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287 lines
8.8 KiB
287 lines
8.8 KiB
/*
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** Copyright 1991,1992, Silicon Graphics, Inc.
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** All Rights Reserved.
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**
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** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
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** the contents of this file may not be disclosed to third parties, copied or
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** duplicated in any form, in whole or in part, without the prior written
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** permission of Silicon Graphics, Inc.
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**
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** RESTRICTED RIGHTS LEGEND:
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** Use, duplication or disclosure by the Government is subject to restrictions
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** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
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** and Computer Software clause at DFARS 252.227-7013, and/or in similar or
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** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
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** rights reserved under the Copyright Laws of the United States.
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**
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*/
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#include "precomp.h"
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#pragma hdrstop
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#include <namesint.h>
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void __glTexPriListRealize(__GLcontext *gc)
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{
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__GLtextureObject *high, *low;
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GLboolean tryUnload = GL_TRUE;
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MCDHANDLE loadKey;
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__GL_NAMES_ASSERT_LOCKED(gc->texture.shared->namesArray);
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// Attempt to load as many of the highest priority textures as
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// possible. If a lower priority texture is resident and a
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// higher priority texture is unable to load, kick it out
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// and try again
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high = gc->texture.shared->priorityListHighest;
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low = gc->texture.shared->priorityListLowest;
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while (high != NULL)
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{
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// We only want to load textures that have image data
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// Consider - Should check all mipmap levels?
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if (high->loadKey == 0 && high->texture.map.level[0].buffer != NULL)
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{
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for (;;)
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{
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// If high == low then there are no longer any
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// lower-priority textures to consider for unloading
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if (high == low)
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{
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tryUnload = GL_FALSE;
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}
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loadKey = __glGenLoadTexture(gc, &high->texture.map, 0);
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if (loadKey != 0)
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{
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high->resident = GL_TRUE;
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high->loadKey = loadKey;
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break;
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}
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if (tryUnload)
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{
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while (low->loadKey == 0 && low != high)
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{
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low = low->higherPriority;
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}
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if (low->loadKey != 0)
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{
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__glGenFreeTexture(gc, &low->texture.map, low->loadKey);
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low->loadKey = 0;
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low->resident = GL_FALSE;
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}
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}
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else
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{
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break;
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}
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}
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}
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high = high->lowerPriority;
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}
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}
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void __glTexPriListAddToList(__GLcontext *gc, __GLtextureObject *texobj)
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{
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__GLtextureObject *texobjLower;
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__GL_NAMES_ASSERT_LOCKED(gc->texture.shared->namesArray);
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// Walk the priority list to find a lower priority texture object
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texobjLower = gc->texture.shared->priorityListHighest;
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while (texobjLower != NULL &&
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texobjLower->texture.map.texobjs.priority >
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texobj->texture.map.texobjs.priority)
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{
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texobjLower = texobjLower->lowerPriority;
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}
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if (texobjLower == NULL)
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{
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// Place at end of list
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if (gc->texture.shared->priorityListLowest != NULL)
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{
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gc->texture.shared->priorityListLowest->lowerPriority = texobj;
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}
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else
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{
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gc->texture.shared->priorityListHighest = texobj;
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}
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texobj->higherPriority = gc->texture.shared->priorityListLowest;
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gc->texture.shared->priorityListLowest = texobj;
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}
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else
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{
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if (texobjLower->higherPriority != NULL)
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{
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texobjLower->higherPriority->lowerPriority = texobj;
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}
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else
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{
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gc->texture.shared->priorityListHighest = texobj;
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}
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texobj->higherPriority = texobjLower->higherPriority;
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texobjLower->higherPriority = texobj;
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}
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texobj->lowerPriority = texobjLower;
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}
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void __glTexPriListAdd(__GLcontext *gc, __GLtextureObject *texobj,
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GLboolean realize)
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{
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__glNamesLockArray(gc, gc->texture.shared->namesArray);
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__glTexPriListAddToList(gc, texobj);
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if (realize)
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{
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__glTexPriListRealize(gc);
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}
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__glNamesUnlockArray(gc, gc->texture.shared->namesArray);
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}
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void __glTexPriListRemoveFromList(__GLcontext *gc, __GLtextureObject *texobj)
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{
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__GL_NAMES_ASSERT_LOCKED(gc->texture.shared->namesArray);
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#if DBG
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{
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__GLtextureObject *t;
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for (t = gc->texture.shared->priorityListHighest;
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t != NULL; t = t->lowerPriority)
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{
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if (t == texobj)
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{
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break;
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}
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}
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ASSERTOPENGL(t != NULL, "Removing an unlisted texobj");
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}
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#endif
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if (texobj->higherPriority != NULL)
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{
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texobj->higherPriority->lowerPriority = texobj->lowerPriority;
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}
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else
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{
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gc->texture.shared->priorityListHighest = texobj->lowerPriority;
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}
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if (texobj->lowerPriority != NULL)
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{
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texobj->lowerPriority->higherPriority = texobj->higherPriority;
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}
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else
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{
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gc->texture.shared->priorityListLowest = texobj->higherPriority;
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}
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}
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void __glTexPriListRemove(__GLcontext *gc, __GLtextureObject *texobj,
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GLboolean realize)
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{
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__glNamesLockArray(gc, gc->texture.shared->namesArray);
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__glTexPriListRemoveFromList(gc, texobj);
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__glGenFreeTexture(gc, &texobj->texture.map, texobj->loadKey);
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texobj->loadKey = 0;
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texobj->resident = GL_FALSE;
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if (realize)
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{
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__glTexPriListRealize(gc);
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}
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__glNamesUnlockArray(gc, gc->texture.shared->namesArray);
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}
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void __glTexPriListChangePriority(__GLcontext *gc, __GLtextureObject *texobj,
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GLboolean realize)
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{
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__glNamesLockArray(gc, gc->texture.shared->namesArray);
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__glTexPriListRemoveFromList(gc, texobj);
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__glTexPriListAddToList(gc, texobj);
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// If we're re-realizing, don't bother calling the MCD texture-priority
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// function:
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if (realize) {
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__glTexPriListRealize(gc);
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} else if (((__GLGENcontext *)gc)->pMcdState && texobj->loadKey) {
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GenMcdUpdateTexturePriority((__GLGENcontext *)gc,
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&texobj->texture.map, texobj->loadKey);
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}
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__glNamesUnlockArray(gc, gc->texture.shared->namesArray);
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}
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void __glTexPriListLoadSubImage(__GLcontext *gc, GLenum target, GLint lod,
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GLint xoffset, GLint yoffset,
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GLsizei w, GLsizei h)
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{
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__GLtextureObject *pto;
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// Always mark things as resident:
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pto = __glLookUpTextureObject(gc, target);
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pto->resident = GL_TRUE;
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__glGenUpdateTexture(gc, &pto->texture.map, pto->loadKey);
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// For MCD, send down the full subimage command:
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if (((__GLGENcontext *)gc)->pMcdState && pto->loadKey) {
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GenMcdUpdateSubTexture((__GLGENcontext *)gc, &pto->texture.map,
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pto->loadKey, lod,
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xoffset, yoffset, w, h);
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}
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}
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void __glTexPriListLoadImage(__GLcontext *gc, GLenum target)
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{
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__GLtextureObject *pto;
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// If we're unaccelerated then always mark things as resident
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pto = __glLookUpTextureObject(gc, target);
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pto->resident = GL_TRUE;
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__glGenUpdateTexture(gc, &pto->texture.map, pto->loadKey);
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// For simplicity, we will assume that the texture size or format
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// has changed, so delete the texture and re-realize the list.
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//
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// !!! If this becomes a performance issue, we *could* be smart about
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// !!! detecting the cases where the texture size and format remains the
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// !!! same. However, modifying a texture should really be done through
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// !!! SubImage calls.
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if (((__GLGENcontext *)gc)->pMcdState) {
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if (pto->loadKey) {
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GenMcdDeleteTexture((__GLGENcontext *)gc, pto->loadKey);
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pto->loadKey = 0;
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}
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__glNamesLockArray(gc, gc->texture.shared->namesArray);
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__glTexPriListRealize(gc);
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__glNamesUnlockArray(gc, gc->texture.shared->namesArray);
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}
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}
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void __glTexPriListUnloadAll(__GLcontext *gc)
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{
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__GLtextureObject *texobj;
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__GL_NAMES_ASSERT_LOCKED(gc->texture.shared->namesArray);
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texobj = gc->texture.shared->priorityListHighest;
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while (texobj != NULL)
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{
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__glGenFreeTexture(gc, &texobj->texture.map, texobj->loadKey);
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texobj->loadKey = 0;
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texobj->resident = GL_FALSE;
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texobj = texobj->lowerPriority;
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}
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}
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