static void
delete_samplers(struct gl_context *ctx, GLsizei count, const GLuint *samplers)
{
   FLUSH_VERTICES(ctx, 0);

   _mesa_HashLockMutex(ctx->Shared->SamplerObjects);

   for (GLsizei i = 0; i < count; i++) {
      if (samplers[i]) {
         GLuint j;
         struct gl_sampler_object *sampObj =
            lookup_samplerobj_locked(ctx, samplers[i]);
   
         if (sampObj) {
            /* If the sampler is currently bound, unbind it. */
            for (j = 0; j < ctx->Const.MaxCombinedTextureImageUnits; j++) {
               if (ctx->Texture.Unit[j].Sampler == sampObj) {
                  FLUSH_VERTICES(ctx, _NEW_TEXTURE_OBJECT);
                  _mesa_reference_sampler_object(ctx, &ctx->Texture.Unit[j].Sampler, NULL);
               }
            }

            /* The ID is immediately freed for re-use */
            _mesa_HashRemoveLocked(ctx->Shared->SamplerObjects, samplers[i]);
            /* But the object exists until its reference count goes to zero */
            _mesa_reference_sampler_object(ctx, &sampObj, NULL);
         }
      }
   }

   _mesa_HashUnlockMutex(ctx->Shared->SamplerObjects);
}
예제 #2
0
파일: texstate.c 프로젝트: karolherbst/mesa
/**
 * Free dynamically-allocted texture data attached to the given context.
 */
void
_mesa_free_texture_data(struct gl_context *ctx)
{
    GLuint u, tgt;

    /* unreference current textures */
    for (u = 0; u < ARRAY_SIZE(ctx->Texture.Unit); u++) {
        /* The _Current texture could account for another reference */
        _mesa_reference_texobj(&ctx->Texture.Unit[u]._Current, NULL);

        for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
            _mesa_reference_texobj(&ctx->Texture.Unit[u].CurrentTex[tgt], NULL);
        }
    }

    /* Free proxy texture objects */
    for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++)
        ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);

    /* GL_ARB_texture_buffer_object */
    _mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject, NULL);

    for (u = 0; u < ARRAY_SIZE(ctx->Texture.Unit); u++) {
        _mesa_reference_sampler_object(ctx, &ctx->Texture.Unit[u].Sampler, NULL);
    }
}
예제 #3
0
파일: samplerobj.c 프로젝트: dumbbell/mesa
void GLAPIENTRY
_mesa_BindSampler(GLuint unit, GLuint sampler)
{
   struct gl_sampler_object *sampObj;
   GET_CURRENT_CONTEXT(ctx);

   if (unit >= ctx->Const.MaxCombinedTextureImageUnits) {
      _mesa_error(ctx, GL_INVALID_VALUE, "glBindSampler(unit %u)", unit);
      return;
   }

   if (sampler == 0) {
      /* Use the default sampler object, the one contained in the texture
       * object.
       */
      sampObj = NULL;
   }
   else {
      /* user-defined sampler object */
      sampObj = _mesa_lookup_samplerobj(ctx, sampler);
      if (!sampObj) {
         _mesa_error(ctx, GL_INVALID_OPERATION, "glBindSampler(sampler)");
         return;
      }
   }
   
   if (ctx->Texture.Unit[unit].Sampler != sampObj) {
      FLUSH_VERTICES(ctx, _NEW_TEXTURE);
   }

   /* bind new sampler */
   _mesa_reference_sampler_object(ctx, &ctx->Texture.Unit[unit].Sampler,
                                  sampObj);
}
void
_mesa_bind_sampler(struct gl_context *ctx, GLuint unit,
                   struct gl_sampler_object *sampObj)
{
   if (ctx->Texture.Unit[unit].Sampler != sampObj) {
      FLUSH_VERTICES(ctx, _NEW_TEXTURE_OBJECT);
   }

   _mesa_reference_sampler_object(ctx, &ctx->Texture.Unit[unit].Sampler,
                                  sampObj);
}
예제 #5
0
파일: samplerobj.c 프로젝트: dumbbell/mesa
void GLAPIENTRY
_mesa_DeleteSamplers(GLsizei count, const GLuint *samplers)
{
   GET_CURRENT_CONTEXT(ctx);
   GLsizei i;

   FLUSH_VERTICES(ctx, 0);

   if (count < 0) {
      _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteSamplers(count)");
      return;
   }

   mtx_lock(&ctx->Shared->Mutex);

   for (i = 0; i < count; i++) {
      if (samplers[i]) {
         GLuint j;
         struct gl_sampler_object *sampObj =
            _mesa_lookup_samplerobj(ctx, samplers[i]);
   
         if (sampObj) {
            /* If the sampler is currently bound, unbind it. */
            for (j = 0; j < ctx->Const.MaxCombinedTextureImageUnits; j++) {
               if (ctx->Texture.Unit[j].Sampler == sampObj) {
                  FLUSH_VERTICES(ctx, _NEW_TEXTURE);
                  _mesa_reference_sampler_object(ctx, &ctx->Texture.Unit[j].Sampler, NULL);
               }
            }

            /* The ID is immediately freed for re-use */
            _mesa_HashRemove(ctx->Shared->SamplerObjects, samplers[i]);
            /* But the object exists until its reference count goes to zero */
            _mesa_reference_sampler_object(ctx, &sampObj, NULL);
         }
      }
   }

   mtx_unlock(&ctx->Shared->Mutex);
}
예제 #6
0
void
_mesa_meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx,
                                        struct gen_mipmap_state *mipmap)
{
   if (mipmap->VAO == 0)
      return;
   _mesa_DeleteVertexArrays(1, &mipmap->VAO);
   mipmap->VAO = 0;
   _mesa_reference_buffer_object(ctx, &mipmap->buf_obj, NULL);
   _mesa_reference_sampler_object(ctx, &mipmap->samp_obj, NULL);
   _mesa_reference_framebuffer(&mipmap->fb, NULL);

   _mesa_meta_blit_shader_table_cleanup(ctx, &mipmap->shaders);
}
예제 #7
0
void
_mesa_meta_fb_tex_blit_end(struct gl_context *ctx, GLenum target,
                           struct fb_tex_blit_state *blit)
{
   struct gl_texture_object *const texObj =
      _mesa_get_current_tex_object(ctx, target);

   /* Restore texture object state, the texture binding will
    * be restored by _mesa_meta_end().
    */
   if (target != GL_TEXTURE_RECTANGLE_ARB) {
      _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
                                &blit->baseLevelSave, false);
      _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
                                &blit->maxLevelSave, false);
   }

   /* If ARB_stencil_texturing is not supported, the mode won't have changed. */
   if (texObj->StencilSampling != blit->stencilSamplingSave) {
      /* GLint so the compiler won't complain about type signedness mismatch
       * in the call to _mesa_texture_parameteriv below.
       */
      const GLint param = blit->stencilSamplingSave ?
         GL_STENCIL_INDEX : GL_DEPTH_COMPONENT;

      _mesa_texture_parameteriv(ctx, texObj, GL_DEPTH_STENCIL_TEXTURE_MODE,
                                &param, false);
   }

   _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, blit->samp_obj_save);
   _mesa_reference_sampler_object(ctx, &blit->samp_obj_save, NULL);
   _mesa_reference_sampler_object(ctx, &blit->samp_obj, NULL);

   if (blit->tempTex)
      _mesa_DeleteTextures(1, &blit->tempTex);
}
예제 #8
0
void
_mesa_meta_fb_tex_blit_begin(struct gl_context *ctx,
                             struct fb_tex_blit_state *blit)
{
   /* None of the existing callers preinitialize fb_tex_blit_state to zeros,
    * and both use stack variables.  If samp_obj_save is not NULL,
    * _mesa_reference_sampler_object will try to dereference it.  Leaving
    * random garbage in samp_obj_save can only lead to crashes.
    *
    * Since the state isn't persistent across calls, we won't catch ref
    * counting problems.
    */
   blit->samp_obj_save = NULL;
   _mesa_reference_sampler_object(ctx, &blit->samp_obj_save,
                                  ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler);
   blit->tempTex = 0;
}
static ALWAYS_INLINE void
bind_samplers(struct gl_context *ctx, GLuint first, GLsizei count,
              const GLuint *samplers, bool no_error)
{
   GLsizei i;

   FLUSH_VERTICES(ctx, 0);

   if (samplers) {
      /* Note that the error semantics for multi-bind commands differ from
       * those of other GL commands.
       *
       * The Issues section in the ARB_multi_bind spec says:
       *
       *    "(11) Typically, OpenGL specifies that if an error is generated by
       *          a command, that command has no effect.  This is somewhat
       *          unfortunate for multi-bind commands, because it would require
       *          a first pass to scan the entire list of bound objects for
       *          errors and then a second pass to actually perform the
       *          bindings.  Should we have different error semantics?
       *
       *       RESOLVED:  Yes.  In this specification, when the parameters for
       *       one of the <count> binding points are invalid, that binding
       *       point is not updated and an error will be generated.  However,
       *       other binding points in the same command will be updated if
       *       their parameters are valid and no other error occurs."
       */

      _mesa_HashLockMutex(ctx->Shared->SamplerObjects);

      for (i = 0; i < count; i++) {
         const GLuint unit = first + i;
         struct gl_sampler_object * const currentSampler =
             ctx->Texture.Unit[unit].Sampler;
         struct gl_sampler_object *sampObj;

         if (samplers[i] != 0) {
            if (currentSampler && currentSampler->Name == samplers[i])
               sampObj = currentSampler;
            else
               sampObj = lookup_samplerobj_locked(ctx, samplers[i]);

            /* The ARB_multi_bind spec says:
             *
             *    "An INVALID_OPERATION error is generated if any value
             *     in <samplers> is not zero or the name of an existing
             *     sampler object (per binding)."
             */
            if (!no_error && !sampObj) {
               _mesa_error(ctx, GL_INVALID_OPERATION,
                           "glBindSamplers(samplers[%d]=%u is not zero or "
                           "the name of an existing sampler object)",
                           i, samplers[i]);
               continue;
            }
         } else {
            sampObj = NULL;
         }

         /* Bind the new sampler */
         if (sampObj != currentSampler) {
            _mesa_reference_sampler_object(ctx,
                                           &ctx->Texture.Unit[unit].Sampler,
                                           sampObj);
            ctx->NewState |= _NEW_TEXTURE_OBJECT;
         }
      }

      _mesa_HashUnlockMutex(ctx->Shared->SamplerObjects);
   } else {
      /* Unbind all samplers in the range <first> through <first>+<count>-1 */
      for (i = 0; i < count; i++) {
         const GLuint unit = first + i;

         if (ctx->Texture.Unit[unit].Sampler) {
            _mesa_reference_sampler_object(ctx,
                                           &ctx->Texture.Unit[unit].Sampler,
                                           NULL);
            ctx->NewState |= _NEW_TEXTURE_OBJECT;
         }
      }
   }
}
예제 #10
0
/**
 * Called via ctx->Driver.GenerateMipmap()
 * Note: We don't yet support 3D textures, or texture borders.
 */
void
_mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
                          struct gl_texture_object *texObj)
{
   struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
   struct vertex verts[4];
   const GLuint baseLevel = texObj->BaseLevel;
   const GLuint maxLevel = texObj->MaxLevel;
   const GLint maxLevelSave = texObj->MaxLevel;
   const GLboolean genMipmapSave = texObj->GenerateMipmap;
   const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
                                      ctx->Extensions.ARB_fragment_shader;
   GLenum faceTarget;
   GLuint dstLevel;
   struct gl_sampler_object *samp_obj_save = NULL;
   GLint swizzle[4];
   GLboolean swizzleSaved = GL_FALSE;

   /* GLint so the compiler won't complain about type signedness mismatch in
    * the calls to _mesa_texture_parameteriv below.
    */
   static const GLint always_false = GL_FALSE;
   static const GLint always_true = GL_TRUE;

   if (fallback_required(ctx, target, texObj)) {
      _mesa_generate_mipmap(ctx, target, texObj);
      return;
   }

   if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X &&
       target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) {
      faceTarget = target;
      target = GL_TEXTURE_CUBE_MAP;
   } else {
      faceTarget = target;
   }

   _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
   _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);

   /* Choose between glsl version and fixed function version of
    * GenerateMipmap function.
    */
   if (use_glsl_version) {
      _mesa_meta_setup_vertex_objects(ctx, &mipmap->VAO, &mipmap->buf_obj, true,
                                      2, 4, 0);
      _mesa_meta_setup_blit_shader(ctx, target, false, &mipmap->shaders);
   } else {
      _mesa_meta_setup_ff_tnl_for_blit(ctx, &mipmap->VAO, &mipmap->buf_obj, 3);
      _mesa_set_enable(ctx, target, GL_TRUE);
   }

   _mesa_reference_sampler_object(ctx, &samp_obj_save,
                                  ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler);

   /* We may have been called from glGenerateTextureMipmap with CurrentUnit
    * still set to 0, so we don't know when we can skip binding the texture.
    * Assume that _mesa_BindTexture will be fast if we're rebinding the same
    * texture.
    */
   _mesa_BindTexture(target, texObj->Name);

   if (mipmap->samp_obj == NULL) {
      mipmap->samp_obj =  ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF);
      if (mipmap->samp_obj == NULL) {
         /* This is a bit lazy.  Flag out of memory, and then don't bother to
          * clean up.  Once out of memory is flagged, the only realistic next
          * move is to destroy the context.  That will trigger all the right
          * clean up.
          */
         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenerateMipmap");
         return;
      }

      _mesa_set_sampler_filters(ctx, mipmap->samp_obj, GL_LINEAR_MIPMAP_LINEAR,
                                GL_LINEAR);
      _mesa_set_sampler_wrap(ctx, mipmap->samp_obj, GL_CLAMP_TO_EDGE,
                             GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);

      /* We don't want to encode or decode sRGB values; treat them as linear. */
      _mesa_set_sampler_srgb_decode(ctx, mipmap->samp_obj, GL_SKIP_DECODE_EXT);
   }

   _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, mipmap->samp_obj);

   assert(mipmap->fb != NULL);
   _mesa_bind_framebuffers(ctx, mipmap->fb, mipmap->fb);

   _mesa_texture_parameteriv(ctx, texObj, GL_GENERATE_MIPMAP, &always_false, false);

   if (texObj->_Swizzle != SWIZZLE_NOOP) {
      static const GLint swizzleNoop[4] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
      memcpy(swizzle, texObj->Swizzle, sizeof(swizzle));
      swizzleSaved = GL_TRUE;
      _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_SWIZZLE_RGBA,
                                swizzleNoop, false);
   }

   /* Silence valgrind warnings about reading uninitialized stack. */
   memset(verts, 0, sizeof(verts));

   /* setup vertex positions */
   verts[0].x = -1.0F;
   verts[0].y = -1.0F;
   verts[1].x =  1.0F;
   verts[1].y = -1.0F;
   verts[2].x =  1.0F;
   verts[2].y =  1.0F;
   verts[3].x = -1.0F;
   verts[3].y =  1.0F;

   /* texture is already locked, unlock now */
   _mesa_unlock_texture(ctx, texObj);

   _mesa_prepare_mipmap_levels(ctx, texObj, baseLevel, maxLevel);

   for (dstLevel = baseLevel + 1; dstLevel <= maxLevel; dstLevel++) {
      const struct gl_texture_image *srcImage;
      struct gl_texture_image *dstImage;
      const GLuint srcLevel = dstLevel - 1;
      GLuint layer;
      GLsizei srcWidth, srcHeight, srcDepth;
      GLsizei dstWidth, dstHeight, dstDepth;

      srcImage = _mesa_select_tex_image(texObj, faceTarget, srcLevel);
      assert(srcImage->Border == 0);

      /* src size */
      srcWidth = srcImage->Width;
      if (target == GL_TEXTURE_1D_ARRAY) {
         srcHeight = 1;
         srcDepth = srcImage->Height;
      } else {
         srcHeight = srcImage->Height;
         srcDepth = srcImage->Depth;
      }

      /* new dst size */
      dstWidth = minify(srcWidth, 1);
      dstHeight = minify(srcHeight, 1);
      dstDepth = target == GL_TEXTURE_3D ? minify(srcDepth, 1) : srcDepth;

      if (dstWidth == srcWidth &&
          dstHeight == srcHeight &&
          dstDepth == srcDepth) {
         /* all done */
         break;
      }

      /* Allocate storage for the destination mipmap image(s) */

      /* Set MaxLevel large enough to hold the new level when we allocate it */
      _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
                                (GLint *) &dstLevel, false);

      dstImage = _mesa_select_tex_image(texObj, faceTarget, dstLevel);

      /* All done.  We either ran out of memory or we would go beyond the last
       * valid level of an immutable texture if we continued.
       */
      if (dstImage == NULL)
         break;

      /* limit minification to src level */
      _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
                                (GLint *) &srcLevel, false);

      /* setup viewport */
      _mesa_set_viewport(ctx, 0, 0, 0, dstWidth, dstHeight);
      _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);

      for (layer = 0; layer < dstDepth; ++layer) {
         /* Setup texture coordinates */
         _mesa_meta_setup_texture_coords(faceTarget,
                                         layer,
                                         0, 0, /* xoffset, yoffset */
                                         srcWidth, srcHeight, /* img size */
                                         srcWidth, srcHeight, srcDepth,
                                         verts[0].tex,
                                         verts[1].tex,
                                         verts[2].tex,
                                         verts[3].tex);

         /* upload vertex data */
         _mesa_buffer_data(ctx, mipmap->buf_obj, GL_NONE, sizeof(verts), verts,
                           GL_DYNAMIC_DRAW, __func__);

         _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
                                              GL_COLOR_ATTACHMENT0, dstImage,
                                              layer);

         /* sanity check */
         if (_mesa_check_framebuffer_status(ctx, ctx->DrawBuffer) !=
             GL_FRAMEBUFFER_COMPLETE) {
            _mesa_problem(ctx, "Unexpected incomplete framebuffer in "
                          "_mesa_meta_GenerateMipmap()");
            break;
         }

         assert(dstWidth == ctx->DrawBuffer->Width);
         if (target == GL_TEXTURE_1D_ARRAY) {
            assert(dstHeight == 1);
         } else {
            assert(dstHeight == ctx->DrawBuffer->Height);
         }

         _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
      }
   }

   _mesa_lock_texture(ctx, texObj); /* relock */

   _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, samp_obj_save);
   _mesa_reference_sampler_object(ctx, &samp_obj_save, NULL);

   _mesa_meta_end(ctx);

   _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL, &maxLevelSave,
                             false);
   if (genMipmapSave)
      _mesa_texture_parameteriv(ctx, texObj, GL_GENERATE_MIPMAP, &always_true,
                                false);
   if (swizzleSaved)
      _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_SWIZZLE_RGBA, swizzle,
                                false);
}
예제 #11
0
파일: samplerobj.c 프로젝트: dumbbell/mesa
void GLAPIENTRY
_mesa_BindSamplers(GLuint first, GLsizei count, const GLuint *samplers)
{
   GET_CURRENT_CONTEXT(ctx);
   GLint i;

   /* The ARB_multi_bind spec says:
    *
    *   "An INVALID_OPERATION error is generated if <first> + <count> is
    *    greater than the number of texture image units supported by
    *    the implementation."
    */
   if (first + count > ctx->Const.MaxCombinedTextureImageUnits) {
      _mesa_error(ctx, GL_INVALID_OPERATION,
                  "glBindSamplers(first=%u + count=%d > the value of "
                  "GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS=%u)",
                  first, count, ctx->Const.MaxCombinedTextureImageUnits);
      return;
   }

   FLUSH_VERTICES(ctx, 0);

   if (samplers) {
      /* Note that the error semantics for multi-bind commands differ from
       * those of other GL commands.
       *
       * The Issues section in the ARB_multi_bind spec says:
       *
       *    "(11) Typically, OpenGL specifies that if an error is generated by
       *          a command, that command has no effect.  This is somewhat
       *          unfortunate for multi-bind commands, because it would require
       *          a first pass to scan the entire list of bound objects for
       *          errors and then a second pass to actually perform the
       *          bindings.  Should we have different error semantics?
       *
       *       RESOLVED:  Yes.  In this specification, when the parameters for
       *       one of the <count> binding points are invalid, that binding
       *       point is not updated and an error will be generated.  However,
       *       other binding points in the same command will be updated if
       *       their parameters are valid and no other error occurs."
       */

      begin_samplerobj_lookups(ctx);

      for (i = 0; i < count; i++) {
         const GLuint unit = first + i;
         struct gl_sampler_object * const currentSampler =
             ctx->Texture.Unit[unit].Sampler;
         struct gl_sampler_object *sampObj;

         if (samplers[i] != 0) {
            if (currentSampler && currentSampler->Name == samplers[i])
               sampObj = currentSampler;
            else
               sampObj = lookup_samplerobj_locked(ctx, samplers[i]);

            /* The ARB_multi_bind spec says:
             *
             *    "An INVALID_OPERATION error is generated if any value
             *     in <samplers> is not zero or the name of an existing
             *     sampler object (per binding)."
             */
            if (!sampObj) {
               _mesa_error(ctx, GL_INVALID_OPERATION,
                           "glBindSamplers(samplers[%d]=%u is not zero or "
                           "the name of an existing sampler object)",
                           i, samplers[i]);
               continue;
            }
         } else {
            sampObj = NULL;
         }

         /* Bind the new sampler */
         if (sampObj != currentSampler) {
            _mesa_reference_sampler_object(ctx,
                                           &ctx->Texture.Unit[unit].Sampler,
                                           sampObj);
            ctx->NewState |= _NEW_TEXTURE;
         }
      }

      end_samplerobj_lookups(ctx);
   } else {
      /* Unbind all samplers in the range <first> through <first>+<count>-1 */
      for (i = 0; i < count; i++) {
         const GLuint unit = first + i;

         if (ctx->Texture.Unit[unit].Sampler) {
            _mesa_reference_sampler_object(ctx,
                                           &ctx->Texture.Unit[unit].Sampler,
                                           NULL);
            ctx->NewState |= _NEW_TEXTURE;
         }
      }
   }
}