📄 texobj.c
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*/
delObj->RefCount--;
if (delObj->RefCount == 0) {
ASSERT(delObj->Name != 0); /* Never delete default tex objs */
ASSERT(ctx->Driver.DeleteTexture);
(*ctx->Driver.DeleteTexture)(ctx, delObj);
}
}
}
}
}
/**
* 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);
GLuint unit = ctx->Texture.CurrentUnit;
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
struct gl_texture_object *oldTexObj;
struct gl_texture_object *newTexObj = NULL;
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
_mesa_debug(ctx, "glBindTexture %s %d\n",
_mesa_lookup_enum_by_nr(target), (GLint) texName);
/*
* Get pointer to currently bound texture object (oldTexObj)
*/
switch (target) {
case GL_TEXTURE_1D:
oldTexObj = texUnit->Current1D;
break;
case GL_TEXTURE_2D:
oldTexObj = texUnit->Current2D;
break;
case GL_TEXTURE_3D:
oldTexObj = texUnit->Current3D;
break;
case GL_TEXTURE_CUBE_MAP_ARB:
if (!ctx->Extensions.ARB_texture_cube_map) {
_mesa_error( ctx, GL_INVALID_ENUM, "glBindTexture(target)" );
return;
}
oldTexObj = texUnit->CurrentCubeMap;
break;
case GL_TEXTURE_RECTANGLE_NV:
if (!ctx->Extensions.NV_texture_rectangle) {
_mesa_error( ctx, GL_INVALID_ENUM, "glBindTexture(target)" );
return;
}
oldTexObj = texUnit->CurrentRect;
break;
default:
_mesa_error( ctx, GL_INVALID_ENUM, "glBindTexture(target)" );
return;
}
if (oldTexObj->Name == texName)
/* XXX this might be wrong. If the texobj is in use by another
* context and a texobj parameter was changed, this might be our
* only chance to update this context's hardware state.
*/
return; /* rebinding the same texture- no change */
/*
* Get pointer to new texture object (newTexObj)
*/
if (texName == 0) {
/* newTexObj = a default texture object */
switch (target) {
case GL_TEXTURE_1D:
newTexObj = ctx->Shared->Default1D;
break;
case GL_TEXTURE_2D:
newTexObj = ctx->Shared->Default2D;
break;
case GL_TEXTURE_3D:
newTexObj = ctx->Shared->Default3D;
break;
case GL_TEXTURE_CUBE_MAP_ARB:
newTexObj = ctx->Shared->DefaultCubeMap;
break;
case GL_TEXTURE_RECTANGLE_NV:
newTexObj = ctx->Shared->DefaultRect;
break;
default:
; /* Bad targets are caught above */
}
}
else {
/* non-default texture object */
const struct _mesa_HashTable *hash = ctx->Shared->TexObjects;
newTexObj = (struct gl_texture_object *) _mesa_HashLookup(hash, texName);
if (newTexObj) {
/* error checking */
if (newTexObj->Target != 0 && newTexObj->Target != target) {
/* the named texture object's dimensions don't match the target */
_mesa_error( ctx, GL_INVALID_OPERATION,
"glBindTexture(wrong dimensionality)" );
return;
}
if (newTexObj->Target == 0 && target == GL_TEXTURE_RECTANGLE_NV) {
/* have to init wrap and filter state here - kind of klunky */
newTexObj->WrapS = GL_CLAMP_TO_EDGE;
newTexObj->WrapT = GL_CLAMP_TO_EDGE;
newTexObj->WrapR = GL_CLAMP_TO_EDGE;
newTexObj->MinFilter = GL_LINEAR;
if (ctx->Driver.TexParameter) {
static const GLfloat fparam_wrap[1] = {(GLfloat) GL_CLAMP_TO_EDGE};
static const GLfloat fparam_filter[1] = {(GLfloat) GL_LINEAR};
(*ctx->Driver.TexParameter)( ctx, target, newTexObj, GL_TEXTURE_WRAP_S, fparam_wrap );
(*ctx->Driver.TexParameter)( ctx, target, newTexObj, GL_TEXTURE_WRAP_T, fparam_wrap );
(*ctx->Driver.TexParameter)( ctx, target, newTexObj, GL_TEXTURE_WRAP_R, fparam_wrap );
(*ctx->Driver.TexParameter)( ctx, target, newTexObj, GL_TEXTURE_MIN_FILTER, fparam_filter );
}
}
}
else {
/* 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 */
_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
_mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj);
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
}
newTexObj->Target = target;
}
/* XXX all RefCount accesses should be protected by a mutex. */
newTexObj->RefCount++;
/* do the actual binding, but first flush outstanding vertices:
*/
FLUSH_VERTICES(ctx, _NEW_TEXTURE);
switch (target) {
case GL_TEXTURE_1D:
texUnit->Current1D = newTexObj;
break;
case GL_TEXTURE_2D:
texUnit->Current2D = newTexObj;
break;
case GL_TEXTURE_3D:
texUnit->Current3D = newTexObj;
break;
case GL_TEXTURE_CUBE_MAP_ARB:
texUnit->CurrentCubeMap = newTexObj;
break;
case GL_TEXTURE_RECTANGLE_NV:
texUnit->CurrentRect = newTexObj;
break;
default:
_mesa_problem(ctx, "bad target in BindTexture");
return;
}
/* Pass BindTexture call to device driver */
if (ctx->Driver.BindTexture)
(*ctx->Driver.BindTexture)( ctx, target, newTexObj );
/* Decrement the reference count on the old texture and check if it's
* time to delete it.
*/
/* XXX all RefCount accesses should be protected by a mutex. */
oldTexObj->RefCount--;
ASSERT(oldTexObj->RefCount >= 0);
if (oldTexObj->RefCount == 0) {
ASSERT(oldTexObj->Name != 0);
ASSERT(ctx->Driver.DeleteTexture);
(*ctx->Driver.DeleteTexture)( ctx, oldTexObj );
}
}
/**
* 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;
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
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 = (struct gl_texture_object *)
_mesa_HashLookup(ctx->Shared->TexObjects, texName[i]);
if (t) {
t->Priority = CLAMP( priorities[i], 0.0F, 1.0F );
if (ctx->Driver.PrioritizeTexture)
ctx->Driver.PrioritizeTexture( ctx, t, t->Priority );
}
}
}
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,
*
* \sa glAreTexturesResident().
*
* Looks up each texture in the hash and calls
* dd_function_table::IsTextureResident.
*/
GLboolean GLAPIENTRY
_mesa_AreTexturesResident(GLsizei n, const GLuint *texName,
GLboolean *residences)
{
GET_CURRENT_CONTEXT(ctx);
GLboolean allResident = GL_TRUE;
GLint i, j;
ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
if (n < 0) {
_mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)");
return GL_FALSE;
}
if (!texName || !residences)
return GL_FALSE;
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 = (struct gl_texture_object *)
_mesa_HashLookup(ctx->Shared->TexObjects, texName[i]);
if (!t) {
_mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
return GL_FALSE;
}
if (!ctx->Driver.IsTextureResident ||
ctx->Driver.IsTextureResident(ctx, t)) {
/* The texture is resident */
if (!allResident)
residences[i] = GL_TRUE;
}
else {
/* The texture is not resident */
if (allResident) {
allResident = GL_FALSE;
for (j = 0; j < i; j++)
residences[j] = GL_TRUE;
}
residences[i] = 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 (!texture)
return GL_FALSE;
t = (struct gl_texture_object *)
_mesa_HashLookup(ctx->Shared->TexObjects, texture);
/* IsTexture is true only after object has been bound once. */
return t && t->Target;
}
/*@}*/
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