroid Build Coastguard Worker 
2446*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_TexPageCommitmentARB(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLint zoffset,GLsizei width,GLsizei height,GLsizei depth,GLboolean commit)2447*61046927SAndroid Build Coastguard Worker _mesa_TexPageCommitmentARB(GLenum target, GLint level, GLint xoffset,
2448*61046927SAndroid Build Coastguard Worker                            GLint yoffset, GLint zoffset, GLsizei width,
2449*61046927SAndroid Build Coastguard Worker                            GLsizei height, GLsizei depth, GLboolean commit)
2450*61046927SAndroid Build Coastguard Worker {
2451*61046927SAndroid Build Coastguard Worker    GET_CURRENT_CONTEXT(ctx);
2452*61046927SAndroid Build Coastguard Worker    struct gl_texture_object *texObj;
2453*61046927SAndroid Build Coastguard Worker 
2454*61046927SAndroid Build Coastguard Worker    texObj = _mesa_get_current_tex_object(ctx, target);
2455*61046927SAndroid Build Coastguard Worker    if (!texObj) {
2456*61046927SAndroid Build Coastguard Worker       _mesa_error(ctx, GL_INVALID_ENUM, "glTexPageCommitmentARB(target)");
2457*61046927SAndroid Build Coastguard Worker       return;
2458*61046927SAndroid Build Coastguard Worker    }
2459*61046927SAndroid Build Coastguard Worker 
2460*61046927SAndroid Build Coastguard Worker    texture_page_commitment(ctx, target, texObj, level, xoffset, yoffset, zoffset,
2461*61046927SAndroid Build Coastguard Worker                            width, height, depth, commit,
2462*61046927SAndroid Build Coastguard Worker                            "glTexPageCommitmentARB");
2463*61046927SAndroid Build Coastguard Worker }
2464*61046927SAndroid Build Coastguard Worker 
2465*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_TexturePageCommitmentEXT(GLuint texture,GLint level,GLint xoffset,GLint yoffset,GLint zoffset,GLsizei width,GLsizei height,GLsizei depth,GLboolean commit)2466*61046927SAndroid Build Coastguard Worker _mesa_TexturePageCommitmentEXT(GLuint texture, GLint level, GLint xoffset,
2467*61046927SAndroid Build Coastguard Worker                                GLint yoffset, GLint zoffset, GLsizei width,
2468*61046927SAndroid Build Coastguard Worker                                GLsizei height, GLsizei depth, GLboolean commit)
2469*61046927SAndroid Build Coastguard Worker {
2470*61046927SAndroid Build Coastguard Worker    GET_CURRENT_CONTEXT(ctx);
2471*61046927SAndroid Build Coastguard Worker    struct gl_texture_object *texObj;
2472*61046927SAndroid Build Coastguard Worker 
2473*61046927SAndroid Build Coastguard Worker    texObj = _mesa_lookup_texture(ctx, texture);
2474*61046927SAndroid Build Coastguard Worker    if (texture == 0 || texObj == NULL) {
2475*61046927SAndroid Build Coastguard Worker       _mesa_error(ctx, GL_INVALID_OPERATION, "glTexturePageCommitmentEXT(texture)");
2476*61046927SAndroid Build Coastguard Worker       return;
2477*61046927SAndroid Build Coastguard Worker    }
2478*61046927SAndroid Build Coastguard Worker 
2479*61046927SAndroid Build Coastguard Worker    texture_page_commitment(ctx, texObj->Target, texObj, level, xoffset, yoffset,
2480*61046927SAndroid Build Coastguard Worker                            zoffset, width, height, depth, commit,
2481*61046927SAndroid Build Coastguard Worker                            "glTexturePageCommitmentEXT");
2482*61046927SAndroid Build Coastguard Worker }
2483*61046927SAndroid Build Coastguard Worker 
2484*61046927SAndroid Build Coastguard Worker /*@}*/
2485