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/**
* \file texobj.h
* Texture object management.
*/
/*
* Mesa 3-D graphics library
*
* Copyright (C) 1999-2006 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.
*/
#ifndef TEXTOBJ_H
#define TEXTOBJ_H
#include "compiler.h"
#include "glheader.h"
#include "mtypes.h"
#include "samplerobj.h"
#ifdef __cplusplus
extern "C" {
#endif
/**
* \name Internal functions
*/
/*@{*/
extern struct gl_texture_object *
_mesa_lookup_texture(struct gl_context *ctx, GLuint id);
extern struct gl_texture_object *
_mesa_lookup_texture_err(struct gl_context *ctx, GLuint id, const char* func);
extern void
_mesa_begin_texture_lookups(struct gl_context *ctx);
extern void
_mesa_end_texture_lookups(struct gl_context *ctx);
extern struct gl_texture_object *
_mesa_lookup_texture_locked(struct gl_context *ctx, GLuint id);
extern struct gl_texture_object *
_mesa_get_current_tex_object(struct gl_context *ctx, GLenum target);
extern struct gl_texture_object *
_mesa_new_texture_object( struct gl_context *ctx, GLuint name, GLenum target );
extern void
_mesa_initialize_texture_object( struct gl_context *ctx,
struct gl_texture_object *obj,
GLuint name, GLenum target );
extern int
_mesa_tex_target_to_index(const struct gl_context *ctx, GLenum target);
extern void
_mesa_delete_texture_object( struct gl_context *ctx,
struct gl_texture_object *obj );
extern void
_mesa_copy_texture_object( struct gl_texture_object *dest,
const struct gl_texture_object *src );
extern void
_mesa_clear_texture_object(struct gl_context *ctx,
struct gl_texture_object *obj);
extern void
_mesa_reference_texobj_(struct gl_texture_object **ptr,
struct gl_texture_object *tex);
static inline void
_mesa_reference_texobj(struct gl_texture_object **ptr,
struct gl_texture_object *tex)
{
if (*ptr != tex)
_mesa_reference_texobj_(ptr, tex);
}
/**
* Lock a texture for updating. See also _mesa_lock_context_textures().
*/
static inline void
_mesa_lock_texture(struct gl_context *ctx, struct gl_texture_object *texObj)
{
mtx_lock(&ctx->Shared->TexMutex);
ctx->Shared->TextureStateStamp++;
(void) texObj;
}
static inline void
_mesa_unlock_texture(struct gl_context *ctx, struct gl_texture_object *texObj)
{
(void) texObj;
mtx_unlock(&ctx->Shared->TexMutex);
}
/**
* Return number of faces for a texture target. This will be 6 for
* cube maps (and cube map arrays) and 1 otherwise.
* NOTE: this function is not used for cube map arrays which operate
* more like 2D arrays than cube maps.
*/
static inline GLuint
_mesa_num_tex_faces(GLenum target)
{
switch (target) {
case GL_TEXTURE_CUBE_MAP:
case GL_PROXY_TEXTURE_CUBE_MAP:
return 6;
default:
return 1;
}
}
/** Is the texture "complete" with respect to the given sampler state? */
static inline GLboolean
_mesa_is_texture_complete(const struct gl_texture_object *texObj,
const struct gl_sampler_object *sampler)
{
if (texObj->_IsIntegerFormat &&
(sampler->MagFilter != GL_NEAREST ||
(sampler->MinFilter != GL_NEAREST &&
sampler->MinFilter != GL_NEAREST_MIPMAP_NEAREST))) {
/* If the format is integer, only nearest filtering is allowed */
return GL_FALSE;
}
/* From the ARB_stencil_texturing specification:
* "Add a new bullet point for the conditions that cause the texture
* to not be complete:
*
* * The internal format of the texture is DEPTH_STENCIL, the
* DEPTH_STENCIL_TEXTURE_MODE for the texture is STENCIL_INDEX and either
* the magnification filter or the minification filter is not NEAREST."
*/
if (texObj->StencilSampling &&
texObj->Image[0][texObj->BaseLevel]->_BaseFormat == GL_DEPTH_STENCIL &&
(sampler->MagFilter != GL_NEAREST || sampler->MinFilter != GL_NEAREST)) {
return GL_FALSE;
}
if (_mesa_is_mipmap_filter(sampler))
return texObj->_MipmapComplete;
else
return texObj->_BaseComplete;
}
extern void
_mesa_test_texobj_completeness( const struct gl_context *ctx,
struct gl_texture_object *obj );
extern GLboolean
_mesa_cube_complete(const struct gl_texture_object *texObj);
extern void
_mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj);
extern struct gl_texture_object *
_mesa_get_fallback_texture(struct gl_context *ctx, gl_texture_index tex);
extern GLuint
_mesa_total_texture_memory(struct gl_context *ctx);
extern GLenum
_mesa_texture_base_format(const struct gl_texture_object *texObj);
extern void
_mesa_unlock_context_textures( struct gl_context *ctx );
extern void
_mesa_lock_context_textures( struct gl_context *ctx );
/*@}*/
/**
* \name API functions
*/
/*@{*/
extern void GLAPIENTRY
_mesa_GenTextures( GLsizei n, GLuint *textures );
extern void GLAPIENTRY
_mesa_DeleteTextures( GLsizei n, const GLuint *textures );
extern void GLAPIENTRY
_mesa_BindTexture( GLenum target, GLuint texture );
extern void GLAPIENTRY
_mesa_BindTextures( GLuint first, GLsizei count, const GLuint *textures );
extern void GLAPIENTRY
_mesa_PrioritizeTextures( GLsizei n, const GLuint *textures,
const GLclampf *priorities );
extern GLboolean GLAPIENTRY
_mesa_AreTexturesResident( GLsizei n, const GLuint *textures,
GLboolean *residences );
extern GLboolean GLAPIENTRY
_mesa_IsTexture( GLuint texture );
extern void GLAPIENTRY
_mesa_InvalidateTexSubImage(GLuint texture, GLint level, GLint xoffset,
GLint yoffset, GLint zoffset, GLsizei width,
GLsizei height, GLsizei depth);
extern void GLAPIENTRY
_mesa_InvalidateTexImage(GLuint texture, GLint level);
/*@}*/
#ifdef __cplusplus
}
#endif
#endif
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