📄 texobj.c
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t->Complete = GL_FALSE;
incomplete(t, "minLevel > maxLevel");
return;
}
/* Test dimension-independent attributes */
for (i = minLevel; i <= maxLevel; i++) {
if (t->Image[0][i]) {
if (t->Image[0][i]->TexFormat != t->Image[0][baseLevel]->TexFormat) {
t->Complete = GL_FALSE;
incomplete(t, "Format[i] != Format[baseLevel]");
return;
}
if (t->Image[0][i]->Border != t->Image[0][baseLevel]->Border) {
t->Complete = GL_FALSE;
incomplete(t, "Border[i] != Border[baseLevel]");
return;
}
}
}
/* Test things which depend on number of texture image dimensions */
if (t->Target == GL_TEXTURE_1D) {
/* Test 1-D mipmaps */
GLuint width = t->Image[0][baseLevel]->Width2;
for (i = baseLevel + 1; i < maxLevels; i++) {
if (width > 1) {
width /= 2;
}
if (i >= minLevel && i <= maxLevel) {
if (!t->Image[0][i]) {
t->Complete = GL_FALSE;
incomplete(t, "1D Image[0][i] == NULL");
return;
}
if (t->Image[0][i]->Width2 != width ) {
t->Complete = GL_FALSE;
incomplete(t, "1D Image[0][i] bad width");
return;
}
}
if (width == 1) {
return; /* found smallest needed mipmap, all done! */
}
}
}
else if (t->Target == GL_TEXTURE_2D) {
/* Test 2-D mipmaps */
GLuint width = t->Image[0][baseLevel]->Width2;
GLuint height = t->Image[0][baseLevel]->Height2;
for (i = baseLevel + 1; i < maxLevels; i++) {
if (width > 1) {
width /= 2;
}
if (height > 1) {
height /= 2;
}
if (i >= minLevel && i <= maxLevel) {
if (!t->Image[0][i]) {
t->Complete = GL_FALSE;
incomplete(t, "2D Image[0][i] == NULL");
return;
}
if (t->Image[0][i]->Width2 != width) {
t->Complete = GL_FALSE;
incomplete(t, "2D Image[0][i] bad width");
return;
}
if (t->Image[0][i]->Height2 != height) {
t->Complete = GL_FALSE;
incomplete(t, "2D Image[0][i] bad height");
return;
}
if (width==1 && height==1) {
return; /* found smallest needed mipmap, all done! */
}
}
}
}
else if (t->Target == GL_TEXTURE_3D) {
/* Test 3-D mipmaps */
GLuint width = t->Image[0][baseLevel]->Width2;
GLuint height = t->Image[0][baseLevel]->Height2;
GLuint depth = t->Image[0][baseLevel]->Depth2;
for (i = baseLevel + 1; i < maxLevels; i++) {
if (width > 1) {
width /= 2;
}
if (height > 1) {
height /= 2;
}
if (depth > 1) {
depth /= 2;
}
if (i >= minLevel && i <= maxLevel) {
if (!t->Image[0][i]) {
incomplete(t, "3D Image[0][i] == NULL");
t->Complete = GL_FALSE;
return;
}
if (t->Image[0][i]->Format == GL_DEPTH_COMPONENT) {
t->Complete = GL_FALSE;
incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
return;
}
if (t->Image[0][i]->Width2 != width) {
t->Complete = GL_FALSE;
incomplete(t, "3D Image[0][i] bad width");
return;
}
if (t->Image[0][i]->Height2 != height) {
t->Complete = GL_FALSE;
incomplete(t, "3D Image[0][i] bad height");
return;
}
if (t->Image[0][i]->Depth2 != depth) {
t->Complete = GL_FALSE;
incomplete(t, "3D Image[0][i] bad depth");
return;
}
}
if (width == 1 && height == 1 && depth == 1) {
return; /* found smallest needed mipmap, all done! */
}
}
}
else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
/* make sure 6 cube faces are consistant */
GLuint width = t->Image[0][baseLevel]->Width2;
GLuint height = t->Image[0][baseLevel]->Height2;
for (i = baseLevel + 1; i < maxLevels; i++) {
if (width > 1) {
width /= 2;
}
if (height > 1) {
height /= 2;
}
if (i >= minLevel && i <= maxLevel) {
GLuint face;
for (face = 0; face < 6; face++) {
/* check that we have images defined */
if (!t->Image[face][i]) {
t->Complete = GL_FALSE;
incomplete(t, "CubeMap Image[n][i] == NULL");
return;
}
/* Don't support GL_DEPTH_COMPONENT for cube maps */
if (t->Image[face][i]->Format == GL_DEPTH_COMPONENT) {
t->Complete = GL_FALSE;
incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
return;
}
/* check that all six images have same size */
if (t->Image[face][i]->Width2!=width ||
t->Image[face][i]->Height2!=height) {
t->Complete = GL_FALSE;
incomplete(t, "CubeMap Image[n][i] bad size");
return;
}
}
}
if (width == 1 && height == 1) {
return; /* found smallest needed mipmap, all done! */
}
}
}
else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
/* XXX special checking? */
}
else {
/* Target = ??? */
_mesa_problem(ctx, "Bug in gl_test_texture_object_completeness\n");
}
}
}
/*@}*/
/***********************************************************************/
/** \name API functions */
/*@{*/
/**
* Texture name generation lock.
*
* Used by _mesa_GenTextures() to guarantee that the generation and allocation
* of texture IDs is atomic.
*/
_glthread_DECLARE_STATIC_MUTEX(GenTexturesLock);
/**
* 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().
*
* While holding the GenTexturesLock lock, 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;
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (n < 0) {
_mesa_error( ctx, GL_INVALID_VALUE, "glGenTextures" );
return;
}
if (!textures)
return;
/*
* This must be atomic (generation and allocation of texture IDs)
*/
_glthread_LOCK_MUTEX(GenTexturesLock);
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) {
_glthread_UNLOCK_MUTEX(GenTexturesLock);
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
return;
}
/* insert into hash table */
_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
_mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
textures[i] = name;
}
_glthread_UNLOCK_MUTEX(GenTexturesLock);
}
/**
* 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;
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* too complex */
if (!textures)
return;
for (i = 0; i < n; i++) {
if (textures[i] > 0) {
struct gl_texture_object *delObj = (struct gl_texture_object *)
_mesa_HashLookup(ctx->Shared->TexObjects, textures[i]);
if (delObj) {
/* First check if this texture is currently bound.
* If so, unbind it and decrement the reference count.
* XXX all RefCount accesses should be protected by a mutex.
*/
GLuint u;
for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++) {
struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
if (delObj == unit->Current1D) {
unit->Current1D = ctx->Shared->Default1D;
ctx->Shared->Default1D->RefCount++;
delObj->RefCount--;
if (delObj == unit->_Current)
unit->_Current = unit->Current1D;
}
else if (delObj == unit->Current2D) {
unit->Current2D = ctx->Shared->Default2D;
ctx->Shared->Default2D->RefCount++;
delObj->RefCount--;
if (delObj == unit->_Current)
unit->_Current = unit->Current2D;
}
else if (delObj == unit->Current3D) {
unit->Current3D = ctx->Shared->Default3D;
ctx->Shared->Default3D->RefCount++;
delObj->RefCount--;
if (delObj == unit->_Current)
unit->_Current = unit->Current3D;
}
else if (delObj == unit->CurrentCubeMap) {
unit->CurrentCubeMap = ctx->Shared->DefaultCubeMap;
ctx->Shared->DefaultCubeMap->RefCount++;
delObj->RefCount--;
if (delObj == unit->_Current)
unit->_Current = unit->CurrentCubeMap;
}
else if (delObj == unit->CurrentRect) {
unit->CurrentRect = ctx->Shared->DefaultRect;
ctx->Shared->DefaultRect->RefCount++;
delObj->RefCount--;
if (delObj == unit->_Current)
unit->_Current = unit->CurrentRect;
}
}
ctx->NewState |= _NEW_TEXTURE;
/* The texture _name_ is now free for re-use.
* Remove it from the hash table now.
*/
_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
_mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name);
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
/* The actual texture object will not be freed until it's no
* longer bound in any context.
* XXX all RefCount accesses should be protected by a mutex.
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