xref: /aosp_15_r20/external/mesa3d/src/mesa/main/texobj.h (revision 6104692788411f58d303aa86923a9ff6ecaded22)
1*61046927SAndroid Build Coastguard Worker /**
2*61046927SAndroid Build Coastguard Worker  * \file texobj.h
3*61046927SAndroid Build Coastguard Worker  * Texture object management.
4*61046927SAndroid Build Coastguard Worker  */
5*61046927SAndroid Build Coastguard Worker 
6*61046927SAndroid Build Coastguard Worker /*
7*61046927SAndroid Build Coastguard Worker  * Mesa 3-D graphics library
8*61046927SAndroid Build Coastguard Worker  *
9*61046927SAndroid Build Coastguard Worker  * Copyright (C) 1999-2006  Brian Paul   All Rights Reserved.
10*61046927SAndroid Build Coastguard Worker  *
11*61046927SAndroid Build Coastguard Worker  * Permission is hereby granted, free of charge, to any person obtaining a
12*61046927SAndroid Build Coastguard Worker  * copy of this software and associated documentation files (the "Software"),
13*61046927SAndroid Build Coastguard Worker  * to deal in the Software without restriction, including without limitation
14*61046927SAndroid Build Coastguard Worker  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
15*61046927SAndroid Build Coastguard Worker  * and/or sell copies of the Software, and to permit persons to whom the
16*61046927SAndroid Build Coastguard Worker  * Software is furnished to do so, subject to the following conditions:
17*61046927SAndroid Build Coastguard Worker  *
18*61046927SAndroid Build Coastguard Worker  * The above copyright notice and this permission notice shall be included
19*61046927SAndroid Build Coastguard Worker  * in all copies or substantial portions of the Software.
20*61046927SAndroid Build Coastguard Worker  *
21*61046927SAndroid Build Coastguard Worker  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
22*61046927SAndroid Build Coastguard Worker  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
23*61046927SAndroid Build Coastguard Worker  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
24*61046927SAndroid Build Coastguard Worker  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
25*61046927SAndroid Build Coastguard Worker  * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
26*61046927SAndroid Build Coastguard Worker  * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
27*61046927SAndroid Build Coastguard Worker  * OTHER DEALINGS IN THE SOFTWARE.
28*61046927SAndroid Build Coastguard Worker  */
29*61046927SAndroid Build Coastguard Worker 
30*61046927SAndroid Build Coastguard Worker 
31*61046927SAndroid Build Coastguard Worker #ifndef TEXTOBJ_H
32*61046927SAndroid Build Coastguard Worker #define TEXTOBJ_H
33*61046927SAndroid Build Coastguard Worker 
34*61046927SAndroid Build Coastguard Worker 
35*61046927SAndroid Build Coastguard Worker #include "util/glheader.h"
36*61046927SAndroid Build Coastguard Worker #include "samplerobj.h"
37*61046927SAndroid Build Coastguard Worker #include "teximage.h"
38*61046927SAndroid Build Coastguard Worker 
39*61046927SAndroid Build Coastguard Worker 
40*61046927SAndroid Build Coastguard Worker #ifdef __cplusplus
41*61046927SAndroid Build Coastguard Worker extern "C" {
42*61046927SAndroid Build Coastguard Worker #endif
43*61046927SAndroid Build Coastguard Worker 
44*61046927SAndroid Build Coastguard Worker 
45*61046927SAndroid Build Coastguard Worker /**
46*61046927SAndroid Build Coastguard Worker  * \name Internal functions
47*61046927SAndroid Build Coastguard Worker  */
48*61046927SAndroid Build Coastguard Worker /*@{*/
49*61046927SAndroid Build Coastguard Worker 
50*61046927SAndroid Build Coastguard Worker extern struct gl_texture_object *
51*61046927SAndroid Build Coastguard Worker _mesa_lookup_texture(struct gl_context *ctx, GLuint id);
52*61046927SAndroid Build Coastguard Worker 
53*61046927SAndroid Build Coastguard Worker extern struct gl_texture_object *
54*61046927SAndroid Build Coastguard Worker _mesa_lookup_texture_err(struct gl_context *ctx, GLuint id, const char* func);
55*61046927SAndroid Build Coastguard Worker 
56*61046927SAndroid Build Coastguard Worker extern struct gl_texture_object *
57*61046927SAndroid Build Coastguard Worker _mesa_lookup_texture_locked(struct gl_context *ctx, GLuint id);
58*61046927SAndroid Build Coastguard Worker 
59*61046927SAndroid Build Coastguard Worker extern struct gl_texture_object *
60*61046927SAndroid Build Coastguard Worker _mesa_get_current_tex_object(struct gl_context *ctx, GLenum target);
61*61046927SAndroid Build Coastguard Worker 
62*61046927SAndroid Build Coastguard Worker extern struct gl_texture_object *
63*61046927SAndroid Build Coastguard Worker _mesa_get_texobj_by_target_and_texunit(struct gl_context *ctx, GLenum target,
64*61046927SAndroid Build Coastguard Worker                                        GLuint texunit,
65*61046927SAndroid Build Coastguard Worker                                        bool allowProxyTargets,
66*61046927SAndroid Build Coastguard Worker                                        const char* caller);
67*61046927SAndroid Build Coastguard Worker 
68*61046927SAndroid Build Coastguard Worker extern struct gl_texture_object *
69*61046927SAndroid Build Coastguard Worker _mesa_new_texture_object( struct gl_context *ctx, GLuint name, GLenum target );
70*61046927SAndroid Build Coastguard Worker 
71*61046927SAndroid Build Coastguard Worker extern int
72*61046927SAndroid Build Coastguard Worker _mesa_tex_target_to_index(const struct gl_context *ctx, GLenum target);
73*61046927SAndroid Build Coastguard Worker 
74*61046927SAndroid Build Coastguard Worker extern void
75*61046927SAndroid Build Coastguard Worker _mesa_delete_texture_object( struct gl_context *ctx,
76*61046927SAndroid Build Coastguard Worker                              struct gl_texture_object *obj );
77*61046927SAndroid Build Coastguard Worker 
78*61046927SAndroid Build Coastguard Worker extern void
79*61046927SAndroid Build Coastguard Worker _mesa_clear_texture_object(struct gl_context *ctx,
80*61046927SAndroid Build Coastguard Worker                            struct gl_texture_object *obj,
81*61046927SAndroid Build Coastguard Worker                            struct gl_texture_image *retainTexImage);
82*61046927SAndroid Build Coastguard Worker 
83*61046927SAndroid Build Coastguard Worker extern void
84*61046927SAndroid Build Coastguard Worker _mesa_reference_texobj_(struct gl_texture_object **ptr,
85*61046927SAndroid Build Coastguard Worker                         struct gl_texture_object *tex);
86*61046927SAndroid Build Coastguard Worker 
87*61046927SAndroid Build Coastguard Worker static inline void
_mesa_reference_texobj(struct gl_texture_object ** ptr,struct gl_texture_object * tex)88*61046927SAndroid Build Coastguard Worker _mesa_reference_texobj(struct gl_texture_object **ptr,
89*61046927SAndroid Build Coastguard Worker                        struct gl_texture_object *tex)
90*61046927SAndroid Build Coastguard Worker {
91*61046927SAndroid Build Coastguard Worker    if (*ptr != tex)
92*61046927SAndroid Build Coastguard Worker       _mesa_reference_texobj_(ptr, tex);
93*61046927SAndroid Build Coastguard Worker }
94*61046927SAndroid Build Coastguard Worker 
95*61046927SAndroid Build Coastguard Worker /**
96*61046927SAndroid Build Coastguard Worker  * Lock a texture for updating.  See also _mesa_lock_context_textures().
97*61046927SAndroid Build Coastguard Worker  */
98*61046927SAndroid Build Coastguard Worker static inline void
_mesa_lock_texture(struct gl_context * ctx,struct gl_texture_object * texObj)99*61046927SAndroid Build Coastguard Worker _mesa_lock_texture(struct gl_context *ctx, struct gl_texture_object *texObj)
100*61046927SAndroid Build Coastguard Worker {
101*61046927SAndroid Build Coastguard Worker    if (!ctx->TexturesLocked)
102*61046927SAndroid Build Coastguard Worker       simple_mtx_lock(&ctx->Shared->TexMutex);
103*61046927SAndroid Build Coastguard Worker    ctx->Shared->TextureStateStamp++;
104*61046927SAndroid Build Coastguard Worker    (void) texObj;
105*61046927SAndroid Build Coastguard Worker }
106*61046927SAndroid Build Coastguard Worker 
107*61046927SAndroid Build Coastguard Worker static inline void
_mesa_unlock_texture(struct gl_context * ctx,struct gl_texture_object * texObj)108*61046927SAndroid Build Coastguard Worker _mesa_unlock_texture(struct gl_context *ctx, struct gl_texture_object *texObj)
109*61046927SAndroid Build Coastguard Worker {
110*61046927SAndroid Build Coastguard Worker    (void) texObj;
111*61046927SAndroid Build Coastguard Worker    if (!ctx->TexturesLocked)
112*61046927SAndroid Build Coastguard Worker       simple_mtx_unlock(&ctx->Shared->TexMutex);
113*61046927SAndroid Build Coastguard Worker }
114*61046927SAndroid Build Coastguard Worker 
115*61046927SAndroid Build Coastguard Worker 
116*61046927SAndroid Build Coastguard Worker /** Is the texture "complete" with respect to the given sampler state? */
117*61046927SAndroid Build Coastguard Worker static inline GLboolean
_mesa_is_texture_complete(const struct gl_texture_object * texObj,const struct gl_sampler_object * sampler,bool linear_as_nearest_for_int_tex)118*61046927SAndroid Build Coastguard Worker _mesa_is_texture_complete(const struct gl_texture_object *texObj,
119*61046927SAndroid Build Coastguard Worker                           const struct gl_sampler_object *sampler,
120*61046927SAndroid Build Coastguard Worker                           bool linear_as_nearest_for_int_tex)
121*61046927SAndroid Build Coastguard Worker {
122*61046927SAndroid Build Coastguard Worker    struct gl_texture_image *img = _mesa_base_tex_image(texObj);
123*61046927SAndroid Build Coastguard Worker    bool isMultisample = img && img->NumSamples >= 2;
124*61046927SAndroid Build Coastguard Worker 
125*61046927SAndroid Build Coastguard Worker    /*
126*61046927SAndroid Build Coastguard Worker     * According to ARB_stencil_texturing, NEAREST_MIPMAP_NEAREST would
127*61046927SAndroid Build Coastguard Worker     * be forbidden, however it is allowed per GL 4.5 rules, allow it
128*61046927SAndroid Build Coastguard Worker     * even without GL 4.5 since it was a spec mistake.
129*61046927SAndroid Build Coastguard Worker     */
130*61046927SAndroid Build Coastguard Worker    /* Section 8.17 (texture completeness) of the OpenGL 4.6 core profile spec:
131*61046927SAndroid Build Coastguard Worker     *
132*61046927SAndroid Build Coastguard Worker     *  "The texture is not multisample; either the magnification filter is not
133*61046927SAndroid Build Coastguard Worker     *  NEAREST, or the minification filter is neither NEAREST nor NEAREST_-
134*61046927SAndroid Build Coastguard Worker     *  MIPMAP_NEAREST; and any of
135*61046927SAndroid Build Coastguard Worker     *  – The internal format of the texture is integer.
136*61046927SAndroid Build Coastguard Worker     *  – The internal format is STENCIL_INDEX.
137*61046927SAndroid Build Coastguard Worker     *  – The internal format is DEPTH_STENCIL, and the value of DEPTH_-
138*61046927SAndroid Build Coastguard Worker     *    STENCIL_TEXTURE_MODE for the texture is STENCIL_INDEX.""
139*61046927SAndroid Build Coastguard Worker     */
140*61046927SAndroid Build Coastguard Worker    /* GL_EXT_texture_filter_minmax further modifies this to explain it does
141*61046927SAndroid Build Coastguard Worker     * not apply to MIN/MAX reduction, only WEIGHTED_AVERAGE (i.e. default)
142*61046927SAndroid Build Coastguard Worker     */
143*61046927SAndroid Build Coastguard Worker    if (!isMultisample &&
144*61046927SAndroid Build Coastguard Worker        (texObj->_IsIntegerFormat ||
145*61046927SAndroid Build Coastguard Worker         (texObj->StencilSampling &&
146*61046927SAndroid Build Coastguard Worker          img->_BaseFormat == GL_DEPTH_STENCIL)) &&
147*61046927SAndroid Build Coastguard Worker        sampler->Attrib.ReductionMode == GL_WEIGHTED_AVERAGE_EXT &&
148*61046927SAndroid Build Coastguard Worker        (sampler->Attrib.MagFilter != GL_NEAREST ||
149*61046927SAndroid Build Coastguard Worker         (sampler->Attrib.MinFilter != GL_NEAREST &&
150*61046927SAndroid Build Coastguard Worker          sampler->Attrib.MinFilter != GL_NEAREST_MIPMAP_NEAREST))) {
151*61046927SAndroid Build Coastguard Worker       /* If the format is integer, only nearest filtering is allowed,
152*61046927SAndroid Build Coastguard Worker        * but some applications (eg: Grid Autosport) uses the default
153*61046927SAndroid Build Coastguard Worker        * filtering values.
154*61046927SAndroid Build Coastguard Worker        */
155*61046927SAndroid Build Coastguard Worker       if (texObj->_IsIntegerFormat &&
156*61046927SAndroid Build Coastguard Worker           linear_as_nearest_for_int_tex) {
157*61046927SAndroid Build Coastguard Worker          /* Skip return */
158*61046927SAndroid Build Coastguard Worker       } else {
159*61046927SAndroid Build Coastguard Worker          return GL_FALSE;
160*61046927SAndroid Build Coastguard Worker       }
161*61046927SAndroid Build Coastguard Worker    }
162*61046927SAndroid Build Coastguard Worker 
163*61046927SAndroid Build Coastguard Worker    /* Section 8.17 (texture completeness) of the OpenGL 4.6 core profile spec:
164*61046927SAndroid Build Coastguard Worker     *
165*61046927SAndroid Build Coastguard Worker     *  "The minification filter requires a mipmap (is neither NEAREST nor LINEAR),
166*61046927SAndroid Build Coastguard Worker     *  the texture is not multisample, and the texture is not mipmap complete.""
167*61046927SAndroid Build Coastguard Worker     */
168*61046927SAndroid Build Coastguard Worker    if (!isMultisample &&_mesa_is_mipmap_filter(sampler))
169*61046927SAndroid Build Coastguard Worker       return texObj->_MipmapComplete;
170*61046927SAndroid Build Coastguard Worker    else
171*61046927SAndroid Build Coastguard Worker       return texObj->_BaseComplete;
172*61046927SAndroid Build Coastguard Worker }
173*61046927SAndroid Build Coastguard Worker 
174*61046927SAndroid Build Coastguard Worker 
175*61046927SAndroid Build Coastguard Worker extern void
176*61046927SAndroid Build Coastguard Worker _mesa_test_texobj_completeness( const struct gl_context *ctx,
177*61046927SAndroid Build Coastguard Worker                                 struct gl_texture_object *obj );
178*61046927SAndroid Build Coastguard Worker 
179*61046927SAndroid Build Coastguard Worker extern GLboolean
180*61046927SAndroid Build Coastguard Worker _mesa_cube_level_complete(const struct gl_texture_object *texObj,
181*61046927SAndroid Build Coastguard Worker                           const GLint level);
182*61046927SAndroid Build Coastguard Worker 
183*61046927SAndroid Build Coastguard Worker extern GLboolean
184*61046927SAndroid Build Coastguard Worker _mesa_cube_complete(const struct gl_texture_object *texObj);
185*61046927SAndroid Build Coastguard Worker 
186*61046927SAndroid Build Coastguard Worker extern void
187*61046927SAndroid Build Coastguard Worker _mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj);
188*61046927SAndroid Build Coastguard Worker 
189*61046927SAndroid Build Coastguard Worker extern struct gl_texture_object *
190*61046927SAndroid Build Coastguard Worker _mesa_get_fallback_texture(struct gl_context *ctx, gl_texture_index tex, bool is_depth);
191*61046927SAndroid Build Coastguard Worker 
192*61046927SAndroid Build Coastguard Worker extern GLuint
193*61046927SAndroid Build Coastguard Worker _mesa_total_texture_memory(struct gl_context *ctx);
194*61046927SAndroid Build Coastguard Worker 
195*61046927SAndroid Build Coastguard Worker extern GLenum
196*61046927SAndroid Build Coastguard Worker _mesa_texture_base_format(const struct gl_texture_object *texObj);
197*61046927SAndroid Build Coastguard Worker 
198*61046927SAndroid Build Coastguard Worker extern void
199*61046927SAndroid Build Coastguard Worker _mesa_unlock_context_textures( struct gl_context *ctx );
200*61046927SAndroid Build Coastguard Worker 
201*61046927SAndroid Build Coastguard Worker extern void
202*61046927SAndroid Build Coastguard Worker _mesa_lock_context_textures( struct gl_context *ctx );
203*61046927SAndroid Build Coastguard Worker 
204*61046927SAndroid Build Coastguard Worker extern struct gl_texture_object *
205*61046927SAndroid Build Coastguard Worker _mesa_lookup_or_create_texture(struct gl_context *ctx, GLenum target,
206*61046927SAndroid Build Coastguard Worker                                GLuint texName, bool no_error, bool is_ext_dsa,
207*61046927SAndroid Build Coastguard Worker                                const char *name);
208*61046927SAndroid Build Coastguard Worker void
209*61046927SAndroid Build Coastguard Worker _mesa_update_texture_object_swizzle(struct gl_context *ctx,
210*61046927SAndroid Build Coastguard Worker                                     struct gl_texture_object *texObj);
211*61046927SAndroid Build Coastguard Worker /*@}*/
212*61046927SAndroid Build Coastguard Worker 
213*61046927SAndroid Build Coastguard Worker #ifdef __cplusplus
214*61046927SAndroid Build Coastguard Worker }
215*61046927SAndroid Build Coastguard Worker #endif
216*61046927SAndroid Build Coastguard Worker 
217*61046927SAndroid Build Coastguard Worker 
218*61046927SAndroid Build Coastguard Worker #endif
219