/** * \file texobj.c * Texture object management. */ /* * Mesa 3-D graphics library * * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. */ #include "bufferobj.h" #include "colortab.h" #include "context.h" #include "enums.h" #include "fbobject.h" #include "formats.h" #include "hash.h" #include "imports.h" #include "macros.h" #include "teximage.h" #include "texobj.h" #include "texstate.h" #include "mtypes.h" #include "program/prog_instruction.h" /**********************************************************************/ /** \name Internal functions */ /*@{*/ /** * Return the gl_texture_object for a given ID. */ struct gl_texture_object * _mesa_lookup_texture(struct gl_context *ctx, GLuint id) { return (struct gl_texture_object *) _mesa_HashLookup(ctx->Shared->TexObjects, id); } void _mesa_begin_texture_lookups(struct gl_context *ctx) { _mesa_HashLockMutex(ctx->Shared->TexObjects); } void _mesa_end_texture_lookups(struct gl_context *ctx) { _mesa_HashUnlockMutex(ctx->Shared->TexObjects); } struct gl_texture_object * _mesa_lookup_texture_locked(struct gl_context *ctx, GLuint id) { return (struct gl_texture_object *) _mesa_HashLookupLocked(ctx->Shared->TexObjects, id); } /** * Allocate and initialize a new texture object. But don't put it into the * texture object hash table. * * Called via ctx->Driver.NewTextureObject, unless overridden by a device * driver. * * \param shared the shared GL state structure to contain the texture object * \param name 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_new_texture_object( struct gl_context *ctx, GLuint name, GLenum target ) { struct gl_texture_object *obj; (void) ctx; obj = MALLOC_STRUCT(gl_texture_object); _mesa_initialize_texture_object(ctx, obj, name, target); return obj; } /** * Initialize a new 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_context *ctx, struct gl_texture_object *obj, GLuint name, GLenum target ) { ASSERT(target == 0 || target == GL_TEXTURE_1D || target == GL_TEXTURE_2D || target == GL_TEXTURE_3D || target == GL_TEXTURE_CUBE_MAP_ARB || target == GL_TEXTURE_RECTANGLE_NV || target == GL_TEXTURE_1D_ARRAY_EXT || target == GL_TEXTURE_2D_ARRAY_EXT || target == GL_TEXTURE_EXTERNAL_OES || target == GL_TEXTURE_CUBE_MAP_ARRAY || target == GL_TEXTURE_BUFFER || target == GL_TEXTURE_2D_MULTISAMPLE || target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY); memset(obj, 0, sizeof(*obj)); /* init the non-zero fields */ mtx_init(&obj->Mutex, mtx_plain); obj->RefCount = 1; obj->Name = name; obj->Target = target; obj->Priority = 1.0F; obj->BaseLevel = 0; obj->MaxLevel = 1000; /* must be one; no support for (YUV) planes in separate buffers */ obj->RequiredTextureImageUnits = 1; /* sampler state */ if (target == GL_TEXTURE_RECTANGLE_NV || target == GL_TEXTURE_EXTERNAL_OES) { obj->Sampler.WrapS = GL_CLAMP_TO_EDGE; obj->Sampler.WrapT = GL_CLAMP_TO_EDGE; obj->Sampler.WrapR = GL_CLAMP_TO_EDGE; obj->Sampler.MinFilter = GL_LINEAR; } else { obj->Sampler.WrapS = GL_REPEAT; obj->Sampler.WrapT = GL_REPEAT; obj->Sampler.WrapR = GL_REPEAT; obj->Sampler.MinFilter = GL_NEAREST_MIPMAP_LINEAR; } obj->Sampler.MagFilter = GL_LINEAR; obj->Sampler.MinLod = -1000.0; obj->Sampler.MaxLod = 1000.0; obj->Sampler.LodBias = 0.0; obj->Sampler.MaxAnisotropy = 1.0; obj->Sampler.CompareMode = GL_NONE; /* ARB_shadow */ obj->Sampler.CompareFunc = GL_LEQUAL; /* ARB_shadow */ obj->DepthMode = ctx->API == API_OPENGL_CORE ? GL_RED : GL_LUMINANCE; obj->StencilSampling = false; obj->Sampler.CubeMapSeamless = GL_FALSE; obj->Swizzle[0] = GL_RED; obj->Swizzle[1] = GL_GREEN; obj->Swizzle[2] = GL_BLUE; obj->Swizzle[3] = GL_ALPHA; obj->_Swizzle = SWIZZLE_NOOP; obj->Sampler.sRGBDecode = GL_DECODE_EXT; obj->BufferObjectFormat = GL_R8; obj->_BufferObjectFormat = MESA_FORMAT_R_UNORM8; obj->ImageFormatCompatibilityType = GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE; } /** * Some texture initialization can't be finished until we know which * target it's getting bound to (GL_TEXTURE_1D/2D/etc). */ static void finish_texture_init(struct gl_context *ctx, GLenum target, struct gl_texture_object *obj) { GLenum filter = GL_LINEAR; assert(obj->Target == 0); switch (target) { case GL_TEXTURE_2D_MULTISAMPLE: case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: filter = GL_NEAREST; /* fallthrough */ case GL_TEXTURE_RECTANGLE_NV: case GL_TEXTURE_EXTERNAL_OES: /* have to init wrap and filter state here - kind of klunky */ obj->Sampler.WrapS = GL_CLAMP_TO_EDGE; obj->Sampler.WrapT = GL_CLAMP_TO_EDGE; obj->Sampler.WrapR = GL_CLAMP_TO_EDGE; obj->Sampler.MinFilter = filter; obj->Sampler.MagFilter = filter; if (ctx->Driver.TexParameter) { static const GLfloat fparam_wrap[1] = {(GLfloat) GL_CLAMP_TO_EDGE}; const GLfloat fparam_filter[1] = {(GLfloat) filter}; ctx->Driver.TexParameter(ctx, obj, GL_TEXTURE_WRAP_S, fparam_wrap); ctx->Driver.TexParameter(ctx, obj, GL_TEXTURE_WRAP_T, fparam_wrap); ctx->Driver.TexParameter(ctx, obj, GL_TEXTURE_WRAP_R, fparam_wrap); ctx->Driver.TexParameter(ctx, obj, GL_TEXTURE_MIN_FILTER, fparam_filter); ctx->Driver.TexParameter(ctx, obj, GL_TEXTURE_MAG_FILTER, fparam_filter); } break; default: /* nothing needs done */ break; } } /** * Deallocate a texture object struct. It should have already been * removed from the texture object pool. * Called via ctx->Driver.DeleteTexture() if not overriden by a driver. * * \param shared the shared GL state to which the object belongs. * \param texObj the texture object to delete. */ void _mesa_delete_texture_object(struct gl_context *ctx, struct gl_texture_object *texObj) { GLuint i, face; /* Set Target to an invalid value. With some assertions elsewhere * we can try to detect possible use of deleted textures. */ texObj->Target = 0x99; /* free the texture images */ for (face = 0; face < 6; face++) { for (i = 0; i < MAX_TEXTURE_LEVELS; i++) { if (texObj->Image[face][i]) { ctx->Driver.DeleteTextureImage(ctx, texObj->Image[face][i]); } } } _mesa_reference_buffer_object(ctx, &texObj->BufferObject, NULL); /* destroy the mutex -- it may have allocated memory (eg on bsd) */ mtx_destroy(&texObj->Mutex); free(texObj->Label); /* free this object */ free(texObj); } /** * Copy texture object state from one texture object to another. * Use for glPush/PopAttrib. * * \param dest destination texture object. * \param src source texture object. */ void _mesa_copy_texture_object( struct gl_texture_object *dest, const struct gl_texture_object *src ) { dest->Target = src->Target; dest->TargetIndex = src->TargetIndex; dest->Name = src->Name; dest->Priority = src->Priority; dest->Sampler.BorderColor.f[0] = src->Sampler.BorderColor.f[0]; dest->Sampler.BorderColor.f[1] = src->Sampler.BorderColor.f[1]; dest->Sampler.BorderColor.f[2] = src->Sampler.BorderColor.f[2]; dest->Sampler.BorderColor.f[3] = src->Sampler.BorderColor.f[3]; dest->Sampler.WrapS = src->Sampler.WrapS; dest->Sampler.WrapT = src->Sampler.WrapT; dest->Sampler.WrapR = src->Sampler.WrapR; dest->Sampler.MinFilter = src->Sampler.MinFilter; dest->Sampler.MagFilter = src->Sampler.MagFilter; dest->Sampler.MinLod = src->Sampler.MinLod; dest->Sampler.MaxLod = src->Sampler.MaxLod; dest->Sampler.LodBias = src->Sampler.LodBias; dest->BaseLevel = src->BaseLevel; dest->MaxLevel = src->MaxLevel; dest->Sampler.MaxAnisotropy = src->Sampler.MaxAnisotropy; dest->Sampler.CompareMode = src->Sampler.CompareMode; dest->Sampler.CompareFunc = src->Sampler.CompareFunc; dest->Sampler.CubeMapSeamless = src->Sampler.CubeMapSeamless; dest->DepthMode = src->DepthMode; dest->StencilSampling = src->StencilSampling; dest->Sampler.sRGBDecode = src->Sampler.sRGBDecode; dest->_MaxLevel = src->_MaxLevel; dest->_MaxLambda = src->_MaxLambda; dest->GenerateMipmap = src->GenerateMipmap; dest->_BaseComplete = src->_BaseComplete; dest->_MipmapComplete = src->_MipmapComplete; COPY_4V(dest->Swizzle, src->Swizzle); dest->_Swizzle = src->_Swizzle; dest->RequiredTextureImageUnits = src->RequiredTextureImageUnits; } /** * Free all texture images of the given texture object. * * \param ctx GL context. * \param t texture object. * * \sa _mesa_clear_texture_image(). */ void _mesa_clear_texture_object(struct gl_context *ctx, struct gl_texture_object *texObj) { GLuint i, j; if (texObj->Target == 0) return; for (i = 0; i < MAX_FACES; i++) { for (j = 0; j < MAX_TEXTURE_LEVELS; j++) { struct gl_texture_image *texImage = texObj->Image[i][j]; if (texImage) _mesa_clear_texture_image(ctx, texImage); } } } /** * Check if the given texture object is valid by examining its Target field. * For debugging only. */ static GLboolean valid_texture_object(const struct gl_texture_object *tex) { switch (tex->Target) { case 0: case GL_TEXTURE_1D: case GL_TEXTURE_2D: case GL_TEXTURE_3D: case GL_TEXTURE_CUBE_MAP_ARB: case GL_TEXTURE_RECTANGLE_NV: case GL_TEXTURE_1D_ARRAY_EXT: case GL_TEXTURE_2D_ARRAY_EXT: case GL_TEXTURE_BUFFER: case GL_TEXTURE_EXTERNAL_OES: case GL_TEXTURE_CUBE_MAP_ARRAY: case GL_TEXTURE_2D_MULTISAMPLE: case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: return GL_TRUE; case 0x99: _mesa_problem(NULL, "invalid reference to a deleted texture object"); return GL_FALSE; default: _mesa_problem(NULL, "invalid texture object Target 0x%x, Id = %u", tex->Target, tex->Name); return GL_FALSE; } } /** * Reference (or unreference) a texture object. * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero). * If 'tex' is non-null, increment its refcount. * This is normally only called from the _mesa_reference_texobj() macro * when there's a real pointer change. */ void _mesa_reference_texobj_(struct gl_texture_object **ptr, struct gl_texture_object *tex) { assert(ptr); if (*ptr) { /* Unreference the old texture */ GLboolean deleteFlag = GL_FALSE; struct gl_texture_object *oldTex = *ptr; ASSERT(valid_texture_object(oldTex)); (void) valid_texture_object; /* silence warning in release builds */ mtx_lock(&oldTex->Mutex); ASSERT(oldTex->RefCount > 0); oldTex->RefCount--; deleteFlag = (oldTex->RefCount == 0); mtx_unlock(&oldTex->Mutex); if (deleteFlag) { GET_CURRENT_CONTEXT(ctx); if (ctx) ctx->Driver.DeleteTexture(ctx, oldTex); else _mesa_problem(NULL, "Unable to delete texture, no context"); } *ptr = NULL; } assert(!*ptr); if (tex) { /* reference new texture */ ASSERT(valid_texture_object(tex)); mtx_lock(&tex->Mutex); if (tex->RefCount == 0) { /* this texture's being deleted (look just above) */ /* Not sure this can every really happen. Warn if it does. */ _mesa_problem(NULL, "referencing deleted texture object"); *ptr = NULL; } else { tex->RefCount++; *ptr = tex; } mtx_unlock(&tex->Mutex); } } enum base_mipmap { BASE, MIPMAP }; /** * Mark a texture object as incomplete. There are actually three kinds of * (in)completeness: * 1. "base incomplete": the base level of the texture is invalid so no * texturing is possible. * 2. "mipmap incomplete": a non-base level of the texture is invalid so * mipmap filtering isn't possible, but non-mipmap filtering is. * 3. "texture incompleteness": some combination of texture state and * sampler state renders the texture incomplete. * * \param t texture object * \param bm either BASE or MIPMAP to indicate what's incomplete * \param fmt... string describing why it's incomplete (for debugging). */ static void incomplete(struct gl_texture_object *t, enum base_mipmap bm, const char *fmt, ...) { if (MESA_DEBUG_FLAGS & DEBUG_INCOMPLETE_TEXTURE) { va_list args; char s[100]; va_start(args, fmt); vsnprintf(s, sizeof(s), fmt, args); va_end(args); _mesa_debug(NULL, "Texture Obj %d incomplete because: %s\n", t->Name, s); } if (bm == BASE) t->_BaseComplete = GL_FALSE; t->_MipmapComplete = GL_FALSE; } /** * Examine a texture object to determine if it is complete. * * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE * accordingly. * * \param ctx GL context. * \param t texture object. * * According to the texture target, verifies that each of the mipmaps is * present and has the expected size. */ void _mesa_test_texobj_completeness( const struct gl_context *ctx, struct gl_texture_object *t ) { const GLint baseLevel = t->BaseLevel; const struct gl_texture_image *baseImage; GLint maxLevels = 0; /* We'll set these to FALSE if tests fail below */ t->_BaseComplete = GL_TRUE; t->_MipmapComplete = GL_TRUE; if (t->Target == GL_TEXTURE_BUFFER) { /* Buffer textures are always considered complete. The obvious case where * they would be incomplete (no BO attached) is actually specced to be * undefined rendering results. */ return; } /* Detect cases where the application set the base level to an invalid * value. */ if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS)) { incomplete(t, BASE, "base level = %d is invalid", baseLevel); return; } if (t->MaxLevel < baseLevel) { incomplete(t, MIPMAP, "MAX_LEVEL (%d) < BASE_LEVEL (%d)", t->MaxLevel, baseLevel); return; } baseImage = t->Image[0][baseLevel]; /* Always need the base level image */ if (!baseImage) { incomplete(t, BASE, "Image[baseLevel=%d] == NULL", baseLevel); return; } /* Check width/height/depth for zero */ if (baseImage->Width == 0 || baseImage->Height == 0 || baseImage->Depth == 0) { incomplete(t, BASE, "texture width or height or depth = 0"); return; } /* Check if the texture values are integer */ { GLenum datatype = _mesa_get_format_datatype(baseImage->TexFormat); t->_IsIntegerFormat = datatype == GL_INT || datatype == GL_UNSIGNED_INT; } /* Compute _MaxLevel (the maximum mipmap level we'll sample from given the * mipmap image sizes and GL_TEXTURE_MAX_LEVEL state). */ switch (t->Target) { case GL_TEXTURE_1D: case GL_TEXTURE_1D_ARRAY_EXT: maxLevels = ctx->Const.MaxTextureLevels; break; case GL_TEXTURE_2D: case GL_TEXTURE_2D_ARRAY_EXT: maxLevels = ctx->Const.MaxTextureLevels; break; case GL_TEXTURE_3D: maxLevels = ctx->Const.Max3DTextureLevels; break; case GL_TEXTURE_CUBE_MAP_ARB: case GL_TEXTURE_CUBE_MAP_ARRAY: maxLevels = ctx->Const.MaxCubeTextureLevels; break; case GL_TEXTURE_RECTANGLE_NV: case GL_TEXTURE_BUFFER: case GL_TEXTURE_EXTERNAL_OES: case GL_TEXTURE_2D_MULTISAMPLE: case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: maxLevels = 1; /* no mipmapping */ break; default: _mesa_problem(ctx, "Bad t->Target in _mesa_test_texobj_completeness"); return; } ASSERT(maxLevels > 0); t->_MaxLevel = MIN3(t->MaxLevel, /* 'p' in the GL spec */ (int) (baseLevel + baseImage->MaxNumLevels - 1), /* 'q' in the GL spec */ maxLevels - 1); if (t->Immutable) { /* Adjust max level for views: the data store may have more levels than * the view exposes. */ t->_MaxLevel = MIN2(t->_MaxLevel, t->NumLevels - 1); } /* Compute _MaxLambda = q - p in the spec used during mipmapping */ t->_MaxLambda = (GLfloat) (t->_MaxLevel - baseLevel); if (t->Immutable) { /* This texture object was created with glTexStorage1/2/3D() so we * know that all the mipmap levels are the right size and all cube * map faces are the same size. * We don't need to do any of the additional checks below. */ return; } if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) { /* Make sure that all six cube map level 0 images are the same size. * Note: we know that the image's width==height (we enforce that * at glTexImage time) so we only need to test the width here. */ GLuint face; assert(baseImage->Width2 == baseImage->Height); for (face = 1; face < 6; face++) { assert(t->Image[face][baseLevel] == NULL || t->Image[face][baseLevel]->Width2 == t->Image[face][baseLevel]->Height2); if (t->Image[face][baseLevel] == NULL || t->Image[face][baseLevel]->Width2 != baseImage->Width2) { incomplete(t, BASE, "Cube face missing or mismatched size"); return; } } } /* * Do mipmap consistency checking. * Note: we don't care about the current texture sampler state here. * To determine texture completeness we'll either look at _BaseComplete * or _MipmapComplete depending on the current minification filter mode. */ { GLint i; const GLint minLevel = baseLevel; const GLint maxLevel = t->_MaxLevel; const GLuint numFaces = _mesa_num_tex_faces(t->Target); GLuint width, height, depth, face; if (minLevel > maxLevel) { incomplete(t, MIPMAP, "minLevel > maxLevel"); return; } /* Get the base image's dimensions */ width = baseImage->Width2; height = baseImage->Height2; depth = baseImage->Depth2; /* Note: this loop will be a no-op for RECT, BUFFER, EXTERNAL, * MULTISAMPLE and MULTISAMPLE_ARRAY textures */ for (i = baseLevel + 1; i < maxLevels; i++) { /* Compute the expected size of image at level[i] */ if (width > 1) { width /= 2; } if (height > 1 && t->Target != GL_TEXTURE_1D_ARRAY) { height /= 2; } if (depth > 1 && t->Target != GL_TEXTURE_2D_ARRAY && t->Target != GL_TEXTURE_CUBE_MAP_ARRAY) { depth /= 2; } /* loop over cube faces (or single face otherwise) */ for (face = 0; face < numFaces; face++) { if (i >= minLevel && i <= maxLevel) { const struct gl_texture_image *img = t->Image[face][i]; if (!img) { incomplete(t, MIPMAP, "TexImage[%d] is missing", i); return; } if (img->TexFormat != baseImage->TexFormat) { incomplete(t, MIPMAP, "Format[i] != Format[baseLevel]"); return; } if (img->Border != baseImage->Border) { incomplete(t, MIPMAP, "Border[i] != Border[baseLevel]"); return; } if (img->Width2 != width) { incomplete(t, MIPMAP, "TexImage[%d] bad width %u", i, img->Width2); return; } if (img->Height2 != height) { incomplete(t, MIPMAP, "TexImage[%d] bad height %u", i, img->Height2); return; } if (img->Depth2 != depth) { incomplete(t, MIPMAP, "TexImage[%d] bad depth %u", i, img->Depth2); return; } /* Extra checks for cube textures */ if (face > 0) { /* check that cube faces are the same size */ if (img->Width2 != t->Image[0][i]->Width2 || img->Height2 != t->Image[0][i]->Height2) { incomplete(t, MIPMAP, "CubeMap Image[n][i] bad size"); return; } } } } if (width == 1 && height == 1 && depth == 1) { return; /* found smallest needed mipmap, all done! */ } } } } /** * Check if the given cube map texture is "cube complete" as defined in * the OpenGL specification. */ GLboolean _mesa_cube_complete(const struct gl_texture_object *texObj) { const GLint baseLevel = texObj->BaseLevel; const struct gl_texture_image *img0, *img; GLuint face; if (texObj->Target != GL_TEXTURE_CUBE_MAP) return GL_FALSE; if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS)) return GL_FALSE; /* check first face */ img0 = texObj->Image[0][baseLevel]; if (!img0 || img0->Width < 1 || img0->Width != img0->Height) return GL_FALSE; /* check remaining faces vs. first face */ for (face = 1; face < 6; face++) { img = texObj->Image[face][baseLevel]; if (!img || img->Width != img0->Width || img->Height != img0->Height || img->TexFormat != img0->TexFormat) return GL_FALSE; } return GL_TRUE; } /** * Mark a texture object dirty. It forces the object to be incomplete * and forces the context to re-validate its state. * * \param ctx GL context. * \param texObj texture object. */ void _mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj) { texObj->_BaseComplete = GL_FALSE; texObj->_MipmapComplete = GL_FALSE; ctx->NewState |= _NEW_TEXTURE; } /** * Return pointer to a default/fallback texture of the given type/target. * The texture is an RGBA texture with all texels = (0,0,0,1). * That's the value a GLSL sampler should get when sampling from an * incomplete texture. */ struct gl_texture_object * _mesa_get_fallback_texture(struct gl_context *ctx, gl_texture_index tex) { if (!ctx->Shared->FallbackTex[tex]) { /* create fallback texture now */ const GLsizei width = 1, height = 1, depth = 1; GLubyte texel[4]; struct gl_texture_object *texObj; struct gl_texture_image *texImage; mesa_format texFormat; GLuint dims, face, numFaces = 1; GLenum target; texel[0] = texel[1] = texel[2] = 0x0; texel[3] = 0xff; switch (tex) { case TEXTURE_2D_ARRAY_INDEX: dims = 3; target = GL_TEXTURE_2D_ARRAY; break; case TEXTURE_1D_ARRAY_INDEX: dims = 2; target = GL_TEXTURE_1D_ARRAY; break; case TEXTURE_CUBE_INDEX: dims = 2; target = GL_TEXTURE_CUBE_MAP; numFaces = 6; break; case TEXTURE_3D_INDEX: dims = 3; target = GL_TEXTURE_3D; break; case TEXTURE_RECT_INDEX: dims = 2; target = GL_TEXTURE_RECTANGLE; break; case TEXTURE_2D_INDEX: dims = 2; target = GL_TEXTURE_2D; break; case TEXTURE_1D_INDEX: dims = 1; target = GL_TEXTURE_1D; break; case TEXTURE_BUFFER_INDEX: dims = 0; target = GL_TEXTURE_BUFFER; break; case TEXTURE_CUBE_ARRAY_INDEX: dims = 3; target = GL_TEXTURE_CUBE_MAP_ARRAY; break; case TEXTURE_EXTERNAL_INDEX: dims = 2; target = GL_TEXTURE_EXTERNAL_OES; break; case TEXTURE_2D_MULTISAMPLE_INDEX: dims = 2; target = GL_TEXTURE_2D_MULTISAMPLE; break; case TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX: dims = 3; target = GL_TEXTURE_2D_MULTISAMPLE_ARRAY; break; default: /* no-op */ return NULL; } /* create texture object */ texObj = ctx->Driver.NewTextureObject(ctx, 0, target); if (!texObj) return NULL; assert(texObj->RefCount == 1); texObj->Sampler.MinFilter = GL_NEAREST; texObj->Sampler.MagFilter = GL_NEAREST; texFormat = ctx->Driver.ChooseTextureFormat(ctx, target, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE); /* need a loop here just for cube maps */ for (face = 0; face < numFaces; face++) { GLenum faceTarget; if (target == GL_TEXTURE_CUBE_MAP) faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + face; else faceTarget = target; /* initialize level[0] texture image */ texImage = _mesa_get_tex_image(ctx, texObj, faceTarget, 0); _mesa_init_teximage_fields(ctx, texImage, width, (dims > 1) ? height : 1, (dims > 2) ? depth : 1, 0, /* border */ GL_RGBA, texFormat); ctx->Driver.TexImage(ctx, dims, texImage, GL_RGBA, GL_UNSIGNED_BYTE, texel, &ctx->DefaultPacking); } _mesa_test_texobj_completeness(ctx, texObj); assert(texObj->_BaseComplete); assert(texObj->_MipmapComplete); ctx->Shared->FallbackTex[tex] = texObj; } return ctx->Shared->FallbackTex[tex]; } /** * Compute the size of the given texture object, in bytes. */ static GLuint texture_size(const struct gl_texture_object *texObj) { const GLuint numFaces = _mesa_num_tex_faces(texObj->Target); GLuint face, level, size = 0; for (face = 0; face < numFaces; face++) { for (level = 0; level < MAX_TEXTURE_LEVELS; level++) { const struct gl_texture_image *img = texObj->Image[face][level]; if (img) { GLuint sz = _mesa_format_image_size(img->TexFormat, img->Width, img->Height, img->Depth); size += sz; } } } return size; } /** * Callback called from _mesa_HashWalk() */ static void count_tex_size(GLuint key, void *data, void *userData) { const struct gl_texture_object *texObj = (const struct gl_texture_object *) data; GLuint *total = (GLuint *) userData; (void) key; *total = *total + texture_size(texObj); } /** * Compute total size (in bytes) of all textures for the given context. * For debugging purposes. */ GLuint _mesa_total_texture_memory(struct gl_context *ctx) { GLuint tgt, total = 0; _mesa_HashWalk(ctx->Shared->TexObjects, count_tex_size, &total); /* plus, the default texture objects */ for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { total += texture_size(ctx->Shared->DefaultTex[tgt]); } return total; } static struct gl_texture_object * invalidate_tex_image_error_check(struct gl_context *ctx, GLuint texture, GLint level, const char *name) { /* The GL_ARB_invalidate_subdata spec says: * * "If is zero or is not the name of a texture, the error * INVALID_VALUE is generated." * * This performs the error check in a different order than listed in the * spec. We have to get the texture object before we can validate the * other parameters against values in the texture object. */ struct gl_texture_object *const t = _mesa_lookup_texture(ctx, texture); if (texture == 0 || t == NULL) { _mesa_error(ctx, GL_INVALID_VALUE, "%s(texture)", name); return NULL; } /* The GL_ARB_invalidate_subdata spec says: * * "If is less than zero or greater than the base 2 logarithm * of the maximum texture width, height, or depth, the error * INVALID_VALUE is generated." */ if (level < 0 || level > t->MaxLevel) { _mesa_error(ctx, GL_INVALID_VALUE, "%s(level)", name); return NULL; } /* The GL_ARB_invalidate_subdata spec says: * * "If the target of is TEXTURE_RECTANGLE, TEXTURE_BUFFER, * TEXTURE_2D_MULTISAMPLE, or TEXTURE_2D_MULTISAMPLE_ARRAY, and * is not zero, the error INVALID_VALUE is generated." */ if (level != 0) { switch (t->Target) { case GL_TEXTURE_RECTANGLE: case GL_TEXTURE_BUFFER: case GL_TEXTURE_2D_MULTISAMPLE: case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: _mesa_error(ctx, GL_INVALID_VALUE, "%s(level)", name); return NULL; default: break; } } return t; } /*@}*/ /***********************************************************************/ /** \name API functions */ /*@{*/ /** * Generate texture names. * * \param n number of texture names to be generated. * \param textures an array in which will hold the generated texture names. * * \sa glGenTextures(). * * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture * IDs which are stored in \p textures. Corresponding empty texture * objects are also generated. */ void GLAPIENTRY _mesa_GenTextures( GLsizei n, GLuint *textures ) { GET_CURRENT_CONTEXT(ctx); GLuint first; GLint i; if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE)) _mesa_debug(ctx, "glGenTextures %d\n", n); if (n < 0) { _mesa_error( ctx, GL_INVALID_VALUE, "glGenTextures" ); return; } if (!textures) return; /* * This must be atomic (generation and allocation of texture IDs) */ mtx_lock(&ctx->Shared->Mutex); first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n); /* Allocate new, empty texture objects */ for (i = 0; i < n; i++) { struct gl_texture_object *texObj; GLuint name = first + i; GLenum target = 0; texObj = ctx->Driver.NewTextureObject(ctx, name, target); if (!texObj) { mtx_unlock(&ctx->Shared->Mutex); _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures"); return; } /* insert into hash table */ _mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj); textures[i] = name; } mtx_unlock(&ctx->Shared->Mutex); } /** * Check if the given texture object is bound to the current draw or * read framebuffer. If so, Unbind it. */ static void unbind_texobj_from_fbo(struct gl_context *ctx, struct gl_texture_object *texObj) { bool progress = false; /* Section 4.4.2 (Attaching Images to Framebuffer Objects), subsection * "Attaching Texture Images to a Framebuffer," of the OpenGL 3.1 spec * says: * * "If a texture object is deleted while its image is attached to one * or more attachment points in the currently bound framebuffer, then * it is as if FramebufferTexture* had been called, with a texture of * zero, for each attachment point to which this image was attached in * the currently bound framebuffer. In other words, this texture image * is first detached from all attachment points in the currently bound * framebuffer. Note that the texture image is specifically not * detached from any other framebuffer objects. Detaching the texture * image from any other framebuffer objects is the responsibility of * the application." */ if (_mesa_is_user_fbo(ctx->DrawBuffer)) { progress = _mesa_detach_renderbuffer(ctx, ctx->DrawBuffer, texObj); } if (_mesa_is_user_fbo(ctx->ReadBuffer) && ctx->ReadBuffer != ctx->DrawBuffer) { progress = _mesa_detach_renderbuffer(ctx, ctx->ReadBuffer, texObj) || progress; } if (progress) /* Vertices are already flushed by _mesa_DeleteTextures */ ctx->NewState |= _NEW_BUFFERS; } /** * Check if the given texture object is bound to any texture image units and * unbind it if so (revert to default textures). */ static void unbind_texobj_from_texunits(struct gl_context *ctx, struct gl_texture_object *texObj) { const gl_texture_index index = texObj->TargetIndex; GLuint u; if (texObj->Target == 0) return; for (u = 0; u < ctx->Texture.NumCurrentTexUsed; u++) { struct gl_texture_unit *unit = &ctx->Texture.Unit[u]; if (texObj == unit->CurrentTex[index]) { /* Bind the default texture for this unit/target */ _mesa_reference_texobj(&unit->CurrentTex[index], ctx->Shared->DefaultTex[index]); unit->_BoundTextures &= ~(1 << index); } } } /** * Check if the given texture object is bound to any shader image unit * and unbind it if that's the case. */ static void unbind_texobj_from_image_units(struct gl_context *ctx, struct gl_texture_object *texObj) { GLuint i; for (i = 0; i < ctx->Const.MaxImageUnits; i++) { struct gl_image_unit *unit = &ctx->ImageUnits[i]; if (texObj == unit->TexObj) _mesa_reference_texobj(&unit->TexObj, NULL); } } /** * Delete named textures. * * \param n number of textures to be deleted. * \param textures array of texture IDs to be deleted. * * \sa glDeleteTextures(). * * If we're about to delete a texture that's currently bound to any * texture unit, unbind the texture first. Decrement the reference * count on the texture object and delete it if it's zero. * Recall that texture objects can be shared among several rendering * contexts. */ void GLAPIENTRY _mesa_DeleteTextures( GLsizei n, const GLuint *textures) { GET_CURRENT_CONTEXT(ctx); GLint i; if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE)) _mesa_debug(ctx, "glDeleteTextures %d\n", n); FLUSH_VERTICES(ctx, 0); /* too complex */ if (!textures) return; for (i = 0; i < n; i++) { if (textures[i] > 0) { struct gl_texture_object *delObj = _mesa_lookup_texture(ctx, textures[i]); if (delObj) { _mesa_lock_texture(ctx, delObj); /* Check if texture is bound to any framebuffer objects. * If so, unbind. * See section 4.4.2.3 of GL_EXT_framebuffer_object. */ unbind_texobj_from_fbo(ctx, delObj); /* Check if this texture is currently bound to any texture units. * If so, unbind it. */ unbind_texobj_from_texunits(ctx, delObj); /* Check if this texture is currently bound to any shader * image unit. If so, unbind it. * See section 3.9.X of GL_ARB_shader_image_load_store. */ unbind_texobj_from_image_units(ctx, delObj); _mesa_unlock_texture(ctx, delObj); ctx->NewState |= _NEW_TEXTURE; /* The texture _name_ is now free for re-use. * Remove it from the hash table now. */ mtx_lock(&ctx->Shared->Mutex); _mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name); mtx_unlock(&ctx->Shared->Mutex); /* Unreference the texobj. If refcount hits zero, the texture * will be deleted. */ _mesa_reference_texobj(&delObj, NULL); } } } } /** * Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D * into the corresponding Mesa texture target index. * Note that proxy targets are not valid here. * \return TEXTURE_x_INDEX or -1 if target is invalid */ int _mesa_tex_target_to_index(const struct gl_context *ctx, GLenum target) { switch (target) { case GL_TEXTURE_1D: return _mesa_is_desktop_gl(ctx) ? TEXTURE_1D_INDEX : -1; case GL_TEXTURE_2D: return TEXTURE_2D_INDEX; case GL_TEXTURE_3D: return ctx->API != API_OPENGLES ? TEXTURE_3D_INDEX : -1; case GL_TEXTURE_CUBE_MAP: return ctx->Extensions.ARB_texture_cube_map ? TEXTURE_CUBE_INDEX : -1; case GL_TEXTURE_RECTANGLE: return _mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle ? TEXTURE_RECT_INDEX : -1; case GL_TEXTURE_1D_ARRAY: return _mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_texture_array ? TEXTURE_1D_ARRAY_INDEX : -1; case GL_TEXTURE_2D_ARRAY: return (_mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_texture_array) || _mesa_is_gles3(ctx) ? TEXTURE_2D_ARRAY_INDEX : -1; case GL_TEXTURE_BUFFER: return ctx->API == API_OPENGL_CORE && ctx->Extensions.ARB_texture_buffer_object ? TEXTURE_BUFFER_INDEX : -1; case GL_TEXTURE_EXTERNAL_OES: return _mesa_is_gles(ctx) && ctx->Extensions.OES_EGL_image_external ? TEXTURE_EXTERNAL_INDEX : -1; case GL_TEXTURE_CUBE_MAP_ARRAY: return _mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_cube_map_array ? TEXTURE_CUBE_ARRAY_INDEX : -1; case GL_TEXTURE_2D_MULTISAMPLE: return _mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_multisample ? TEXTURE_2D_MULTISAMPLE_INDEX: -1; case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: return _mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_multisample ? TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX: -1; default: return -1; } } /** * Bind a named texture to a texturing target. * * \param target texture target. * \param texName texture name. * * \sa glBindTexture(). * * Determines the old texture object bound and returns immediately if rebinding * the same texture. Get the current texture which is either a default texture * if name is null, a named texture from the hash, or a new texture if the * given texture name is new. Increments its reference count, binds it, and * calls dd_function_table::BindTexture. Decrements the old texture reference * count and deletes it if it reaches zero. */ void GLAPIENTRY _mesa_BindTexture( GLenum target, GLuint texName ) { GET_CURRENT_CONTEXT(ctx); struct gl_texture_unit *texUnit = _mesa_get_current_tex_unit(ctx); struct gl_texture_object *newTexObj = NULL; GLint targetIndex; if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE)) _mesa_debug(ctx, "glBindTexture %s %d\n", _mesa_lookup_enum_by_nr(target), (GLint) texName); targetIndex = _mesa_tex_target_to_index(ctx, target); if (targetIndex < 0) { _mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)"); return; } assert(targetIndex < NUM_TEXTURE_TARGETS); /* * Get pointer to new texture object (newTexObj) */ if (texName == 0) { /* Use a default texture object */ newTexObj = ctx->Shared->DefaultTex[targetIndex]; } else { /* non-default texture object */ newTexObj = _mesa_lookup_texture(ctx, texName); if (newTexObj) { /* error checking */ if (newTexObj->Target != 0 && newTexObj->Target != target) { /* the named texture object's target doesn't match the given target */ _mesa_error( ctx, GL_INVALID_OPERATION, "glBindTexture(target mismatch)" ); return; } if (newTexObj->Target == 0) { finish_texture_init(ctx, target, newTexObj); } } else { if (ctx->API == API_OPENGL_CORE) { _mesa_error(ctx, GL_INVALID_OPERATION, "glBindTexture(non-gen name)"); return; } /* if this is a new texture id, allocate a texture object now */ newTexObj = ctx->Driver.NewTextureObject(ctx, texName, target); if (!newTexObj) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture"); return; } /* and insert it into hash table */ mtx_lock(&ctx->Shared->Mutex); _mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj); mtx_unlock(&ctx->Shared->Mutex); } newTexObj->Target = target; newTexObj->TargetIndex = targetIndex; } assert(valid_texture_object(newTexObj)); /* Check if this texture is only used by this context and is already bound. * If so, just return. */ { GLboolean early_out; mtx_lock(&ctx->Shared->Mutex); early_out = ((ctx->Shared->RefCount == 1) && (newTexObj == texUnit->CurrentTex[targetIndex])); mtx_unlock(&ctx->Shared->Mutex); if (early_out) { return; } } /* flush before changing binding */ FLUSH_VERTICES(ctx, _NEW_TEXTURE); /* Do the actual binding. The refcount on the previously bound * texture object will be decremented. It'll be deleted if the * count hits zero. */ _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], newTexObj); ctx->Texture.NumCurrentTexUsed = MAX2(ctx->Texture.NumCurrentTexUsed, ctx->Texture.CurrentUnit + 1); ASSERT(texUnit->CurrentTex[targetIndex]); if (texName != 0) texUnit->_BoundTextures |= (1 << targetIndex); else texUnit->_BoundTextures &= ~(1 << targetIndex); /* Pass BindTexture call to device driver */ if (ctx->Driver.BindTexture) ctx->Driver.BindTexture(ctx, ctx->Texture.CurrentUnit, target, newTexObj); } void GLAPIENTRY _mesa_BindTextures(GLuint first, GLsizei count, const GLuint *textures) { } /** * Set texture priorities. * * \param n number of textures. * \param texName texture names. * \param priorities corresponding texture priorities. * * \sa glPrioritizeTextures(). * * Looks up each texture in the hash, clamps the corresponding priority between * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture. */ void GLAPIENTRY _mesa_PrioritizeTextures( GLsizei n, const GLuint *texName, const GLclampf *priorities ) { GET_CURRENT_CONTEXT(ctx); GLint i; if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE)) _mesa_debug(ctx, "glPrioritizeTextures %d\n", n); FLUSH_VERTICES(ctx, 0); if (n < 0) { _mesa_error( ctx, GL_INVALID_VALUE, "glPrioritizeTextures" ); return; } if (!priorities) return; for (i = 0; i < n; i++) { if (texName[i] > 0) { struct gl_texture_object *t = _mesa_lookup_texture(ctx, texName[i]); if (t) { t->Priority = CLAMP( priorities[i], 0.0F, 1.0F ); } } } ctx->NewState |= _NEW_TEXTURE; } /** * See if textures are loaded in texture memory. * * \param n number of textures to query. * \param texName array with the texture names. * \param residences array which will hold the residence status. * * \return GL_TRUE if all textures are resident and \p residences is left unchanged, * * Note: we assume all textures are always resident */ GLboolean GLAPIENTRY _mesa_AreTexturesResident(GLsizei n, const GLuint *texName, GLboolean *residences) { GET_CURRENT_CONTEXT(ctx); GLboolean allResident = GL_TRUE; GLint i; ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE); if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE)) _mesa_debug(ctx, "glAreTexturesResident %d\n", n); if (n < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)"); return GL_FALSE; } if (!texName || !residences) return GL_FALSE; /* We only do error checking on the texture names */ for (i = 0; i < n; i++) { struct gl_texture_object *t; if (texName[i] == 0) { _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident"); return GL_FALSE; } t = _mesa_lookup_texture(ctx, texName[i]); if (!t) { _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident"); return GL_FALSE; } } return allResident; } /** * See if a name corresponds to a texture. * * \param texture texture name. * * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE * otherwise. * * \sa glIsTexture(). * * Calls _mesa_HashLookup(). */ GLboolean GLAPIENTRY _mesa_IsTexture( GLuint texture ) { struct gl_texture_object *t; GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE); if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE)) _mesa_debug(ctx, "glIsTexture %d\n", texture); if (!texture) return GL_FALSE; t = _mesa_lookup_texture(ctx, texture); /* IsTexture is true only after object has been bound once. */ return t && t->Target; } /** * Simplest implementation of texture locking: grab the shared tex * mutex. Examine the shared context state timestamp and if there has * been a change, set the appropriate bits in ctx->NewState. * * This is used to deal with synchronizing things when a texture object * is used/modified by different contexts (or threads) which are sharing * the texture. * * See also _mesa_lock/unlock_texture() in teximage.h */ void _mesa_lock_context_textures( struct gl_context *ctx ) { mtx_lock(&ctx->Shared->TexMutex); if (ctx->Shared->TextureStateStamp != ctx->TextureStateTimestamp) { ctx->NewState |= _NEW_TEXTURE; ctx->TextureStateTimestamp = ctx->Shared->TextureStateStamp; } } void _mesa_unlock_context_textures( struct gl_context *ctx ) { assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp); mtx_unlock(&ctx->Shared->TexMutex); } void GLAPIENTRY _mesa_InvalidateTexSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth) { struct gl_texture_object *t; struct gl_texture_image *image; GET_CURRENT_CONTEXT(ctx); if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE)) _mesa_debug(ctx, "glInvalidateTexSubImage %d\n", texture); t = invalidate_tex_image_error_check(ctx, texture, level, "glInvalidateTexSubImage"); /* The GL_ARB_invalidate_subdata spec says: * * "...the specified subregion must be between - and + where * is the size of the dimension of the texture image, and is * the size of the border of that texture image, otherwise * INVALID_VALUE is generated (border is not applied to dimensions that * don't exist in a given texture target)." */ image = t->Image[0][level]; if (image) { int xBorder; int yBorder; int zBorder; int imageWidth; int imageHeight; int imageDepth; /* The GL_ARB_invalidate_subdata spec says: * * "For texture targets that don't have certain dimensions, this * command treats those dimensions as having a size of 1. For * example, to invalidate a portion of a two-dimensional texture, * the application would use equal to zero and * equal to one." */ switch (t->Target) { case GL_TEXTURE_BUFFER: xBorder = 0; yBorder = 0; zBorder = 0; imageWidth = 1; imageHeight = 1; imageDepth = 1; break; case GL_TEXTURE_1D: xBorder = image->Border; yBorder = 0; zBorder = 0; imageWidth = image->Width; imageHeight = 1; imageDepth = 1; break; case GL_TEXTURE_1D_ARRAY: xBorder = image->Border; yBorder = 0; zBorder = 0; imageWidth = image->Width; imageHeight = image->Height; imageDepth = 1; break; case GL_TEXTURE_2D: case GL_TEXTURE_CUBE_MAP: case GL_TEXTURE_RECTANGLE: case GL_TEXTURE_2D_MULTISAMPLE: xBorder = image->Border; yBorder = image->Border; zBorder = 0; imageWidth = image->Width; imageHeight = image->Height; imageDepth = 1; break; case GL_TEXTURE_2D_ARRAY: case GL_TEXTURE_CUBE_MAP_ARRAY: case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: xBorder = image->Border; yBorder = image->Border; zBorder = 0; imageWidth = image->Width; imageHeight = image->Height; imageDepth = image->Depth; break; case GL_TEXTURE_3D: xBorder = image->Border; yBorder = image->Border; zBorder = image->Border; imageWidth = image->Width; imageHeight = image->Height; imageDepth = image->Depth; break; default: assert(!"Should not get here."); xBorder = 0; yBorder = 0; zBorder = 0; imageWidth = 0; imageHeight = 0; imageDepth = 0; break; } if (xoffset < -xBorder) { _mesa_error(ctx, GL_INVALID_VALUE, "glInvalidateSubTexImage(xoffset)"); return; } if (xoffset + width > imageWidth + xBorder) { _mesa_error(ctx, GL_INVALID_VALUE, "glInvalidateSubTexImage(xoffset+width)"); return; } if (yoffset < -yBorder) { _mesa_error(ctx, GL_INVALID_VALUE, "glInvalidateSubTexImage(yoffset)"); return; } if (yoffset + height > imageHeight + yBorder) { _mesa_error(ctx, GL_INVALID_VALUE, "glInvalidateSubTexImage(yoffset+height)"); return; } if (zoffset < -zBorder) { _mesa_error(ctx, GL_INVALID_VALUE, "glInvalidateSubTexImage(zoffset)"); return; } if (zoffset + depth > imageDepth + zBorder) { _mesa_error(ctx, GL_INVALID_VALUE, "glInvalidateSubTexImage(zoffset+depth)"); return; } } /* We don't actually do anything for this yet. Just return after * validating the parameters and generating the required errors. */ return; } void GLAPIENTRY _mesa_InvalidateTexImage(GLuint texture, GLint level) { GET_CURRENT_CONTEXT(ctx); if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE)) _mesa_debug(ctx, "glInvalidateTexImage(%d, %d)\n", texture, level); invalidate_tex_image_error_check(ctx, texture, level, "glInvalidateTexImage"); /* We don't actually do anything for this yet. Just return after * validating the parameters and generating the required errors. */ return; } /*@}*/