1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
|
/**
* \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);
}
/** 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 void
_mesa_delete_nameless_texture(struct gl_context *ctx,
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
|