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-rw-r--r--src/mesa/main/texobj.c255
1 files changed, 142 insertions, 113 deletions
diff --git a/src/mesa/main/texobj.c b/src/mesa/main/texobj.c
index c845e8c7a3a..864752b6d98 100644
--- a/src/mesa/main/texobj.c
+++ b/src/mesa/main/texobj.c
@@ -1,4 +1,4 @@
-/* $Id: texobj.c,v 1.66 2003/03/10 00:26:24 brianp Exp $ */
+/* $Id: texobj.c,v 1.67 2003/04/01 16:41:55 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -37,23 +37,37 @@
#include "mtypes.h"
-/*
- * Allocate a new texture object and add it to the linked list of texture
- * objects. If name>0 then also insert the new texture object into the hash
- * table.
- * Input: shared - the shared GL state structure to contain the texture object
- * name - integer name for the texture object
- * target - either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,
- * GL_TEXTURE_CUBE_MAP_ARB or GL_TEXTURE_RECTANGLE_NV
- * zero is ok for the sake of GenTextures()
- * Return: pointer to new texture object
+/**
+ * Allocate and initialize a new texture object
+ * Called via ctx->Driver.NewTextureObject, unless overridden by a device
+ * driver.
+ * \param ctx the rendering context
+ * \param name the integer name for the texture object
+ * \param target either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,
+ * GL_TEXTURE_CUBE_MAP_ARB or GL_TEXTURE_RECTANGLE_NV
+ * zero is ok for the sake of GenTextures()
+ * \return pointer to new texture object
*/
struct gl_texture_object *
-_mesa_alloc_texture_object( struct gl_shared_state *shared,
- GLuint name, GLenum target )
+_mesa_new_texture_object( GLcontext *ctx, GLuint name, GLenum target )
{
struct gl_texture_object *obj;
+ obj = CALLOC_STRUCT(gl_texture_object);
+ _mesa_initialize_texture_object(obj, name, target);
+ return obj;
+}
+
+/**
+ * Initialize a texture object to default values.
+ * \param obj the texture object
+ * \param name the texture name
+ * \param target the texture target
+ */
+void
+_mesa_initialize_texture_object( struct gl_texture_object *obj,
+ GLuint name, GLenum target )
+{
ASSERT(target == 0 ||
target == GL_TEXTURE_1D ||
target == GL_TEXTURE_2D ||
@@ -61,114 +75,124 @@ _mesa_alloc_texture_object( struct gl_shared_state *shared,
target == GL_TEXTURE_CUBE_MAP_ARB ||
target == GL_TEXTURE_RECTANGLE_NV);
- obj = CALLOC_STRUCT(gl_texture_object);
-
- if (obj) {
- /* init the non-zero fields */
- _glthread_INIT_MUTEX(obj->Mutex);
- obj->RefCount = 1;
- obj->Name = name;
- obj->Target = target;
- obj->Priority = 1.0F;
- if (target == GL_TEXTURE_RECTANGLE_NV) {
- obj->WrapS = GL_CLAMP_TO_EDGE;
- obj->WrapT = GL_CLAMP_TO_EDGE;
- obj->WrapR = GL_CLAMP_TO_EDGE;
- obj->MinFilter = GL_LINEAR;
- }
- else {
- obj->WrapS = GL_REPEAT;
- obj->WrapT = GL_REPEAT;
- obj->WrapR = GL_REPEAT;
- obj->MinFilter = GL_NEAREST_MIPMAP_LINEAR;
- }
- obj->MagFilter = GL_LINEAR;
- obj->MinLod = -1000.0;
- obj->MaxLod = 1000.0;
- obj->BaseLevel = 0;
- obj->MaxLevel = 1000;
- obj->MaxAnisotropy = 1.0;
- obj->CompareFlag = GL_FALSE; /* SGIX_shadow */
- obj->CompareOperator = GL_TEXTURE_LEQUAL_R_SGIX; /* SGIX_shadow */
- obj->CompareMode = GL_LUMINANCE; /* ARB_shadow */
- obj->CompareFunc = GL_LEQUAL; /* ARB_shadow */
- obj->DepthMode = GL_LUMINANCE; /* ARB_depth_texture */
- obj->ShadowAmbient = 0.0F; /* ARB/SGIX_shadow_ambient */
- _mesa_init_colortable(&obj->Palette);
-
- /* insert into linked list */
- if (shared) {
- _glthread_LOCK_MUTEX(shared->Mutex);
- obj->Next = shared->TexObjectList;
- shared->TexObjectList = obj;
- _glthread_UNLOCK_MUTEX(shared->Mutex);
- }
-
- if (name > 0) {
- /* insert into hash table */
- _mesa_HashInsert(shared->TexObjects, name, obj);
- }
+ /* init the non-zero fields */
+ _glthread_INIT_MUTEX(obj->Mutex);
+ obj->RefCount = 1;
+ obj->Name = name;
+ obj->Target = target;
+ obj->Priority = 1.0F;
+ if (target == GL_TEXTURE_RECTANGLE_NV) {
+ obj->WrapS = GL_CLAMP_TO_EDGE;
+ obj->WrapT = GL_CLAMP_TO_EDGE;
+ obj->WrapR = GL_CLAMP_TO_EDGE;
+ obj->MinFilter = GL_LINEAR;
}
- return obj;
+ else {
+ obj->WrapS = GL_REPEAT;
+ obj->WrapT = GL_REPEAT;
+ obj->WrapR = GL_REPEAT;
+ obj->MinFilter = GL_NEAREST_MIPMAP_LINEAR;
+ }
+ obj->MagFilter = GL_LINEAR;
+ obj->MinLod = -1000.0;
+ obj->MaxLod = 1000.0;
+ obj->BaseLevel = 0;
+ obj->MaxLevel = 1000;
+ obj->MaxAnisotropy = 1.0;
+ obj->CompareFlag = GL_FALSE; /* SGIX_shadow */
+ obj->CompareOperator = GL_TEXTURE_LEQUAL_R_SGIX; /* SGIX_shadow */
+ obj->CompareMode = GL_LUMINANCE; /* ARB_shadow */
+ obj->CompareFunc = GL_LEQUAL; /* ARB_shadow */
+ obj->DepthMode = GL_LUMINANCE; /* ARB_depth_texture */
+ obj->ShadowAmbient = 0.0F; /* ARB/SGIX_shadow_ambient */
+ _mesa_init_colortable(&obj->Palette);
}
/*
- * Deallocate a texture object struct and remove it from the given
- * shared GL state.
- * Input: shared - the shared GL state to which the object belongs
- * t - the texture object to delete
+ * Deallocate a texture object. It should have already been removed from
+ * the texture object pool.
+ * \param texObj the texture object to deallocate
*/
-void _mesa_free_texture_object( struct gl_shared_state *shared,
- struct gl_texture_object *t )
+void
+_mesa_delete_texture_object( GLcontext *ctx, struct gl_texture_object *texObj )
{
- struct gl_texture_object *tprev, *tcurr;
+ GLuint i;
- assert(t);
-
- /* unlink t from the linked list */
- if (shared) {
- _glthread_LOCK_MUTEX(shared->Mutex);
- tprev = NULL;
- tcurr = shared->TexObjectList;
- while (tcurr) {
- if (tcurr==t) {
- if (tprev) {
- tprev->Next = t->Next;
- }
- else {
- shared->TexObjectList = t->Next;
- }
- break;
- }
- tprev = tcurr;
- tcurr = tcurr->Next;
+ (void) ctx;
+
+ assert(texObj);
+
+ _mesa_free_colortable_data(&texObj->Palette);
+
+ /* free the texture images */
+ for (i = 0; i < MAX_TEXTURE_LEVELS; i++) {
+ if (texObj->Image[i]) {
+ _mesa_delete_texture_image( texObj->Image[i] );
}
- _glthread_UNLOCK_MUTEX(shared->Mutex);
}
- if (t->Name) {
- /* remove from hash table */
- _mesa_HashRemove(shared->TexObjects, t->Name);
+ /* destroy the mutex -- it may have allocated memory (eg on bsd) */
+ _glthread_DESTROY_MUTEX(texObj->Mutex);
+
+ /* free this object */
+ _mesa_free(texObj);
+}
+
+
+/**
+ * Add the given texture object to the texture object pool.
+ */
+void
+_mesa_save_texture_object( GLcontext *ctx, struct gl_texture_object *texObj )
+{
+ /* insert into linked list */
+ _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
+ texObj->Next = ctx->Shared->TexObjectList;
+ ctx->Shared->TexObjectList = texObj;
+ _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
+
+ if (texObj->Name > 0) {
+ /* insert into hash table */
+ _mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
}
+}
- _mesa_free_colortable_data(&t->Palette);
- /* free the texture images */
- {
- GLuint i;
- for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
- if (t->Image[i]) {
- _mesa_free_texture_image( t->Image[i] );
+/**
+ * Remove the given texture object from the texture object pool.
+ * Do not deallocate the texture object though.
+ */
+void
+_mesa_remove_texture_object( GLcontext *ctx, struct gl_texture_object *texObj )
+{
+ struct gl_texture_object *tprev, *tcurr;
+
+ _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
+
+ /* unlink from the linked list */
+ tprev = NULL;
+ tcurr = ctx->Shared->TexObjectList;
+ while (tcurr) {
+ if (tcurr == texObj) {
+ if (tprev) {
+ tprev->Next = texObj->Next;
}
+ else {
+ ctx->Shared->TexObjectList = texObj->Next;
+ }
+ break;
}
+ tprev = tcurr;
+ tcurr = tcurr->Next;
}
- /* destroy the mutex -- it may have allocated memory (eg on bsd) */
- _glthread_DESTROY_MUTEX(t->Mutex);
+ _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
- /* free this object */
- FREE( t );
+ if (texObj->Name > 0) {
+ /* remove from hash table */
+ _mesa_HashRemove(ctx->Shared->TexObjects, texObj->Name);
+ }
}
@@ -531,10 +555,16 @@ _mesa_GenTextures( GLsizei n, GLuint *texName )
}
/* Allocate new, empty texture objects */
- for (i=0;i<n;i++) {
+ for (i = 0; i < n; i++) {
+ struct gl_texture_object *texObj;
GLuint name = first + i;
GLenum target = 0;
- (void) _mesa_alloc_texture_object( ctx->Shared, name, target);
+ texObj = (*ctx->Driver.NewTextureObject)( ctx, name, target);
+ if (!texObj) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
+ return;
+ }
+ _mesa_save_texture_object(ctx, texObj);
}
_glthread_UNLOCK_MUTEX(GenTexturesLock);
@@ -610,9 +640,9 @@ _mesa_DeleteTextures( GLsizei n, const GLuint *texName)
if (delObj->RefCount == 0) {
ASSERT(delObj->Name != 0);
- if (ctx->Driver.DeleteTexture)
- (*ctx->Driver.DeleteTexture)( ctx, delObj );
- _mesa_free_texture_object(ctx->Shared, delObj);
+ _mesa_remove_texture_object(ctx, delObj);
+ ASSERT(ctx->Driver.DeleteTexture);
+ (*ctx->Driver.DeleteTexture)(ctx, delObj);
}
}
}
@@ -717,12 +747,12 @@ _mesa_BindTexture( GLenum target, GLuint texName )
}
else {
/* if this is a new texture id, allocate a texture object now */
- newTexObj = _mesa_alloc_texture_object( ctx->Shared, texName,
- target);
+ newTexObj = (*ctx->Driver.NewTextureObject)(ctx, texName, target);
if (!newTexObj) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
return;
}
+ _mesa_save_texture_object(ctx, newTexObj);
}
newTexObj->Target = target;
}
@@ -762,10 +792,9 @@ _mesa_BindTexture( GLenum target, GLuint texName )
assert(oldTexObj->RefCount >= 0);
if (oldTexObj->RefCount == 0) {
assert(oldTexObj->Name != 0);
- if (ctx->Driver.DeleteTexture) {
- (*ctx->Driver.DeleteTexture)( ctx, oldTexObj );
- }
- _mesa_free_texture_object(ctx->Shared, oldTexObj);
+ _mesa_remove_texture_object(ctx, oldTexObj);
+ ASSERT(ctx->Driver.DeleteTexture);
+ (*ctx->Driver.DeleteTexture)( ctx, oldTexObj );
}
}