This is texobj.c in view mode; [Download] [Up]
/* $Id: texobj.c,v 1.2 1996/09/27 17:09:42 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 2.0
* Copyright (C) 1995-1996 Brian Paul
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the Free
* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
/*
* $Log: texobj.c,v $
* Revision 1.2 1996/09/27 17:09:42 brianp
* removed a redundant return statement
*
* Revision 1.1 1996/09/13 01:38:16 brianp
* Initial revision
*
*/
#include <assert.h>
#include <stdlib.h>
#include "context.h"
#include "macros.h"
#include "teximage.h"
#include "texobj.h"
#include "types.h"
/*
* Allocate a new texture object structure. The name and dimensionality are
* set to zero here and must be initialized by the caller.
*/
struct gl_texture_object *gl_alloc_texture_object( void )
{
struct gl_texture_object *obj;
obj = (struct gl_texture_object *)
calloc(1,sizeof(struct gl_texture_object));
if (obj) {
/* init the non-zero fields */
obj->WrapS = GL_REPEAT;
obj->WrapT = GL_REPEAT;
obj->MinFilter = GL_NEAREST_MIPMAP_LINEAR;
obj->MagFilter = GL_LINEAR;
}
return obj;
}
/*
* Append a gl_texture_object struct to a list of texture objects.
*/
static void append_texture_object( struct gl_texture_object *list,
struct gl_texture_object *obj )
{
struct gl_texture_object *t;
t = list;
while (t->Next) {
t = t->Next;
}
t->Next = obj;
}
/*
* Deallocate a texture object struct and all children structures
* and image data.
*/
void gl_free_texture_object( struct gl_texture_object *t )
{
GLuint i;
for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
if (t->Image[i]) {
gl_free_texture_image( t->Image[i] );
}
}
free( t );
}
/*
* Given a texture object name, return a pointer to the texture object.
*/
static struct gl_texture_object *
find_texture_object( GLcontext *ctx, GLuint name )
{
struct gl_texture_object *t;
assert( name>0 );
t = ctx->Shared->TexObjectList;
while (t) {
if (t->Name == name) {
return t;
}
t = t->Next;
}
return NULL;
}
void gl_GenTextures( GLcontext *ctx, GLsizei n, GLuint *textures )
{
struct gl_texture_object *t;
GLuint i, max;
if (INSIDE_BEGIN_END(ctx)) {
gl_error( ctx, GL_INVALID_OPERATION, "glGenTextures" );
return;
}
if (n<0) {
gl_error( ctx, GL_INVALID_VALUE, "glGenTextures" );
return;
}
/* Find maximum texture object name in use */
t = ctx->Shared->TexObjectList;
max = 0;
while (t) {
if (t->Name>max) {
max = t->Name;
}
t = t->Next;
}
/* Return new texture names starting at max+1 */
for (i=0;i<n;i++) {
max++;
textures[i] = max;
}
}
void gl_DeleteTextures( GLcontext *ctx, GLsizei n, const GLuint *textures)
{
GLuint i;
if (INSIDE_BEGIN_END(ctx)) {
gl_error( ctx, GL_INVALID_OPERATION, "glAreTexturesResident" );
return;
}
for (i=0;i<n;i++) {
struct gl_texture_object *t, *tprev, *tcurr;
if (textures[i]>0) {
t = find_texture_object( ctx, textures[i] );
if (t) {
if (ctx->Texture.Current1D==t) {
/* revert to default 1-D texture */
ctx->Texture.Current1D = ctx->Shared->TexObjectList;
t->RefCount--;
assert( t->RefCount >= 0 );
}
else if (ctx->Texture.Current2D==t) {
/* revert to default 2-D texture */
ctx->Texture.Current2D = ctx->Shared->TexObjectList->Next;
t->RefCount--;
assert( t->RefCount >= 0 );
}
if (t->RefCount==0) {
/* remove texture object t from the linked list */
tprev = NULL;
tcurr = ctx->Shared->TexObjectList;
while (tcurr) {
if (tcurr==t) {
assert( tprev );
tprev->Next = t->Next;
gl_free_texture_object( t );
break;
}
tprev = tcurr;
tcurr = tcurr->Next;
}
}
}
}
}
}
void gl_BindTexture( GLcontext *ctx, GLenum target, GLuint texture )
{
struct gl_texture_object *oldtexobj;
if (INSIDE_BEGIN_END(ctx)) {
gl_error( ctx, GL_INVALID_OPERATION, "glAreTexturesResident" );
return;
}
switch (target) {
case GL_TEXTURE_1D:
oldtexobj = ctx->Texture.Current1D;
if (texture==0) {
/* use default 1-D texture */
ctx->Texture.Current1D = ctx->Shared->TexObjectList;
}
else {
struct gl_texture_object *t;
t = find_texture_object( ctx, texture );
if (t) {
if (t->Dimensions==1) {
/* success! */
ctx->Texture.Current1D = t;
}
else {
/* wrong dimensionality */
gl_error( ctx, GL_INVALID_OPERATION, "glBindTextureEXT" );
return;
}
}
else {
/* create new texture object */
t = gl_alloc_texture_object();
append_texture_object( ctx->Shared->TexObjectList, t );
t->Name = texture;
t->Dimensions = 1;
ctx->Texture.Current1D = t;
}
}
/* Tidy up reference counting */
if (ctx->Texture.Current1D != oldtexobj && oldtexobj->Name>0) {
/* decr reference count of the prev texture object */
oldtexobj->RefCount--;
assert( oldtexobj->RefCount >= 0 );
}
if (ctx->Texture.Current1D->Name>0) {
ctx->Texture.Current1D->RefCount++;
}
#ifdef FOO
if (!ctx->Texture.Current1D->Complete) {
/* re-examine texture completeness */
gl_update_texture_state();
}
#endif
break;
case GL_TEXTURE_2D:
oldtexobj = ctx->Texture.Current2D;
if (texture==0) {
/* use default 2-D texture */
ctx->Texture.Current1D = ctx->Shared->TexObjectList->Next;
}
else {
struct gl_texture_object *t;
t = find_texture_object( ctx, texture );
if (t) {
if (t->Dimensions==2) {
/* success */
ctx->Texture.Current2D = t;
}
else {
/* wrong dimensionality */
gl_error( ctx, GL_INVALID_OPERATION, "glBindTexture" );
return;
}
}
else {
/* create new texture object */
t = gl_alloc_texture_object();
append_texture_object( ctx->Shared->TexObjectList, t );
t->Name = texture;
t->Dimensions = 2;
ctx->Texture.Current2D = t;
}
}
/* Tidy up reference counting */
if (ctx->Texture.Current2D != oldtexobj && oldtexobj->Name>0) {
/* decr reference count of the prev texture object */
oldtexobj->RefCount--;
assert( oldtexobj->RefCount >= 0 );
}
if (ctx->Texture.Current2D->Name>0) {
ctx->Texture.Current2D->RefCount++;
}
#ifdef FOO
if (!ctx->Texture.Current2D->Complete) {
/* re-examine texture completeness */
gl_update_texture_state();
}
#endif
break;
default:
gl_error( ctx, GL_INVALID_ENUM, "glBindTexture" );
return;
}
}
void gl_PrioritizeTextures( GLcontext *ctx,
GLsizei n, const GLuint *textures,
const GLclampf *priorities )
{
GLuint i;
if (INSIDE_BEGIN_END(ctx)) {
gl_error( ctx, GL_INVALID_OPERATION, "glAreTexturesResident" );
return;
}
if (n<0) {
gl_error( ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)" );
return;
}
for (i=0;i<n;i++) {
struct gl_texture_object *t;
if (textures[i]>0) {
t = find_texture_object( ctx, textures[i] );
if (t) {
t->Priority = CLAMP( priorities[i], 0.0F, 1.0F );
}
}
}
}
GLboolean gl_AreTexturesResident( GLcontext *ctx, GLsizei n,
const GLuint *textures,
GLboolean *residences )
{
GLboolean resident = GL_TRUE;
GLuint i;
if (INSIDE_BEGIN_END(ctx)) {
gl_error( ctx, GL_INVALID_OPERATION, "glAreTexturesResident" );
return GL_FALSE;
}
if (n<0) {
gl_error( ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)" );
return GL_FALSE;
}
for (i=0;i<n;i++) {
struct gl_texture_object *t;
if (textures[i]==0) {
gl_error( ctx, GL_INVALID_VALUE, "glAreTexturesResident(textures)" );
return GL_FALSE;
}
t = find_texture_object( ctx, textures[i] );
if (t) {
/* we consider all valid texture objects to be resident */
residences[i] = GL_TRUE;
}
else {
gl_error( ctx, GL_INVALID_VALUE, "glAreTexturesResident(textures)" );
return GL_FALSE;
}
}
return resident;
}
GLboolean gl_IsTexture( GLcontext *ctx, GLuint texture )
{
if (INSIDE_BEGIN_END(ctx)) {
gl_error( ctx, GL_INVALID_OPERATION, "glIsTextures" );
return GL_FALSE;
}
if (texture>0 && find_texture_object(ctx,texture)) {
return GL_TRUE;
}
else {
return GL_FALSE;
}
}
These are the contents of the former NiCE NeXT User Group NeXTSTEP/OpenStep software archive, currently hosted by Netfuture.ch.