1*61046927SAndroid Build Coastguard Worker /*
2*61046927SAndroid Build Coastguard Worker * Mesa 3-D graphics library
3*61046927SAndroid Build Coastguard Worker *
4*61046927SAndroid Build Coastguard Worker * Copyright (C) 2011 VMware, Inc. All Rights Reserved.
5*61046927SAndroid Build Coastguard Worker *
6*61046927SAndroid Build Coastguard Worker * Permission is hereby granted, free of charge, to any person obtaining a
7*61046927SAndroid Build Coastguard Worker * copy of this software and associated documentation files (the "Software"),
8*61046927SAndroid Build Coastguard Worker * to deal in the Software without restriction, including without limitation
9*61046927SAndroid Build Coastguard Worker * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10*61046927SAndroid Build Coastguard Worker * and/or sell copies of the Software, and to permit persons to whom the
11*61046927SAndroid Build Coastguard Worker * Software is furnished to do so, subject to the following conditions:
12*61046927SAndroid Build Coastguard Worker *
13*61046927SAndroid Build Coastguard Worker * The above copyright notice and this permission notice shall be included
14*61046927SAndroid Build Coastguard Worker * in all copies or substantial portions of the Software.
15*61046927SAndroid Build Coastguard Worker *
16*61046927SAndroid Build Coastguard Worker * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17*61046927SAndroid Build Coastguard Worker * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18*61046927SAndroid Build Coastguard Worker * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19*61046927SAndroid Build Coastguard Worker * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20*61046927SAndroid Build Coastguard Worker * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21*61046927SAndroid Build Coastguard Worker * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22*61046927SAndroid Build Coastguard Worker * OTHER DEALINGS IN THE SOFTWARE.
23*61046927SAndroid Build Coastguard Worker */
24*61046927SAndroid Build Coastguard Worker
25*61046927SAndroid Build Coastguard Worker /**
26*61046927SAndroid Build Coastguard Worker * \file texstorage.c
27*61046927SAndroid Build Coastguard Worker * GL_ARB_texture_storage functions
28*61046927SAndroid Build Coastguard Worker */
29*61046927SAndroid Build Coastguard Worker
30*61046927SAndroid Build Coastguard Worker #include "util/glheader.h"
31*61046927SAndroid Build Coastguard Worker #include "context.h"
32*61046927SAndroid Build Coastguard Worker #include "enums.h"
33*61046927SAndroid Build Coastguard Worker
34*61046927SAndroid Build Coastguard Worker #include "macros.h"
35*61046927SAndroid Build Coastguard Worker #include "teximage.h"
36*61046927SAndroid Build Coastguard Worker #include "texobj.h"
37*61046927SAndroid Build Coastguard Worker #include "mipmap.h"
38*61046927SAndroid Build Coastguard Worker #include "texstorage.h"
39*61046927SAndroid Build Coastguard Worker #include "textureview.h"
40*61046927SAndroid Build Coastguard Worker #include "mtypes.h"
41*61046927SAndroid Build Coastguard Worker #include "glformats.h"
42*61046927SAndroid Build Coastguard Worker #include "hash.h"
43*61046927SAndroid Build Coastguard Worker #include "api_exec_decl.h"
44*61046927SAndroid Build Coastguard Worker
45*61046927SAndroid Build Coastguard Worker #include "state_tracker/st_cb_texture.h"
46*61046927SAndroid Build Coastguard Worker
47*61046927SAndroid Build Coastguard Worker /**
48*61046927SAndroid Build Coastguard Worker * Check if the given texture target is a legal texture object target
49*61046927SAndroid Build Coastguard Worker * for a glTexStorage() command.
50*61046927SAndroid Build Coastguard Worker * This is a bit different than legal_teximage_target() when it comes
51*61046927SAndroid Build Coastguard Worker * to cube maps.
52*61046927SAndroid Build Coastguard Worker */
53*61046927SAndroid Build Coastguard Worker bool
_mesa_is_legal_tex_storage_target(const struct gl_context * ctx,GLuint dims,GLenum target)54*61046927SAndroid Build Coastguard Worker _mesa_is_legal_tex_storage_target(const struct gl_context *ctx,
55*61046927SAndroid Build Coastguard Worker GLuint dims, GLenum target)
56*61046927SAndroid Build Coastguard Worker {
57*61046927SAndroid Build Coastguard Worker if (dims < 1 || dims > 3) {
58*61046927SAndroid Build Coastguard Worker _mesa_problem(ctx, "invalid dims=%u in _mesa_is_legal_tex_storage_target()", dims);
59*61046927SAndroid Build Coastguard Worker return false;
60*61046927SAndroid Build Coastguard Worker }
61*61046927SAndroid Build Coastguard Worker
62*61046927SAndroid Build Coastguard Worker switch (dims) {
63*61046927SAndroid Build Coastguard Worker case 2:
64*61046927SAndroid Build Coastguard Worker switch (target) {
65*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_2D:
66*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_CUBE_MAP:
67*61046927SAndroid Build Coastguard Worker return true;
68*61046927SAndroid Build Coastguard Worker }
69*61046927SAndroid Build Coastguard Worker break;
70*61046927SAndroid Build Coastguard Worker case 3:
71*61046927SAndroid Build Coastguard Worker switch (target) {
72*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_3D:
73*61046927SAndroid Build Coastguard Worker return true;
74*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_2D_ARRAY:
75*61046927SAndroid Build Coastguard Worker return ctx->Extensions.EXT_texture_array;
76*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_CUBE_MAP_ARRAY:
77*61046927SAndroid Build Coastguard Worker return _mesa_has_texture_cube_map_array(ctx);
78*61046927SAndroid Build Coastguard Worker }
79*61046927SAndroid Build Coastguard Worker break;
80*61046927SAndroid Build Coastguard Worker }
81*61046927SAndroid Build Coastguard Worker
82*61046927SAndroid Build Coastguard Worker if (!_mesa_is_desktop_gl(ctx))
83*61046927SAndroid Build Coastguard Worker return false;
84*61046927SAndroid Build Coastguard Worker
85*61046927SAndroid Build Coastguard Worker switch (dims) {
86*61046927SAndroid Build Coastguard Worker case 1:
87*61046927SAndroid Build Coastguard Worker switch (target) {
88*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_1D:
89*61046927SAndroid Build Coastguard Worker case GL_PROXY_TEXTURE_1D:
90*61046927SAndroid Build Coastguard Worker return true;
91*61046927SAndroid Build Coastguard Worker default:
92*61046927SAndroid Build Coastguard Worker return false;
93*61046927SAndroid Build Coastguard Worker }
94*61046927SAndroid Build Coastguard Worker case 2:
95*61046927SAndroid Build Coastguard Worker switch (target) {
96*61046927SAndroid Build Coastguard Worker case GL_PROXY_TEXTURE_2D:
97*61046927SAndroid Build Coastguard Worker case GL_PROXY_TEXTURE_CUBE_MAP:
98*61046927SAndroid Build Coastguard Worker return true;
99*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_RECTANGLE:
100*61046927SAndroid Build Coastguard Worker case GL_PROXY_TEXTURE_RECTANGLE:
101*61046927SAndroid Build Coastguard Worker return ctx->Extensions.NV_texture_rectangle;
102*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_1D_ARRAY:
103*61046927SAndroid Build Coastguard Worker case GL_PROXY_TEXTURE_1D_ARRAY:
104*61046927SAndroid Build Coastguard Worker return ctx->Extensions.EXT_texture_array;
105*61046927SAndroid Build Coastguard Worker default:
106*61046927SAndroid Build Coastguard Worker return false;
107*61046927SAndroid Build Coastguard Worker }
108*61046927SAndroid Build Coastguard Worker case 3:
109*61046927SAndroid Build Coastguard Worker switch (target) {
110*61046927SAndroid Build Coastguard Worker case GL_PROXY_TEXTURE_3D:
111*61046927SAndroid Build Coastguard Worker return true;
112*61046927SAndroid Build Coastguard Worker case GL_PROXY_TEXTURE_2D_ARRAY:
113*61046927SAndroid Build Coastguard Worker return ctx->Extensions.EXT_texture_array;
114*61046927SAndroid Build Coastguard Worker case GL_PROXY_TEXTURE_CUBE_MAP_ARRAY:
115*61046927SAndroid Build Coastguard Worker return ctx->Extensions.ARB_texture_cube_map_array;
116*61046927SAndroid Build Coastguard Worker default:
117*61046927SAndroid Build Coastguard Worker return false;
118*61046927SAndroid Build Coastguard Worker }
119*61046927SAndroid Build Coastguard Worker default:
120*61046927SAndroid Build Coastguard Worker unreachable("impossible dimensions");
121*61046927SAndroid Build Coastguard Worker }
122*61046927SAndroid Build Coastguard Worker }
123*61046927SAndroid Build Coastguard Worker
124*61046927SAndroid Build Coastguard Worker
125*61046927SAndroid Build Coastguard Worker /** Helper to get a particular texture image in a texture object */
126*61046927SAndroid Build Coastguard Worker static struct gl_texture_image *
get_tex_image(struct gl_context * ctx,struct gl_texture_object * texObj,GLuint face,GLuint level)127*61046927SAndroid Build Coastguard Worker get_tex_image(struct gl_context *ctx,
128*61046927SAndroid Build Coastguard Worker struct gl_texture_object *texObj,
129*61046927SAndroid Build Coastguard Worker GLuint face, GLuint level)
130*61046927SAndroid Build Coastguard Worker {
131*61046927SAndroid Build Coastguard Worker const GLenum faceTarget =
132*61046927SAndroid Build Coastguard Worker (texObj->Target == GL_TEXTURE_CUBE_MAP ||
133*61046927SAndroid Build Coastguard Worker texObj->Target == GL_PROXY_TEXTURE_CUBE_MAP)
134*61046927SAndroid Build Coastguard Worker ? GL_TEXTURE_CUBE_MAP_POSITIVE_X + face : texObj->Target;
135*61046927SAndroid Build Coastguard Worker return _mesa_get_tex_image(ctx, texObj, faceTarget, level);
136*61046927SAndroid Build Coastguard Worker }
137*61046927SAndroid Build Coastguard Worker
138*61046927SAndroid Build Coastguard Worker
139*61046927SAndroid Build Coastguard Worker
140*61046927SAndroid Build Coastguard Worker static GLboolean
initialize_texture_fields(struct gl_context * ctx,struct gl_texture_object * texObj,GLint levels,GLsizei width,GLsizei height,GLsizei depth,GLenum internalFormat,mesa_format texFormat,GLint compression)141*61046927SAndroid Build Coastguard Worker initialize_texture_fields(struct gl_context *ctx,
142*61046927SAndroid Build Coastguard Worker struct gl_texture_object *texObj,
143*61046927SAndroid Build Coastguard Worker GLint levels,
144*61046927SAndroid Build Coastguard Worker GLsizei width, GLsizei height, GLsizei depth,
145*61046927SAndroid Build Coastguard Worker GLenum internalFormat, mesa_format texFormat,
146*61046927SAndroid Build Coastguard Worker GLint compression)
147*61046927SAndroid Build Coastguard Worker {
148*61046927SAndroid Build Coastguard Worker const GLenum target = texObj->Target;
149*61046927SAndroid Build Coastguard Worker const GLuint numFaces = _mesa_num_tex_faces(target);
150*61046927SAndroid Build Coastguard Worker GLint level, levelWidth = width, levelHeight = height, levelDepth = depth;
151*61046927SAndroid Build Coastguard Worker GLuint face;
152*61046927SAndroid Build Coastguard Worker
153*61046927SAndroid Build Coastguard Worker texObj->CompressionRate = compression;
154*61046927SAndroid Build Coastguard Worker
155*61046927SAndroid Build Coastguard Worker /* Set up all the texture object's gl_texture_images */
156*61046927SAndroid Build Coastguard Worker for (level = 0; level < levels; level++) {
157*61046927SAndroid Build Coastguard Worker for (face = 0; face < numFaces; face++) {
158*61046927SAndroid Build Coastguard Worker struct gl_texture_image *texImage =
159*61046927SAndroid Build Coastguard Worker get_tex_image(ctx, texObj, face, level);
160*61046927SAndroid Build Coastguard Worker
161*61046927SAndroid Build Coastguard Worker if (!texImage) {
162*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexStorage");
163*61046927SAndroid Build Coastguard Worker return GL_FALSE;
164*61046927SAndroid Build Coastguard Worker }
165*61046927SAndroid Build Coastguard Worker
166*61046927SAndroid Build Coastguard Worker _mesa_init_teximage_fields(ctx, texImage,
167*61046927SAndroid Build Coastguard Worker levelWidth, levelHeight, levelDepth,
168*61046927SAndroid Build Coastguard Worker 0, internalFormat, texFormat);
169*61046927SAndroid Build Coastguard Worker }
170*61046927SAndroid Build Coastguard Worker
171*61046927SAndroid Build Coastguard Worker _mesa_next_mipmap_level_size(target, 0,
172*61046927SAndroid Build Coastguard Worker levelWidth, levelHeight, levelDepth,
173*61046927SAndroid Build Coastguard Worker &levelWidth, &levelHeight, &levelDepth);
174*61046927SAndroid Build Coastguard Worker }
175*61046927SAndroid Build Coastguard Worker _mesa_update_texture_object_swizzle(ctx, texObj);
176*61046927SAndroid Build Coastguard Worker return GL_TRUE;
177*61046927SAndroid Build Coastguard Worker }
178*61046927SAndroid Build Coastguard Worker
179*61046927SAndroid Build Coastguard Worker
180*61046927SAndroid Build Coastguard Worker /**
181*61046927SAndroid Build Coastguard Worker * Clear all fields of texture object to zeros. Used for proxy texture tests
182*61046927SAndroid Build Coastguard Worker * and to clean up when a texture memory allocation fails.
183*61046927SAndroid Build Coastguard Worker */
184*61046927SAndroid Build Coastguard Worker static void
clear_texture_fields(struct gl_context * ctx,struct gl_texture_object * texObj)185*61046927SAndroid Build Coastguard Worker clear_texture_fields(struct gl_context *ctx,
186*61046927SAndroid Build Coastguard Worker struct gl_texture_object *texObj)
187*61046927SAndroid Build Coastguard Worker {
188*61046927SAndroid Build Coastguard Worker const GLenum target = texObj->Target;
189*61046927SAndroid Build Coastguard Worker const GLuint numFaces = _mesa_num_tex_faces(target);
190*61046927SAndroid Build Coastguard Worker GLint level;
191*61046927SAndroid Build Coastguard Worker GLuint face;
192*61046927SAndroid Build Coastguard Worker
193*61046927SAndroid Build Coastguard Worker for (level = 0; level < ARRAY_SIZE(texObj->Image[0]); level++) {
194*61046927SAndroid Build Coastguard Worker for (face = 0; face < numFaces; face++) {
195*61046927SAndroid Build Coastguard Worker struct gl_texture_image *texImage =
196*61046927SAndroid Build Coastguard Worker get_tex_image(ctx, texObj, face, level);
197*61046927SAndroid Build Coastguard Worker
198*61046927SAndroid Build Coastguard Worker if (!texImage) {
199*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexStorage");
200*61046927SAndroid Build Coastguard Worker return;
201*61046927SAndroid Build Coastguard Worker }
202*61046927SAndroid Build Coastguard Worker
203*61046927SAndroid Build Coastguard Worker _mesa_clear_texture_image(ctx, texImage);
204*61046927SAndroid Build Coastguard Worker }
205*61046927SAndroid Build Coastguard Worker }
206*61046927SAndroid Build Coastguard Worker }
207*61046927SAndroid Build Coastguard Worker
208*61046927SAndroid Build Coastguard Worker
209*61046927SAndroid Build Coastguard Worker /**
210*61046927SAndroid Build Coastguard Worker * Update/re-validate framebuffer object.
211*61046927SAndroid Build Coastguard Worker */
212*61046927SAndroid Build Coastguard Worker static void
update_fbo_texture(struct gl_context * ctx,struct gl_texture_object * texObj)213*61046927SAndroid Build Coastguard Worker update_fbo_texture(struct gl_context *ctx, struct gl_texture_object *texObj)
214*61046927SAndroid Build Coastguard Worker {
215*61046927SAndroid Build Coastguard Worker const unsigned numFaces = _mesa_num_tex_faces(texObj->Target);
216*61046927SAndroid Build Coastguard Worker for (int level = 0; level < ARRAY_SIZE(texObj->Image[0]); level++) {
217*61046927SAndroid Build Coastguard Worker for (unsigned face = 0; face < numFaces; face++)
218*61046927SAndroid Build Coastguard Worker _mesa_update_fbo_texture(ctx, texObj, face, level);
219*61046927SAndroid Build Coastguard Worker }
220*61046927SAndroid Build Coastguard Worker }
221*61046927SAndroid Build Coastguard Worker
222*61046927SAndroid Build Coastguard Worker
223*61046927SAndroid Build Coastguard Worker GLboolean
_mesa_is_legal_tex_storage_format(const struct gl_context * ctx,GLenum internalformat)224*61046927SAndroid Build Coastguard Worker _mesa_is_legal_tex_storage_format(const struct gl_context *ctx,
225*61046927SAndroid Build Coastguard Worker GLenum internalformat)
226*61046927SAndroid Build Coastguard Worker {
227*61046927SAndroid Build Coastguard Worker if (!_mesa_is_desktop_gl(ctx)) {
228*61046927SAndroid Build Coastguard Worker assert(_mesa_has_EXT_texture_storage(ctx));
229*61046927SAndroid Build Coastguard Worker
230*61046927SAndroid Build Coastguard Worker /* EXT_texture_storage allows us to use some sized internal formats
231*61046927SAndroid Build Coastguard Worker * for TexStorage* that aren't otherwise allowed in OpenGL ES.
232*61046927SAndroid Build Coastguard Worker **/
233*61046927SAndroid Build Coastguard Worker switch (internalformat) {
234*61046927SAndroid Build Coastguard Worker case GL_ALPHA8:
235*61046927SAndroid Build Coastguard Worker case GL_LUMINANCE8:
236*61046927SAndroid Build Coastguard Worker case GL_LUMINANCE8_ALPHA8:
237*61046927SAndroid Build Coastguard Worker return true;
238*61046927SAndroid Build Coastguard Worker
239*61046927SAndroid Build Coastguard Worker case GL_RGBA32F:
240*61046927SAndroid Build Coastguard Worker case GL_RGB32F:
241*61046927SAndroid Build Coastguard Worker case GL_ALPHA32F_EXT:
242*61046927SAndroid Build Coastguard Worker case GL_LUMINANCE32F_EXT:
243*61046927SAndroid Build Coastguard Worker case GL_LUMINANCE_ALPHA32F_EXT:
244*61046927SAndroid Build Coastguard Worker return _mesa_has_OES_texture_float(ctx);
245*61046927SAndroid Build Coastguard Worker
246*61046927SAndroid Build Coastguard Worker case GL_RGBA16F:
247*61046927SAndroid Build Coastguard Worker case GL_RGB16F:
248*61046927SAndroid Build Coastguard Worker case GL_ALPHA16F_EXT:
249*61046927SAndroid Build Coastguard Worker case GL_LUMINANCE16F_EXT:
250*61046927SAndroid Build Coastguard Worker case GL_LUMINANCE_ALPHA16F_EXT:
251*61046927SAndroid Build Coastguard Worker return _mesa_has_OES_texture_half_float(ctx);
252*61046927SAndroid Build Coastguard Worker
253*61046927SAndroid Build Coastguard Worker case GL_RGB10_A2:
254*61046927SAndroid Build Coastguard Worker case GL_RGB10:
255*61046927SAndroid Build Coastguard Worker return _mesa_has_EXT_texture_type_2_10_10_10_REV(ctx);
256*61046927SAndroid Build Coastguard Worker
257*61046927SAndroid Build Coastguard Worker case GL_BGRA8_EXT:
258*61046927SAndroid Build Coastguard Worker assert(_mesa_has_EXT_texture_format_BGRA8888(ctx));
259*61046927SAndroid Build Coastguard Worker return true;
260*61046927SAndroid Build Coastguard Worker
261*61046927SAndroid Build Coastguard Worker case GL_R8:
262*61046927SAndroid Build Coastguard Worker case GL_RG8:
263*61046927SAndroid Build Coastguard Worker return _mesa_has_EXT_texture_rg(ctx);
264*61046927SAndroid Build Coastguard Worker
265*61046927SAndroid Build Coastguard Worker case GL_R32F_EXT:
266*61046927SAndroid Build Coastguard Worker case GL_RG32F_EXT:
267*61046927SAndroid Build Coastguard Worker return _mesa_has_EXT_texture_rg(ctx) &&
268*61046927SAndroid Build Coastguard Worker _mesa_has_OES_texture_float(ctx);
269*61046927SAndroid Build Coastguard Worker
270*61046927SAndroid Build Coastguard Worker case GL_R16F_EXT:
271*61046927SAndroid Build Coastguard Worker case GL_RG16F_EXT:
272*61046927SAndroid Build Coastguard Worker return _mesa_has_EXT_texture_rg(ctx) &&
273*61046927SAndroid Build Coastguard Worker _mesa_has_OES_texture_half_float(ctx);
274*61046927SAndroid Build Coastguard Worker }
275*61046927SAndroid Build Coastguard Worker }
276*61046927SAndroid Build Coastguard Worker
277*61046927SAndroid Build Coastguard Worker /* check internal format - note that only sized formats are allowed */
278*61046927SAndroid Build Coastguard Worker switch (internalformat) {
279*61046927SAndroid Build Coastguard Worker case GL_ALPHA:
280*61046927SAndroid Build Coastguard Worker case GL_LUMINANCE:
281*61046927SAndroid Build Coastguard Worker case GL_LUMINANCE_ALPHA:
282*61046927SAndroid Build Coastguard Worker case GL_INTENSITY:
283*61046927SAndroid Build Coastguard Worker case GL_RED:
284*61046927SAndroid Build Coastguard Worker case GL_RG:
285*61046927SAndroid Build Coastguard Worker case GL_RGB:
286*61046927SAndroid Build Coastguard Worker case GL_RGBA:
287*61046927SAndroid Build Coastguard Worker case GL_BGRA:
288*61046927SAndroid Build Coastguard Worker case GL_DEPTH_COMPONENT:
289*61046927SAndroid Build Coastguard Worker case GL_DEPTH_STENCIL:
290*61046927SAndroid Build Coastguard Worker case GL_COMPRESSED_ALPHA:
291*61046927SAndroid Build Coastguard Worker case GL_COMPRESSED_LUMINANCE_ALPHA:
292*61046927SAndroid Build Coastguard Worker case GL_COMPRESSED_LUMINANCE:
293*61046927SAndroid Build Coastguard Worker case GL_COMPRESSED_INTENSITY:
294*61046927SAndroid Build Coastguard Worker case GL_COMPRESSED_RGB:
295*61046927SAndroid Build Coastguard Worker case GL_COMPRESSED_RGBA:
296*61046927SAndroid Build Coastguard Worker case GL_COMPRESSED_SRGB:
297*61046927SAndroid Build Coastguard Worker case GL_COMPRESSED_SRGB_ALPHA:
298*61046927SAndroid Build Coastguard Worker case GL_COMPRESSED_SLUMINANCE:
299*61046927SAndroid Build Coastguard Worker case GL_COMPRESSED_SLUMINANCE_ALPHA:
300*61046927SAndroid Build Coastguard Worker case GL_RED_INTEGER:
301*61046927SAndroid Build Coastguard Worker case GL_GREEN_INTEGER:
302*61046927SAndroid Build Coastguard Worker case GL_BLUE_INTEGER:
303*61046927SAndroid Build Coastguard Worker case GL_ALPHA_INTEGER:
304*61046927SAndroid Build Coastguard Worker case GL_RGB_INTEGER:
305*61046927SAndroid Build Coastguard Worker case GL_RGBA_INTEGER:
306*61046927SAndroid Build Coastguard Worker case GL_BGR_INTEGER:
307*61046927SAndroid Build Coastguard Worker case GL_BGRA_INTEGER:
308*61046927SAndroid Build Coastguard Worker case GL_LUMINANCE_INTEGER_EXT:
309*61046927SAndroid Build Coastguard Worker case GL_LUMINANCE_ALPHA_INTEGER_EXT:
310*61046927SAndroid Build Coastguard Worker /* these unsized formats are illegal */
311*61046927SAndroid Build Coastguard Worker return GL_FALSE;
312*61046927SAndroid Build Coastguard Worker default:
313*61046927SAndroid Build Coastguard Worker return _mesa_base_tex_format(ctx, internalformat) > 0;
314*61046927SAndroid Build Coastguard Worker }
315*61046927SAndroid Build Coastguard Worker }
316*61046927SAndroid Build Coastguard Worker
317*61046927SAndroid Build Coastguard Worker
318*61046927SAndroid Build Coastguard Worker static GLboolean
parse_attribs(const GLint * attribs,bool no_error,GLint * compression)319*61046927SAndroid Build Coastguard Worker parse_attribs(const GLint *attribs, bool no_error,
320*61046927SAndroid Build Coastguard Worker GLint *compression)
321*61046927SAndroid Build Coastguard Worker {
322*61046927SAndroid Build Coastguard Worker while (attribs[0] != GL_NONE) {
323*61046927SAndroid Build Coastguard Worker const GLint pname = attribs[0];
324*61046927SAndroid Build Coastguard Worker const GLint value = attribs[1];
325*61046927SAndroid Build Coastguard Worker attribs += 2;
326*61046927SAndroid Build Coastguard Worker
327*61046927SAndroid Build Coastguard Worker switch (pname) {
328*61046927SAndroid Build Coastguard Worker case GL_SURFACE_COMPRESSION_EXT:
329*61046927SAndroid Build Coastguard Worker if (!no_error && (value < GL_SURFACE_COMPRESSION_FIXED_RATE_NONE_EXT ||
330*61046927SAndroid Build Coastguard Worker value > GL_SURFACE_COMPRESSION_FIXED_RATE_12BPC_EXT))
331*61046927SAndroid Build Coastguard Worker return GL_FALSE;
332*61046927SAndroid Build Coastguard Worker *compression = value;
333*61046927SAndroid Build Coastguard Worker break;
334*61046927SAndroid Build Coastguard Worker
335*61046927SAndroid Build Coastguard Worker default:
336*61046927SAndroid Build Coastguard Worker if (!no_error)
337*61046927SAndroid Build Coastguard Worker return GL_FALSE;
338*61046927SAndroid Build Coastguard Worker break;
339*61046927SAndroid Build Coastguard Worker };
340*61046927SAndroid Build Coastguard Worker }
341*61046927SAndroid Build Coastguard Worker
342*61046927SAndroid Build Coastguard Worker return GL_TRUE;
343*61046927SAndroid Build Coastguard Worker }
344*61046927SAndroid Build Coastguard Worker
345*61046927SAndroid Build Coastguard Worker
346*61046927SAndroid Build Coastguard Worker /**
347*61046927SAndroid Build Coastguard Worker * Do error checking for calls to glTexStorage1/2/3D().
348*61046927SAndroid Build Coastguard Worker * If an error is found, record it with _mesa_error(), unless the target
349*61046927SAndroid Build Coastguard Worker * is a proxy texture.
350*61046927SAndroid Build Coastguard Worker * \return GL_TRUE if any error, GL_FALSE otherwise.
351*61046927SAndroid Build Coastguard Worker */
352*61046927SAndroid Build Coastguard Worker static GLboolean
tex_storage_error_check(struct gl_context * ctx,struct gl_texture_object * texObj,struct gl_memory_object * memObj,GLuint dims,GLenum target,GLsizei levels,GLenum internalformat,GLsizei width,GLsizei height,GLsizei depth,bool dsa)353*61046927SAndroid Build Coastguard Worker tex_storage_error_check(struct gl_context *ctx,
354*61046927SAndroid Build Coastguard Worker struct gl_texture_object *texObj,
355*61046927SAndroid Build Coastguard Worker struct gl_memory_object *memObj,
356*61046927SAndroid Build Coastguard Worker GLuint dims, GLenum target,
357*61046927SAndroid Build Coastguard Worker GLsizei levels, GLenum internalformat,
358*61046927SAndroid Build Coastguard Worker GLsizei width, GLsizei height, GLsizei depth,
359*61046927SAndroid Build Coastguard Worker bool dsa)
360*61046927SAndroid Build Coastguard Worker {
361*61046927SAndroid Build Coastguard Worker const char* suffix = dsa ? (memObj ? "tureMem" : "ture") :
362*61046927SAndroid Build Coastguard Worker (memObj ? "Mem" : "");
363*61046927SAndroid Build Coastguard Worker
364*61046927SAndroid Build Coastguard Worker /* Legal format checking has been moved to texstorage and texturestorage in
365*61046927SAndroid Build Coastguard Worker * order to allow meta functions to use legacy formats. */
366*61046927SAndroid Build Coastguard Worker
367*61046927SAndroid Build Coastguard Worker /* size check */
368*61046927SAndroid Build Coastguard Worker if (!_mesa_valid_tex_storage_dim(width, height, depth)) {
369*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_VALUE,
370*61046927SAndroid Build Coastguard Worker "glTex%sStorage%uD(width, height or depth < 1)",
371*61046927SAndroid Build Coastguard Worker suffix, dims);
372*61046927SAndroid Build Coastguard Worker return GL_TRUE;
373*61046927SAndroid Build Coastguard Worker }
374*61046927SAndroid Build Coastguard Worker
375*61046927SAndroid Build Coastguard Worker if (_mesa_is_compressed_format(ctx, internalformat)) {
376*61046927SAndroid Build Coastguard Worker GLenum err;
377*61046927SAndroid Build Coastguard Worker if (!_mesa_target_can_be_compressed(ctx, target, internalformat, &err)) {
378*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, err,
379*61046927SAndroid Build Coastguard Worker "glTex%sStorage%dD(internalformat = %s)", suffix, dims,
380*61046927SAndroid Build Coastguard Worker _mesa_enum_to_string(internalformat));
381*61046927SAndroid Build Coastguard Worker return GL_TRUE;
382*61046927SAndroid Build Coastguard Worker }
383*61046927SAndroid Build Coastguard Worker }
384*61046927SAndroid Build Coastguard Worker
385*61046927SAndroid Build Coastguard Worker /* levels check */
386*61046927SAndroid Build Coastguard Worker if (levels < 1) {
387*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_VALUE, "glTex%sStorage%uD(levels < 1)",
388*61046927SAndroid Build Coastguard Worker suffix, dims);
389*61046927SAndroid Build Coastguard Worker return GL_TRUE;
390*61046927SAndroid Build Coastguard Worker }
391*61046927SAndroid Build Coastguard Worker
392*61046927SAndroid Build Coastguard Worker /* check levels against maximum (note different error than above) */
393*61046927SAndroid Build Coastguard Worker if (levels > (GLint) _mesa_max_texture_levels(ctx, target)) {
394*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_OPERATION,
395*61046927SAndroid Build Coastguard Worker "glTex%sStorage%uD(levels too large)",
396*61046927SAndroid Build Coastguard Worker suffix, dims);
397*61046927SAndroid Build Coastguard Worker return GL_TRUE;
398*61046927SAndroid Build Coastguard Worker }
399*61046927SAndroid Build Coastguard Worker
400*61046927SAndroid Build Coastguard Worker /* check levels against width/height/depth */
401*61046927SAndroid Build Coastguard Worker if (levels > _mesa_get_tex_max_num_levels(target, width, height, depth)) {
402*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_OPERATION,
403*61046927SAndroid Build Coastguard Worker "glTex%sStorage%uD(too many levels"
404*61046927SAndroid Build Coastguard Worker " for max texture dimension)",
405*61046927SAndroid Build Coastguard Worker suffix, dims);
406*61046927SAndroid Build Coastguard Worker return GL_TRUE;
407*61046927SAndroid Build Coastguard Worker }
408*61046927SAndroid Build Coastguard Worker
409*61046927SAndroid Build Coastguard Worker /* non-default texture object check */
410*61046927SAndroid Build Coastguard Worker if (!_mesa_is_proxy_texture(target) && (!texObj || (texObj->Name == 0))) {
411*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_OPERATION,
412*61046927SAndroid Build Coastguard Worker "glTex%sStorage%uD(texture object 0)",
413*61046927SAndroid Build Coastguard Worker suffix, dims);
414*61046927SAndroid Build Coastguard Worker return GL_TRUE;
415*61046927SAndroid Build Coastguard Worker }
416*61046927SAndroid Build Coastguard Worker
417*61046927SAndroid Build Coastguard Worker /* Check if texObj->Immutable is set */
418*61046927SAndroid Build Coastguard Worker if (!_mesa_is_proxy_texture(target) && texObj->Immutable) {
419*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_OPERATION, "glTex%sStorage%uD(immutable)",
420*61046927SAndroid Build Coastguard Worker suffix, dims);
421*61046927SAndroid Build Coastguard Worker return GL_TRUE;
422*61046927SAndroid Build Coastguard Worker }
423*61046927SAndroid Build Coastguard Worker
424*61046927SAndroid Build Coastguard Worker /* additional checks for depth textures */
425*61046927SAndroid Build Coastguard Worker if (!_mesa_legal_texture_base_format_for_target(ctx, target, internalformat)) {
426*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_OPERATION, "glTex%sStorage%uD(bad target for texture)",
427*61046927SAndroid Build Coastguard Worker suffix, dims);
428*61046927SAndroid Build Coastguard Worker return GL_TRUE;
429*61046927SAndroid Build Coastguard Worker }
430*61046927SAndroid Build Coastguard Worker
431*61046927SAndroid Build Coastguard Worker return GL_FALSE;
432*61046927SAndroid Build Coastguard Worker }
433*61046927SAndroid Build Coastguard Worker
434*61046927SAndroid Build Coastguard Worker GLboolean
_mesa_sparse_texture_error_check(struct gl_context * ctx,GLuint dims,struct gl_texture_object * texObj,mesa_format format,GLenum target,GLsizei levels,GLsizei width,GLsizei height,GLsizei depth,const char * func)435*61046927SAndroid Build Coastguard Worker _mesa_sparse_texture_error_check(struct gl_context *ctx, GLuint dims,
436*61046927SAndroid Build Coastguard Worker struct gl_texture_object *texObj,
437*61046927SAndroid Build Coastguard Worker mesa_format format, GLenum target, GLsizei levels,
438*61046927SAndroid Build Coastguard Worker GLsizei width, GLsizei height, GLsizei depth,
439*61046927SAndroid Build Coastguard Worker const char *func)
440*61046927SAndroid Build Coastguard Worker {
441*61046927SAndroid Build Coastguard Worker int px, py, pz;
442*61046927SAndroid Build Coastguard Worker int index = texObj->VirtualPageSizeIndex;
443*61046927SAndroid Build Coastguard Worker if (!st_GetSparseTextureVirtualPageSize(ctx, target, format, index,
444*61046927SAndroid Build Coastguard Worker &px, &py, &pz)) {
445*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_OPERATION, "%s(sparse index = %d)",
446*61046927SAndroid Build Coastguard Worker func, index);
447*61046927SAndroid Build Coastguard Worker return GL_TRUE;
448*61046927SAndroid Build Coastguard Worker }
449*61046927SAndroid Build Coastguard Worker
450*61046927SAndroid Build Coastguard Worker if (target == GL_TEXTURE_3D) {
451*61046927SAndroid Build Coastguard Worker if (width > ctx->Const.MaxSparse3DTextureSize ||
452*61046927SAndroid Build Coastguard Worker height > ctx->Const.MaxSparse3DTextureSize ||
453*61046927SAndroid Build Coastguard Worker depth > ctx->Const.MaxSparse3DTextureSize)
454*61046927SAndroid Build Coastguard Worker goto exceed_max_size;
455*61046927SAndroid Build Coastguard Worker } else {
456*61046927SAndroid Build Coastguard Worker if (width > ctx->Const.MaxSparseTextureSize ||
457*61046927SAndroid Build Coastguard Worker height > ctx->Const.MaxSparseTextureSize)
458*61046927SAndroid Build Coastguard Worker goto exceed_max_size;
459*61046927SAndroid Build Coastguard Worker
460*61046927SAndroid Build Coastguard Worker if (target == GL_TEXTURE_2D_ARRAY ||
461*61046927SAndroid Build Coastguard Worker target == GL_TEXTURE_CUBE_MAP_ARRAY) {
462*61046927SAndroid Build Coastguard Worker if (depth > ctx->Const.MaxSparseArrayTextureLayers)
463*61046927SAndroid Build Coastguard Worker goto exceed_max_size;
464*61046927SAndroid Build Coastguard Worker } else if (target == GL_TEXTURE_1D_ARRAY) {
465*61046927SAndroid Build Coastguard Worker if (height > ctx->Const.MaxSparseArrayTextureLayers)
466*61046927SAndroid Build Coastguard Worker goto exceed_max_size;
467*61046927SAndroid Build Coastguard Worker }
468*61046927SAndroid Build Coastguard Worker }
469*61046927SAndroid Build Coastguard Worker
470*61046927SAndroid Build Coastguard Worker /* ARB_sparse_texture2 allow non-page-aligned base texture size. */
471*61046927SAndroid Build Coastguard Worker if (!_mesa_has_ARB_sparse_texture2(ctx) &&
472*61046927SAndroid Build Coastguard Worker (width % px || height % py || depth % pz)) {
473*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_VALUE, "%s(sparse page size)", func);
474*61046927SAndroid Build Coastguard Worker return GL_TRUE;
475*61046927SAndroid Build Coastguard Worker }
476*61046927SAndroid Build Coastguard Worker
477*61046927SAndroid Build Coastguard Worker /* ARB_sparse_texture spec:
478*61046927SAndroid Build Coastguard Worker *
479*61046927SAndroid Build Coastguard Worker * If the value of SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_ARB is FALSE,
480*61046927SAndroid Build Coastguard Worker * then TexStorage* will generate an INVALID_OPERATION error if
481*61046927SAndroid Build Coastguard Worker * * the texture's TEXTURE_SPARSE_ARB parameter is TRUE,
482*61046927SAndroid Build Coastguard Worker * * <target> is one of TEXTURE_1D_ARRAY, TEXTURE_2D_ARRAY,
483*61046927SAndroid Build Coastguard Worker * TEXTURE_CUBE_MAP, or TEXTURE_CUBE_MAP_ARRAY, and
484*61046927SAndroid Build Coastguard Worker * * for the virtual page size corresponding to the
485*61046927SAndroid Build Coastguard Worker * VIRTUAL_PAGE_SIZE_INDEX_ARB parameter, either of the following is
486*61046927SAndroid Build Coastguard Worker * true:
487*61046927SAndroid Build Coastguard Worker * - <width> is not a multiple of VIRTUAL_PAGE_SIZE_X_ARB *
488*61046927SAndroid Build Coastguard Worker * 2^(<levels>-1), or
489*61046927SAndroid Build Coastguard Worker * - <height> is not a multiple of VIRTUAL_PAGE_SIZE_Y_ARB *
490*61046927SAndroid Build Coastguard Worker * 2^(<levels>-1).
491*61046927SAndroid Build Coastguard Worker *
492*61046927SAndroid Build Coastguard Worker * This make sure all allocated mipmap level size is multiple of virtual
493*61046927SAndroid Build Coastguard Worker * page size when SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_ARB is FALSE.
494*61046927SAndroid Build Coastguard Worker */
495*61046927SAndroid Build Coastguard Worker if (!ctx->Const.SparseTextureFullArrayCubeMipmaps &&
496*61046927SAndroid Build Coastguard Worker (target == GL_TEXTURE_1D_ARRAY ||
497*61046927SAndroid Build Coastguard Worker target == GL_TEXTURE_2D_ARRAY ||
498*61046927SAndroid Build Coastguard Worker target == GL_TEXTURE_CUBE_MAP ||
499*61046927SAndroid Build Coastguard Worker target == GL_TEXTURE_CUBE_MAP_ARRAY) &&
500*61046927SAndroid Build Coastguard Worker (width % (px << (levels - 1)) ||
501*61046927SAndroid Build Coastguard Worker height % (py << (levels - 1)))) {
502*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_OPERATION, "%s(sparse array align)", func);
503*61046927SAndroid Build Coastguard Worker return GL_TRUE;
504*61046927SAndroid Build Coastguard Worker }
505*61046927SAndroid Build Coastguard Worker
506*61046927SAndroid Build Coastguard Worker return GL_FALSE;
507*61046927SAndroid Build Coastguard Worker
508*61046927SAndroid Build Coastguard Worker exceed_max_size:
509*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_VALUE, "%s(exceed max sparse size)", func);
510*61046927SAndroid Build Coastguard Worker return GL_TRUE;
511*61046927SAndroid Build Coastguard Worker }
512*61046927SAndroid Build Coastguard Worker
513*61046927SAndroid Build Coastguard Worker /**
514*61046927SAndroid Build Coastguard Worker * Helper that does the storage allocation for _mesa_TexStorage1/2/3D()
515*61046927SAndroid Build Coastguard Worker * and _mesa_TextureStorage1/2/3D().
516*61046927SAndroid Build Coastguard Worker */
517*61046927SAndroid Build Coastguard Worker static ALWAYS_INLINE void
texture_storage(struct gl_context * ctx,GLuint dims,struct gl_texture_object * texObj,struct gl_memory_object * memObj,GLenum target,GLsizei levels,GLenum internalformat,GLsizei width,GLsizei height,GLsizei depth,GLuint64 offset,bool dsa,const GLint * attribs,bool no_error,const char * func)518*61046927SAndroid Build Coastguard Worker texture_storage(struct gl_context *ctx, GLuint dims,
519*61046927SAndroid Build Coastguard Worker struct gl_texture_object *texObj,
520*61046927SAndroid Build Coastguard Worker struct gl_memory_object *memObj, GLenum target,
521*61046927SAndroid Build Coastguard Worker GLsizei levels, GLenum internalformat, GLsizei width,
522*61046927SAndroid Build Coastguard Worker GLsizei height, GLsizei depth, GLuint64 offset, bool dsa,
523*61046927SAndroid Build Coastguard Worker const GLint *attribs, bool no_error, const char *func)
524*61046927SAndroid Build Coastguard Worker {
525*61046927SAndroid Build Coastguard Worker GLboolean sizeOK = GL_TRUE, dimensionsOK = GL_TRUE;
526*61046927SAndroid Build Coastguard Worker mesa_format texFormat;
527*61046927SAndroid Build Coastguard Worker GLint compression = GL_SURFACE_COMPRESSION_FIXED_RATE_NONE_EXT;
528*61046927SAndroid Build Coastguard Worker const char* suffix = dsa ? (memObj ? "tureMem" : "ture") :
529*61046927SAndroid Build Coastguard Worker (memObj ? "Mem" : "");
530*61046927SAndroid Build Coastguard Worker const char* suffix2 = attribs ? "Attribs" : "";
531*61046927SAndroid Build Coastguard Worker
532*61046927SAndroid Build Coastguard Worker assert(texObj);
533*61046927SAndroid Build Coastguard Worker
534*61046927SAndroid Build Coastguard Worker if (!no_error) {
535*61046927SAndroid Build Coastguard Worker if (tex_storage_error_check(ctx, texObj, memObj, dims, target, levels,
536*61046927SAndroid Build Coastguard Worker internalformat, width, height, depth, dsa)) {
537*61046927SAndroid Build Coastguard Worker return; /* error was recorded */
538*61046927SAndroid Build Coastguard Worker }
539*61046927SAndroid Build Coastguard Worker }
540*61046927SAndroid Build Coastguard Worker
541*61046927SAndroid Build Coastguard Worker texFormat = _mesa_choose_texture_format(ctx, texObj, target, 0,
542*61046927SAndroid Build Coastguard Worker internalformat, GL_NONE, GL_NONE);
543*61046927SAndroid Build Coastguard Worker
544*61046927SAndroid Build Coastguard Worker if (!no_error) {
545*61046927SAndroid Build Coastguard Worker /* check that width, height, depth are legal for the mipmap level */
546*61046927SAndroid Build Coastguard Worker dimensionsOK = _mesa_legal_texture_dimensions(ctx, target, 0,
547*61046927SAndroid Build Coastguard Worker width, height, depth, 0);
548*61046927SAndroid Build Coastguard Worker
549*61046927SAndroid Build Coastguard Worker sizeOK = st_TestProxyTexImage(ctx, target, levels, 0, texFormat,
550*61046927SAndroid Build Coastguard Worker 1, width, height, depth);
551*61046927SAndroid Build Coastguard Worker }
552*61046927SAndroid Build Coastguard Worker
553*61046927SAndroid Build Coastguard Worker if (_mesa_is_proxy_texture(target)) {
554*61046927SAndroid Build Coastguard Worker if (dimensionsOK && sizeOK) {
555*61046927SAndroid Build Coastguard Worker initialize_texture_fields(ctx, texObj, levels, width, height, depth,
556*61046927SAndroid Build Coastguard Worker internalformat, texFormat, compression);
557*61046927SAndroid Build Coastguard Worker }
558*61046927SAndroid Build Coastguard Worker else {
559*61046927SAndroid Build Coastguard Worker /* clear all image fields for [levels] */
560*61046927SAndroid Build Coastguard Worker clear_texture_fields(ctx, texObj);
561*61046927SAndroid Build Coastguard Worker }
562*61046927SAndroid Build Coastguard Worker }
563*61046927SAndroid Build Coastguard Worker else {
564*61046927SAndroid Build Coastguard Worker if (!no_error) {
565*61046927SAndroid Build Coastguard Worker if (!dimensionsOK) {
566*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_VALUE,
567*61046927SAndroid Build Coastguard Worker "glTex%sStorage%s%uD(invalid width, height or depth)",
568*61046927SAndroid Build Coastguard Worker suffix, suffix2, dims);
569*61046927SAndroid Build Coastguard Worker return;
570*61046927SAndroid Build Coastguard Worker }
571*61046927SAndroid Build Coastguard Worker
572*61046927SAndroid Build Coastguard Worker if (!sizeOK) {
573*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_OUT_OF_MEMORY,
574*61046927SAndroid Build Coastguard Worker "glTex%sStorage%s%uD(texture too large)",
575*61046927SAndroid Build Coastguard Worker suffix, suffix2, dims);
576*61046927SAndroid Build Coastguard Worker return;
577*61046927SAndroid Build Coastguard Worker }
578*61046927SAndroid Build Coastguard Worker
579*61046927SAndroid Build Coastguard Worker if (texObj->IsSparse) {
580*61046927SAndroid Build Coastguard Worker char func[32];
581*61046927SAndroid Build Coastguard Worker snprintf(func, 32, "glTex%sStorage%s%uD", suffix, suffix2, dims);
582*61046927SAndroid Build Coastguard Worker if (_mesa_sparse_texture_error_check(ctx, dims, texObj, texFormat, target,
583*61046927SAndroid Build Coastguard Worker levels, width, height, depth, func))
584*61046927SAndroid Build Coastguard Worker return; /* error was recorded */
585*61046927SAndroid Build Coastguard Worker }
586*61046927SAndroid Build Coastguard Worker }
587*61046927SAndroid Build Coastguard Worker
588*61046927SAndroid Build Coastguard Worker if (attribs) {
589*61046927SAndroid Build Coastguard Worker if (!parse_attribs(attribs, no_error, &compression) && !no_error) {
590*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_VALUE,
591*61046927SAndroid Build Coastguard Worker "glTex%sStorage%s%uD(invalid attrib value)",
592*61046927SAndroid Build Coastguard Worker suffix, suffix2, dims);
593*61046927SAndroid Build Coastguard Worker return;
594*61046927SAndroid Build Coastguard Worker }
595*61046927SAndroid Build Coastguard Worker }
596*61046927SAndroid Build Coastguard Worker
597*61046927SAndroid Build Coastguard Worker assert(levels > 0);
598*61046927SAndroid Build Coastguard Worker assert(width > 0);
599*61046927SAndroid Build Coastguard Worker assert(height > 0);
600*61046927SAndroid Build Coastguard Worker assert(depth > 0);
601*61046927SAndroid Build Coastguard Worker
602*61046927SAndroid Build Coastguard Worker if (!initialize_texture_fields(ctx, texObj, levels, width, height, depth,
603*61046927SAndroid Build Coastguard Worker internalformat, texFormat, compression)) {
604*61046927SAndroid Build Coastguard Worker return;
605*61046927SAndroid Build Coastguard Worker }
606*61046927SAndroid Build Coastguard Worker
607*61046927SAndroid Build Coastguard Worker /* Setup the backing memory */
608*61046927SAndroid Build Coastguard Worker if (memObj) {
609*61046927SAndroid Build Coastguard Worker if (!st_SetTextureStorageForMemoryObject(ctx, texObj, memObj,
610*61046927SAndroid Build Coastguard Worker levels,
611*61046927SAndroid Build Coastguard Worker width, height, depth,
612*61046927SAndroid Build Coastguard Worker offset, func)) {
613*61046927SAndroid Build Coastguard Worker
614*61046927SAndroid Build Coastguard Worker clear_texture_fields(ctx, texObj);
615*61046927SAndroid Build Coastguard Worker return;
616*61046927SAndroid Build Coastguard Worker }
617*61046927SAndroid Build Coastguard Worker }
618*61046927SAndroid Build Coastguard Worker else {
619*61046927SAndroid Build Coastguard Worker if (!st_AllocTextureStorage(ctx, texObj, levels,
620*61046927SAndroid Build Coastguard Worker width, height, depth, func)) {
621*61046927SAndroid Build Coastguard Worker /* Reset the texture images' info to zeros.
622*61046927SAndroid Build Coastguard Worker * Strictly speaking, we probably don't have to do this since
623*61046927SAndroid Build Coastguard Worker * generating GL_OUT_OF_MEMORY can leave things in an undefined
624*61046927SAndroid Build Coastguard Worker * state but this puts things in a consistent state.
625*61046927SAndroid Build Coastguard Worker */
626*61046927SAndroid Build Coastguard Worker clear_texture_fields(ctx, texObj);
627*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTex%sStorage%s%uD",
628*61046927SAndroid Build Coastguard Worker suffix, suffix2, dims);
629*61046927SAndroid Build Coastguard Worker return;
630*61046927SAndroid Build Coastguard Worker }
631*61046927SAndroid Build Coastguard Worker }
632*61046927SAndroid Build Coastguard Worker
633*61046927SAndroid Build Coastguard Worker _mesa_set_texture_view_state(ctx, texObj, target, levels);
634*61046927SAndroid Build Coastguard Worker
635*61046927SAndroid Build Coastguard Worker update_fbo_texture(ctx, texObj);
636*61046927SAndroid Build Coastguard Worker }
637*61046927SAndroid Build Coastguard Worker }
638*61046927SAndroid Build Coastguard Worker
639*61046927SAndroid Build Coastguard Worker
640*61046927SAndroid Build Coastguard Worker static void
texture_storage_error(struct gl_context * ctx,GLuint dims,struct gl_texture_object * texObj,GLenum target,GLsizei levels,GLenum internalformat,GLsizei width,GLsizei height,GLsizei depth,bool dsa,const char * func,const GLint * attribs)641*61046927SAndroid Build Coastguard Worker texture_storage_error(struct gl_context *ctx, GLuint dims,
642*61046927SAndroid Build Coastguard Worker struct gl_texture_object *texObj,
643*61046927SAndroid Build Coastguard Worker GLenum target, GLsizei levels,
644*61046927SAndroid Build Coastguard Worker GLenum internalformat, GLsizei width,
645*61046927SAndroid Build Coastguard Worker GLsizei height, GLsizei depth, bool dsa, const char *func,
646*61046927SAndroid Build Coastguard Worker const GLint *attribs)
647*61046927SAndroid Build Coastguard Worker {
648*61046927SAndroid Build Coastguard Worker texture_storage(ctx, dims, texObj, NULL, target, levels, internalformat,
649*61046927SAndroid Build Coastguard Worker width, height, depth, dsa, 0, attribs, false, func);
650*61046927SAndroid Build Coastguard Worker }
651*61046927SAndroid Build Coastguard Worker
652*61046927SAndroid Build Coastguard Worker
653*61046927SAndroid Build Coastguard Worker static void
texture_storage_no_error(struct gl_context * ctx,GLuint dims,struct gl_texture_object * texObj,GLenum target,GLsizei levels,GLenum internalformat,GLsizei width,GLsizei height,GLsizei depth,bool dsa,const char * func,const GLint * attribs)654*61046927SAndroid Build Coastguard Worker texture_storage_no_error(struct gl_context *ctx, GLuint dims,
655*61046927SAndroid Build Coastguard Worker struct gl_texture_object *texObj,
656*61046927SAndroid Build Coastguard Worker GLenum target, GLsizei levels,
657*61046927SAndroid Build Coastguard Worker GLenum internalformat, GLsizei width,
658*61046927SAndroid Build Coastguard Worker GLsizei height, GLsizei depth, bool dsa, const char *func,
659*61046927SAndroid Build Coastguard Worker const GLint *attribs)
660*61046927SAndroid Build Coastguard Worker {
661*61046927SAndroid Build Coastguard Worker texture_storage(ctx, dims, texObj, NULL, target, levels, internalformat,
662*61046927SAndroid Build Coastguard Worker width, height, depth, dsa, 0, attribs, true, func);
663*61046927SAndroid Build Coastguard Worker }
664*61046927SAndroid Build Coastguard Worker
665*61046927SAndroid Build Coastguard Worker
666*61046927SAndroid Build Coastguard Worker /**
667*61046927SAndroid Build Coastguard Worker * Helper used by _mesa_TexStorage1/2/3D() and _mesa_TexStorageAttribs2/3D().
668*61046927SAndroid Build Coastguard Worker */
669*61046927SAndroid Build Coastguard Worker static void
texstorage_error(GLuint dims,GLenum target,GLsizei levels,GLenum internalformat,GLsizei width,GLsizei height,GLsizei depth,const GLint * attribs,const char * caller)670*61046927SAndroid Build Coastguard Worker texstorage_error(GLuint dims, GLenum target, GLsizei levels,
671*61046927SAndroid Build Coastguard Worker GLenum internalformat, GLsizei width, GLsizei height,
672*61046927SAndroid Build Coastguard Worker GLsizei depth, const GLint *attribs, const char *caller)
673*61046927SAndroid Build Coastguard Worker {
674*61046927SAndroid Build Coastguard Worker struct gl_texture_object *texObj;
675*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
676*61046927SAndroid Build Coastguard Worker
677*61046927SAndroid Build Coastguard Worker /* Check target. This is done here so that texture_storage
678*61046927SAndroid Build Coastguard Worker * can receive unsized formats.
679*61046927SAndroid Build Coastguard Worker */
680*61046927SAndroid Build Coastguard Worker if (!_mesa_is_legal_tex_storage_target(ctx, dims, target)) {
681*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_ENUM,
682*61046927SAndroid Build Coastguard Worker "%s(illegal target=%s)",
683*61046927SAndroid Build Coastguard Worker caller, _mesa_enum_to_string(target));
684*61046927SAndroid Build Coastguard Worker return;
685*61046927SAndroid Build Coastguard Worker }
686*61046927SAndroid Build Coastguard Worker
687*61046927SAndroid Build Coastguard Worker if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
688*61046927SAndroid Build Coastguard Worker _mesa_debug(ctx, "%s %s %d %s %d %d %d\n", caller,
689*61046927SAndroid Build Coastguard Worker _mesa_enum_to_string(target), levels,
690*61046927SAndroid Build Coastguard Worker _mesa_enum_to_string(internalformat),
691*61046927SAndroid Build Coastguard Worker width, height, depth);
692*61046927SAndroid Build Coastguard Worker
693*61046927SAndroid Build Coastguard Worker /* Check the format to make sure it is sized. */
694*61046927SAndroid Build Coastguard Worker if (!_mesa_is_legal_tex_storage_format(ctx, internalformat)) {
695*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_ENUM,
696*61046927SAndroid Build Coastguard Worker "%s(internalformat = %s)", caller,
697*61046927SAndroid Build Coastguard Worker _mesa_enum_to_string(internalformat));
698*61046927SAndroid Build Coastguard Worker return;
699*61046927SAndroid Build Coastguard Worker }
700*61046927SAndroid Build Coastguard Worker
701*61046927SAndroid Build Coastguard Worker texObj = _mesa_get_current_tex_object(ctx, target);
702*61046927SAndroid Build Coastguard Worker if (!texObj)
703*61046927SAndroid Build Coastguard Worker return;
704*61046927SAndroid Build Coastguard Worker
705*61046927SAndroid Build Coastguard Worker texture_storage_error(ctx, dims, texObj, target, levels, internalformat,
706*61046927SAndroid Build Coastguard Worker width, height, depth, false, caller, attribs);
707*61046927SAndroid Build Coastguard Worker }
708*61046927SAndroid Build Coastguard Worker
709*61046927SAndroid Build Coastguard Worker
710*61046927SAndroid Build Coastguard Worker static void
texstorage_no_error(GLuint dims,GLenum target,GLsizei levels,GLenum internalformat,GLsizei width,GLsizei height,GLsizei depth,const GLint * attribs,const char * caller)711*61046927SAndroid Build Coastguard Worker texstorage_no_error(GLuint dims, GLenum target, GLsizei levels,
712*61046927SAndroid Build Coastguard Worker GLenum internalformat, GLsizei width, GLsizei height,
713*61046927SAndroid Build Coastguard Worker GLsizei depth, const GLint *attribs, const char *caller)
714*61046927SAndroid Build Coastguard Worker {
715*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
716*61046927SAndroid Build Coastguard Worker
717*61046927SAndroid Build Coastguard Worker struct gl_texture_object *texObj = _mesa_get_current_tex_object(ctx, target);
718*61046927SAndroid Build Coastguard Worker texture_storage_no_error(ctx, dims, texObj, target, levels, internalformat,
719*61046927SAndroid Build Coastguard Worker width, height, depth, false, caller, attribs);
720*61046927SAndroid Build Coastguard Worker }
721*61046927SAndroid Build Coastguard Worker
722*61046927SAndroid Build Coastguard Worker
723*61046927SAndroid Build Coastguard Worker /**
724*61046927SAndroid Build Coastguard Worker * Helper used by _mesa_TextureStorage1/2/3D().
725*61046927SAndroid Build Coastguard Worker */
726*61046927SAndroid Build Coastguard Worker static void
texturestorage_error(GLuint dims,GLuint texture,GLsizei levels,GLenum internalformat,GLsizei width,GLsizei height,GLsizei depth,const char * caller)727*61046927SAndroid Build Coastguard Worker texturestorage_error(GLuint dims, GLuint texture, GLsizei levels,
728*61046927SAndroid Build Coastguard Worker GLenum internalformat, GLsizei width, GLsizei height,
729*61046927SAndroid Build Coastguard Worker GLsizei depth, const char *caller)
730*61046927SAndroid Build Coastguard Worker {
731*61046927SAndroid Build Coastguard Worker struct gl_texture_object *texObj;
732*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
733*61046927SAndroid Build Coastguard Worker
734*61046927SAndroid Build Coastguard Worker if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
735*61046927SAndroid Build Coastguard Worker _mesa_debug(ctx, "%s %d %d %s %d %d %d\n",
736*61046927SAndroid Build Coastguard Worker caller, texture, levels,
737*61046927SAndroid Build Coastguard Worker _mesa_enum_to_string(internalformat),
738*61046927SAndroid Build Coastguard Worker width, height, depth);
739*61046927SAndroid Build Coastguard Worker
740*61046927SAndroid Build Coastguard Worker /* Check the format to make sure it is sized. */
741*61046927SAndroid Build Coastguard Worker if (!_mesa_is_legal_tex_storage_format(ctx, internalformat)) {
742*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_ENUM,
743*61046927SAndroid Build Coastguard Worker "%s(internalformat = %s)", caller,
744*61046927SAndroid Build Coastguard Worker _mesa_enum_to_string(internalformat));
745*61046927SAndroid Build Coastguard Worker return;
746*61046927SAndroid Build Coastguard Worker }
747*61046927SAndroid Build Coastguard Worker
748*61046927SAndroid Build Coastguard Worker texObj = _mesa_lookup_texture_err(ctx, texture, caller);
749*61046927SAndroid Build Coastguard Worker if (!texObj)
750*61046927SAndroid Build Coastguard Worker return;
751*61046927SAndroid Build Coastguard Worker
752*61046927SAndroid Build Coastguard Worker /* Check target. This is done here so that texture_storage
753*61046927SAndroid Build Coastguard Worker * can receive unsized formats.
754*61046927SAndroid Build Coastguard Worker */
755*61046927SAndroid Build Coastguard Worker if (!_mesa_is_legal_tex_storage_target(ctx, dims, texObj->Target)) {
756*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_OPERATION,
757*61046927SAndroid Build Coastguard Worker "%s(illegal target=%s)", caller,
758*61046927SAndroid Build Coastguard Worker _mesa_enum_to_string(texObj->Target));
759*61046927SAndroid Build Coastguard Worker return;
760*61046927SAndroid Build Coastguard Worker }
761*61046927SAndroid Build Coastguard Worker
762*61046927SAndroid Build Coastguard Worker texture_storage_error(ctx, dims, texObj, texObj->Target, levels,
763*61046927SAndroid Build Coastguard Worker internalformat, width, height, depth, true, caller, NULL);
764*61046927SAndroid Build Coastguard Worker }
765*61046927SAndroid Build Coastguard Worker
766*61046927SAndroid Build Coastguard Worker
767*61046927SAndroid Build Coastguard Worker static void
texturestorage_no_error(GLuint dims,GLuint texture,GLsizei levels,GLenum internalformat,GLsizei width,GLsizei height,GLsizei depth,const char * caller)768*61046927SAndroid Build Coastguard Worker texturestorage_no_error(GLuint dims, GLuint texture, GLsizei levels,
769*61046927SAndroid Build Coastguard Worker GLenum internalformat, GLsizei width, GLsizei height,
770*61046927SAndroid Build Coastguard Worker GLsizei depth, const char *caller)
771*61046927SAndroid Build Coastguard Worker {
772*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
773*61046927SAndroid Build Coastguard Worker
774*61046927SAndroid Build Coastguard Worker struct gl_texture_object *texObj = _mesa_lookup_texture(ctx, texture);
775*61046927SAndroid Build Coastguard Worker texture_storage_no_error(ctx, dims, texObj, texObj->Target, levels,
776*61046927SAndroid Build Coastguard Worker internalformat, width, height, depth, true, caller, NULL);
777*61046927SAndroid Build Coastguard Worker }
778*61046927SAndroid Build Coastguard Worker
779*61046927SAndroid Build Coastguard Worker
780*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_TexStorage1D_no_error(GLenum target,GLsizei levels,GLenum internalformat,GLsizei width)781*61046927SAndroid Build Coastguard Worker _mesa_TexStorage1D_no_error(GLenum target, GLsizei levels,
782*61046927SAndroid Build Coastguard Worker GLenum internalformat, GLsizei width)
783*61046927SAndroid Build Coastguard Worker {
784*61046927SAndroid Build Coastguard Worker texstorage_no_error(1, target, levels, internalformat, width, 1, 1, NULL,
785*61046927SAndroid Build Coastguard Worker "glTexStorage1D");
786*61046927SAndroid Build Coastguard Worker }
787*61046927SAndroid Build Coastguard Worker
788*61046927SAndroid Build Coastguard Worker
789*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_TexStorage1D(GLenum target,GLsizei levels,GLenum internalformat,GLsizei width)790*61046927SAndroid Build Coastguard Worker _mesa_TexStorage1D(GLenum target, GLsizei levels, GLenum internalformat,
791*61046927SAndroid Build Coastguard Worker GLsizei width)
792*61046927SAndroid Build Coastguard Worker {
793*61046927SAndroid Build Coastguard Worker texstorage_error(1, target, levels, internalformat, width, 1, 1, NULL,
794*61046927SAndroid Build Coastguard Worker "glTexStorage1D");
795*61046927SAndroid Build Coastguard Worker }
796*61046927SAndroid Build Coastguard Worker
797*61046927SAndroid Build Coastguard Worker
798*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_TexStorage2D_no_error(GLenum target,GLsizei levels,GLenum internalformat,GLsizei width,GLsizei height)799*61046927SAndroid Build Coastguard Worker _mesa_TexStorage2D_no_error(GLenum target, GLsizei levels,
800*61046927SAndroid Build Coastguard Worker GLenum internalformat, GLsizei width,
801*61046927SAndroid Build Coastguard Worker GLsizei height)
802*61046927SAndroid Build Coastguard Worker {
803*61046927SAndroid Build Coastguard Worker texstorage_no_error(2, target, levels, internalformat, width, height, 1, NULL,
804*61046927SAndroid Build Coastguard Worker "glTexStorage2D");
805*61046927SAndroid Build Coastguard Worker }
806*61046927SAndroid Build Coastguard Worker
807*61046927SAndroid Build Coastguard Worker
808*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_TexStorage2D(GLenum target,GLsizei levels,GLenum internalformat,GLsizei width,GLsizei height)809*61046927SAndroid Build Coastguard Worker _mesa_TexStorage2D(GLenum target, GLsizei levels, GLenum internalformat,
810*61046927SAndroid Build Coastguard Worker GLsizei width, GLsizei height)
811*61046927SAndroid Build Coastguard Worker {
812*61046927SAndroid Build Coastguard Worker texstorage_error(2, target, levels, internalformat, width, height, 1, NULL,
813*61046927SAndroid Build Coastguard Worker "glTexStorage2D");
814*61046927SAndroid Build Coastguard Worker }
815*61046927SAndroid Build Coastguard Worker
816*61046927SAndroid Build Coastguard Worker
817*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_TexStorage3D_no_error(GLenum target,GLsizei levels,GLenum internalformat,GLsizei width,GLsizei height,GLsizei depth)818*61046927SAndroid Build Coastguard Worker _mesa_TexStorage3D_no_error(GLenum target, GLsizei levels,
819*61046927SAndroid Build Coastguard Worker GLenum internalformat, GLsizei width,
820*61046927SAndroid Build Coastguard Worker GLsizei height, GLsizei depth)
821*61046927SAndroid Build Coastguard Worker {
822*61046927SAndroid Build Coastguard Worker texstorage_no_error(3, target, levels, internalformat, width, height, depth, NULL,
823*61046927SAndroid Build Coastguard Worker "glTexStorage3D");
824*61046927SAndroid Build Coastguard Worker }
825*61046927SAndroid Build Coastguard Worker
826*61046927SAndroid Build Coastguard Worker
827*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_TexStorage3D(GLenum target,GLsizei levels,GLenum internalformat,GLsizei width,GLsizei height,GLsizei depth)828*61046927SAndroid Build Coastguard Worker _mesa_TexStorage3D(GLenum target, GLsizei levels, GLenum internalformat,
829*61046927SAndroid Build Coastguard Worker GLsizei width, GLsizei height, GLsizei depth)
830*61046927SAndroid Build Coastguard Worker {
831*61046927SAndroid Build Coastguard Worker texstorage_error(3, target, levels, internalformat, width, height, depth, NULL,
832*61046927SAndroid Build Coastguard Worker "glTexStorage3D");
833*61046927SAndroid Build Coastguard Worker }
834*61046927SAndroid Build Coastguard Worker
835*61046927SAndroid Build Coastguard Worker
836*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_TexStorageAttribs2DEXT_no_error(GLenum target,GLsizei levels,GLenum internalformat,GLsizei width,GLsizei height,const GLint * attribs)837*61046927SAndroid Build Coastguard Worker _mesa_TexStorageAttribs2DEXT_no_error(GLenum target, GLsizei levels,
838*61046927SAndroid Build Coastguard Worker GLenum internalformat, GLsizei width,
839*61046927SAndroid Build Coastguard Worker GLsizei height, const GLint *attribs)
840*61046927SAndroid Build Coastguard Worker {
841*61046927SAndroid Build Coastguard Worker texstorage_no_error(2, target, levels, internalformat, width, height, 1, attribs,
842*61046927SAndroid Build Coastguard Worker "glTexStorageAttribs2DEXT");
843*61046927SAndroid Build Coastguard Worker }
844*61046927SAndroid Build Coastguard Worker
845*61046927SAndroid Build Coastguard Worker
846*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_TexStorageAttribs2DEXT(GLenum target,GLsizei levels,GLenum internalformat,GLsizei width,GLsizei height,const GLint * attribs)847*61046927SAndroid Build Coastguard Worker _mesa_TexStorageAttribs2DEXT(GLenum target, GLsizei levels, GLenum internalformat,
848*61046927SAndroid Build Coastguard Worker GLsizei width, GLsizei height, const GLint *attribs)
849*61046927SAndroid Build Coastguard Worker {
850*61046927SAndroid Build Coastguard Worker texstorage_error(2, target, levels, internalformat, width, height, 1, attribs,
851*61046927SAndroid Build Coastguard Worker "glTexStorageAttribs2DEXT");
852*61046927SAndroid Build Coastguard Worker }
853*61046927SAndroid Build Coastguard Worker
854*61046927SAndroid Build Coastguard Worker
855*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_TexStorageAttribs3DEXT_no_error(GLenum target,GLsizei levels,GLenum internalformat,GLsizei width,GLsizei height,GLsizei depth,const GLint * attribs)856*61046927SAndroid Build Coastguard Worker _mesa_TexStorageAttribs3DEXT_no_error(GLenum target, GLsizei levels,
857*61046927SAndroid Build Coastguard Worker GLenum internalformat, GLsizei width,
858*61046927SAndroid Build Coastguard Worker GLsizei height, GLsizei depth,
859*61046927SAndroid Build Coastguard Worker const GLint *attribs)
860*61046927SAndroid Build Coastguard Worker {
861*61046927SAndroid Build Coastguard Worker texstorage_no_error(3, target, levels, internalformat, width, height, depth, attribs,
862*61046927SAndroid Build Coastguard Worker "glTexStorageAttribs3DEXT");
863*61046927SAndroid Build Coastguard Worker }
864*61046927SAndroid Build Coastguard Worker
865*61046927SAndroid Build Coastguard Worker
866*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_TexStorageAttribs3DEXT(GLenum target,GLsizei levels,GLenum internalformat,GLsizei width,GLsizei height,GLsizei depth,const GLint * attribs)867*61046927SAndroid Build Coastguard Worker _mesa_TexStorageAttribs3DEXT(GLenum target, GLsizei levels, GLenum internalformat,
868*61046927SAndroid Build Coastguard Worker GLsizei width, GLsizei height, GLsizei depth,
869*61046927SAndroid Build Coastguard Worker const GLint *attribs)
870*61046927SAndroid Build Coastguard Worker {
871*61046927SAndroid Build Coastguard Worker texstorage_error(3, target, levels, internalformat, width, height, depth, attribs,
872*61046927SAndroid Build Coastguard Worker "glTexStorageAttribs3DEXT");
873*61046927SAndroid Build Coastguard Worker }
874*61046927SAndroid Build Coastguard Worker
875*61046927SAndroid Build Coastguard Worker
876*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_TextureStorage1D_no_error(GLuint texture,GLsizei levels,GLenum internalformat,GLsizei width)877*61046927SAndroid Build Coastguard Worker _mesa_TextureStorage1D_no_error(GLuint texture, GLsizei levels,
878*61046927SAndroid Build Coastguard Worker GLenum internalformat, GLsizei width)
879*61046927SAndroid Build Coastguard Worker {
880*61046927SAndroid Build Coastguard Worker texturestorage_no_error(1, texture, levels, internalformat, width, 1, 1,
881*61046927SAndroid Build Coastguard Worker "glTextureStorage1D");
882*61046927SAndroid Build Coastguard Worker }
883*61046927SAndroid Build Coastguard Worker
884*61046927SAndroid Build Coastguard Worker
885*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_TextureStorage1D(GLuint texture,GLsizei levels,GLenum internalformat,GLsizei width)886*61046927SAndroid Build Coastguard Worker _mesa_TextureStorage1D(GLuint texture, GLsizei levels, GLenum internalformat,
887*61046927SAndroid Build Coastguard Worker GLsizei width)
888*61046927SAndroid Build Coastguard Worker {
889*61046927SAndroid Build Coastguard Worker texturestorage_error(1, texture, levels, internalformat, width, 1, 1,
890*61046927SAndroid Build Coastguard Worker "glTextureStorage1D");
891*61046927SAndroid Build Coastguard Worker }
892*61046927SAndroid Build Coastguard Worker
893*61046927SAndroid Build Coastguard Worker
894*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_TextureStorage2D_no_error(GLuint texture,GLsizei levels,GLenum internalformat,GLsizei width,GLsizei height)895*61046927SAndroid Build Coastguard Worker _mesa_TextureStorage2D_no_error(GLuint texture, GLsizei levels,
896*61046927SAndroid Build Coastguard Worker GLenum internalformat,
897*61046927SAndroid Build Coastguard Worker GLsizei width, GLsizei height)
898*61046927SAndroid Build Coastguard Worker {
899*61046927SAndroid Build Coastguard Worker texturestorage_no_error(2, texture, levels, internalformat, width, height, 1,
900*61046927SAndroid Build Coastguard Worker "glTextureStorage2D");
901*61046927SAndroid Build Coastguard Worker }
902*61046927SAndroid Build Coastguard Worker
903*61046927SAndroid Build Coastguard Worker
904*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_TextureStorage2D(GLuint texture,GLsizei levels,GLenum internalformat,GLsizei width,GLsizei height)905*61046927SAndroid Build Coastguard Worker _mesa_TextureStorage2D(GLuint texture, GLsizei levels,
906*61046927SAndroid Build Coastguard Worker GLenum internalformat,
907*61046927SAndroid Build Coastguard Worker GLsizei width, GLsizei height)
908*61046927SAndroid Build Coastguard Worker {
909*61046927SAndroid Build Coastguard Worker texturestorage_error(2, texture, levels, internalformat, width, height, 1,
910*61046927SAndroid Build Coastguard Worker "glTextureStorage2D");
911*61046927SAndroid Build Coastguard Worker }
912*61046927SAndroid Build Coastguard Worker
913*61046927SAndroid Build Coastguard Worker
914*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_TextureStorage3D_no_error(GLuint texture,GLsizei levels,GLenum internalformat,GLsizei width,GLsizei height,GLsizei depth)915*61046927SAndroid Build Coastguard Worker _mesa_TextureStorage3D_no_error(GLuint texture, GLsizei levels,
916*61046927SAndroid Build Coastguard Worker GLenum internalformat, GLsizei width,
917*61046927SAndroid Build Coastguard Worker GLsizei height, GLsizei depth)
918*61046927SAndroid Build Coastguard Worker {
919*61046927SAndroid Build Coastguard Worker texturestorage_no_error(3, texture, levels, internalformat, width, height,
920*61046927SAndroid Build Coastguard Worker depth, "glTextureStorage3D");
921*61046927SAndroid Build Coastguard Worker }
922*61046927SAndroid Build Coastguard Worker
923*61046927SAndroid Build Coastguard Worker
924*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_TextureStorage3D(GLuint texture,GLsizei levels,GLenum internalformat,GLsizei width,GLsizei height,GLsizei depth)925*61046927SAndroid Build Coastguard Worker _mesa_TextureStorage3D(GLuint texture, GLsizei levels, GLenum internalformat,
926*61046927SAndroid Build Coastguard Worker GLsizei width, GLsizei height, GLsizei depth)
927*61046927SAndroid Build Coastguard Worker {
928*61046927SAndroid Build Coastguard Worker texturestorage_error(3, texture, levels, internalformat, width, height, depth,
929*61046927SAndroid Build Coastguard Worker "glTextureStorage3D");
930*61046927SAndroid Build Coastguard Worker }
931*61046927SAndroid Build Coastguard Worker
932*61046927SAndroid Build Coastguard Worker
933*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_TextureStorage1DEXT(GLuint texture,GLenum target,GLsizei levels,GLenum internalformat,GLsizei width)934*61046927SAndroid Build Coastguard Worker _mesa_TextureStorage1DEXT(GLuint texture, GLenum target, GLsizei levels,
935*61046927SAndroid Build Coastguard Worker GLenum internalformat,
936*61046927SAndroid Build Coastguard Worker GLsizei width)
937*61046927SAndroid Build Coastguard Worker {
938*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
939*61046927SAndroid Build Coastguard Worker /* 'texture' must always be initialized, even if the call to
940*61046927SAndroid Build Coastguard Worker * glTextureStorage1DEXT will generate an error.
941*61046927SAndroid Build Coastguard Worker */
942*61046927SAndroid Build Coastguard Worker if (!_mesa_lookup_or_create_texture(ctx, target, texture, false, true,
943*61046927SAndroid Build Coastguard Worker "glTextureStorage1DEXT"))
944*61046927SAndroid Build Coastguard Worker return;
945*61046927SAndroid Build Coastguard Worker texturestorage_error(1, texture, levels, internalformat, width, 1, 1,
946*61046927SAndroid Build Coastguard Worker "glTextureStorage1DEXT");
947*61046927SAndroid Build Coastguard Worker }
948*61046927SAndroid Build Coastguard Worker
949*61046927SAndroid Build Coastguard Worker
950*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_TextureStorage2DEXT(GLuint texture,GLenum target,GLsizei levels,GLenum internalformat,GLsizei width,GLsizei height)951*61046927SAndroid Build Coastguard Worker _mesa_TextureStorage2DEXT(GLuint texture, GLenum target, GLsizei levels,
952*61046927SAndroid Build Coastguard Worker GLenum internalformat,
953*61046927SAndroid Build Coastguard Worker GLsizei width, GLsizei height)
954*61046927SAndroid Build Coastguard Worker {
955*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
956*61046927SAndroid Build Coastguard Worker /* 'texture' must always be initialized, even if the call to
957*61046927SAndroid Build Coastguard Worker * glTextureStorage2DEXT will generate an error.
958*61046927SAndroid Build Coastguard Worker */
959*61046927SAndroid Build Coastguard Worker if (!_mesa_lookup_or_create_texture(ctx, target, texture, false, true,
960*61046927SAndroid Build Coastguard Worker "glTextureStorage2DEXT"))
961*61046927SAndroid Build Coastguard Worker return;
962*61046927SAndroid Build Coastguard Worker texturestorage_error(2, texture, levels, internalformat, width, height, 1,
963*61046927SAndroid Build Coastguard Worker "glTextureStorage2DEXT");
964*61046927SAndroid Build Coastguard Worker }
965*61046927SAndroid Build Coastguard Worker
966*61046927SAndroid Build Coastguard Worker
967*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_TextureStorage3DEXT(GLuint texture,GLenum target,GLsizei levels,GLenum internalformat,GLsizei width,GLsizei height,GLsizei depth)968*61046927SAndroid Build Coastguard Worker _mesa_TextureStorage3DEXT(GLuint texture, GLenum target, GLsizei levels,
969*61046927SAndroid Build Coastguard Worker GLenum internalformat,
970*61046927SAndroid Build Coastguard Worker GLsizei width, GLsizei height, GLsizei depth)
971*61046927SAndroid Build Coastguard Worker {
972*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
973*61046927SAndroid Build Coastguard Worker /* 'texture' must always be initialized, even if the call to
974*61046927SAndroid Build Coastguard Worker * glTextureStorage3DEXT will generate an error.
975*61046927SAndroid Build Coastguard Worker */
976*61046927SAndroid Build Coastguard Worker if (!_mesa_lookup_or_create_texture(ctx, target, texture, false, true,
977*61046927SAndroid Build Coastguard Worker "glTextureStorage3DEXT"))
978*61046927SAndroid Build Coastguard Worker return;
979*61046927SAndroid Build Coastguard Worker texturestorage_error(3, texture, levels, internalformat, width, height, depth,
980*61046927SAndroid Build Coastguard Worker "glTextureStorage3DEXT");
981*61046927SAndroid Build Coastguard Worker }
982*61046927SAndroid Build Coastguard Worker
983*61046927SAndroid Build Coastguard Worker
984*61046927SAndroid Build Coastguard Worker void
_mesa_texture_storage_memory(struct gl_context * ctx,GLuint dims,struct gl_texture_object * texObj,struct gl_memory_object * memObj,GLenum target,GLsizei levels,GLenum internalformat,GLsizei width,GLsizei height,GLsizei depth,GLuint64 offset,bool dsa)985*61046927SAndroid Build Coastguard Worker _mesa_texture_storage_memory(struct gl_context *ctx, GLuint dims,
986*61046927SAndroid Build Coastguard Worker struct gl_texture_object *texObj,
987*61046927SAndroid Build Coastguard Worker struct gl_memory_object *memObj,
988*61046927SAndroid Build Coastguard Worker GLenum target, GLsizei levels,
989*61046927SAndroid Build Coastguard Worker GLenum internalformat, GLsizei width,
990*61046927SAndroid Build Coastguard Worker GLsizei height, GLsizei depth,
991*61046927SAndroid Build Coastguard Worker GLuint64 offset, bool dsa)
992*61046927SAndroid Build Coastguard Worker {
993*61046927SAndroid Build Coastguard Worker assert(memObj);
994*61046927SAndroid Build Coastguard Worker
995*61046927SAndroid Build Coastguard Worker texture_storage(ctx, dims, texObj, memObj, target, levels, internalformat,
996*61046927SAndroid Build Coastguard Worker width, height, depth, offset, dsa, NULL, false, "");
997*61046927SAndroid Build Coastguard Worker }
998