/** * \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_level_complete(const struct gl_texture_object *texObj, const GLint level); 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 ); extern struct gl_texture_object * _mesa_create_nameless_texture(struct gl_context *ctx, GLenum target); extern void _mesa_delete_nameless_texture(struct gl_context *ctx, struct gl_texture_object *texObj); extern void _mesa_bind_texture_unit(struct gl_context *ctx, GLuint unit, struct gl_texture_object *texObj); /*@}*/ /** * \name API functions */ /*@{*/ extern void GLAPIENTRY _mesa_GenTextures(GLsizei n, GLuint *textures); extern void GLAPIENTRY _mesa_CreateTextures(GLenum target, 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_BindTextureUnit(GLuint unit, 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