texobj.c revision 707f0679157f83ac45127e41647b96ed924d45c9
1/**
2 * \file texobj.c
3 * Texture object management.
4 */
5
6/*
7 * Mesa 3-D graphics library
8 * Version:  7.1
9 *
10 * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.
11 *
12 * Permission is hereby granted, free of charge, to any person obtaining a
13 * copy of this software and associated documentation files (the "Software"),
14 * to deal in the Software without restriction, including without limitation
15 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
16 * and/or sell copies of the Software, and to permit persons to whom the
17 * Software is furnished to do so, subject to the following conditions:
18 *
19 * The above copyright notice and this permission notice shall be included
20 * in all copies or substantial portions of the Software.
21 *
22 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
23 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
24 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
25 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
26 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
27 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
28 */
29
30
31#include "mfeatures.h"
32#include "bufferobj.h"
33#include "colortab.h"
34#include "context.h"
35#include "enums.h"
36#include "fbobject.h"
37#include "formats.h"
38#include "hash.h"
39#include "imports.h"
40#include "macros.h"
41#include "teximage.h"
42#include "texobj.h"
43#include "texstate.h"
44#include "mtypes.h"
45#include "program/prog_instruction.h"
46
47
48
49/**********************************************************************/
50/** \name Internal functions */
51/*@{*/
52
53
54/**
55 * Return the gl_texture_object for a given ID.
56 */
57struct gl_texture_object *
58_mesa_lookup_texture(struct gl_context *ctx, GLuint id)
59{
60   return (struct gl_texture_object *)
61      _mesa_HashLookup(ctx->Shared->TexObjects, id);
62}
63
64
65
66/**
67 * Allocate and initialize a new texture object.  But don't put it into the
68 * texture object hash table.
69 *
70 * Called via ctx->Driver.NewTextureObject, unless overridden by a device
71 * driver.
72 *
73 * \param shared the shared GL state structure to contain the texture object
74 * \param name integer name for the texture object
75 * \param target either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,
76 * GL_TEXTURE_CUBE_MAP_ARB or GL_TEXTURE_RECTANGLE_NV.  zero is ok for the sake
77 * of GenTextures()
78 *
79 * \return pointer to new texture object.
80 */
81struct gl_texture_object *
82_mesa_new_texture_object( struct gl_context *ctx, GLuint name, GLenum target )
83{
84   struct gl_texture_object *obj;
85   (void) ctx;
86   obj = MALLOC_STRUCT(gl_texture_object);
87   _mesa_initialize_texture_object(obj, name, target);
88   return obj;
89}
90
91
92/**
93 * Initialize a new texture object to default values.
94 * \param obj  the texture object
95 * \param name  the texture name
96 * \param target  the texture target
97 */
98void
99_mesa_initialize_texture_object( struct gl_texture_object *obj,
100                                 GLuint name, GLenum target )
101{
102   ASSERT(target == 0 ||
103          target == GL_TEXTURE_1D ||
104          target == GL_TEXTURE_2D ||
105          target == GL_TEXTURE_3D ||
106          target == GL_TEXTURE_CUBE_MAP_ARB ||
107          target == GL_TEXTURE_RECTANGLE_NV ||
108          target == GL_TEXTURE_1D_ARRAY_EXT ||
109          target == GL_TEXTURE_2D_ARRAY_EXT ||
110          target == GL_TEXTURE_EXTERNAL_OES ||
111          target == GL_TEXTURE_BUFFER);
112
113   memset(obj, 0, sizeof(*obj));
114   /* init the non-zero fields */
115   _glthread_INIT_MUTEX(obj->Mutex);
116   obj->RefCount = 1;
117   obj->Name = name;
118   obj->Target = target;
119   obj->Priority = 1.0F;
120   obj->BaseLevel = 0;
121   obj->MaxLevel = 1000;
122
123   /* must be one; no support for (YUV) planes in separate buffers */
124   obj->RequiredTextureImageUnits = 1;
125
126   /* sampler state */
127   if (target == GL_TEXTURE_RECTANGLE_NV ||
128       target == GL_TEXTURE_EXTERNAL_OES) {
129      obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
130      obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
131      obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
132      obj->Sampler.MinFilter = GL_LINEAR;
133   }
134   else {
135      obj->Sampler.WrapS = GL_REPEAT;
136      obj->Sampler.WrapT = GL_REPEAT;
137      obj->Sampler.WrapR = GL_REPEAT;
138      obj->Sampler.MinFilter = GL_NEAREST_MIPMAP_LINEAR;
139   }
140   obj->Sampler.MagFilter = GL_LINEAR;
141   obj->Sampler.MinLod = -1000.0;
142   obj->Sampler.MaxLod = 1000.0;
143   obj->Sampler.LodBias = 0.0;
144   obj->Sampler.MaxAnisotropy = 1.0;
145   obj->Sampler.CompareMode = GL_NONE;         /* ARB_shadow */
146   obj->Sampler.CompareFunc = GL_LEQUAL;       /* ARB_shadow */
147   obj->DepthMode = GL_LUMINANCE;
148   obj->Sampler.CubeMapSeamless = GL_FALSE;
149   obj->Swizzle[0] = GL_RED;
150   obj->Swizzle[1] = GL_GREEN;
151   obj->Swizzle[2] = GL_BLUE;
152   obj->Swizzle[3] = GL_ALPHA;
153   obj->_Swizzle = SWIZZLE_NOOP;
154   obj->Sampler.sRGBDecode = GL_DECODE_EXT;
155   obj->BufferObjectFormat = GL_LUMINANCE8;
156   obj->_BufferObjectFormat = MESA_FORMAT_L8;
157}
158
159
160/**
161 * Some texture initialization can't be finished until we know which
162 * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
163 */
164static void
165finish_texture_init(struct gl_context *ctx, GLenum target,
166                    struct gl_texture_object *obj)
167{
168   assert(obj->Target == 0);
169
170   if (target == GL_TEXTURE_RECTANGLE_NV ||
171       target == GL_TEXTURE_EXTERNAL_OES) {
172      /* have to init wrap and filter state here - kind of klunky */
173      obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
174      obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
175      obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
176      obj->Sampler.MinFilter = GL_LINEAR;
177      if (ctx->Driver.TexParameter) {
178         static const GLfloat fparam_wrap[1] = {(GLfloat) GL_CLAMP_TO_EDGE};
179         static const GLfloat fparam_filter[1] = {(GLfloat) GL_LINEAR};
180         ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_S, fparam_wrap);
181         ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_T, fparam_wrap);
182         ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_R, fparam_wrap);
183         ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_MIN_FILTER, fparam_filter);
184      }
185   }
186}
187
188
189/**
190 * Deallocate a texture object struct.  It should have already been
191 * removed from the texture object pool.
192 * Called via ctx->Driver.DeleteTexture() if not overriden by a driver.
193 *
194 * \param shared the shared GL state to which the object belongs.
195 * \param texObj the texture object to delete.
196 */
197void
198_mesa_delete_texture_object(struct gl_context *ctx,
199                            struct gl_texture_object *texObj)
200{
201   GLuint i, face;
202
203   /* Set Target to an invalid value.  With some assertions elsewhere
204    * we can try to detect possible use of deleted textures.
205    */
206   texObj->Target = 0x99;
207
208   /* free the texture images */
209   for (face = 0; face < 6; face++) {
210      for (i = 0; i < MAX_TEXTURE_LEVELS; i++) {
211         if (texObj->Image[face][i]) {
212            ctx->Driver.DeleteTextureImage(ctx, texObj->Image[face][i]);
213         }
214      }
215   }
216
217   _mesa_reference_buffer_object(ctx, &texObj->BufferObject, NULL);
218
219   /* destroy the mutex -- it may have allocated memory (eg on bsd) */
220   _glthread_DESTROY_MUTEX(texObj->Mutex);
221
222   /* free this object */
223   free(texObj);
224}
225
226
227
228/**
229 * Copy texture object state from one texture object to another.
230 * Use for glPush/PopAttrib.
231 *
232 * \param dest destination texture object.
233 * \param src source texture object.
234 */
235void
236_mesa_copy_texture_object( struct gl_texture_object *dest,
237                           const struct gl_texture_object *src )
238{
239   dest->Target = src->Target;
240   dest->Name = src->Name;
241   dest->Priority = src->Priority;
242   dest->Sampler.BorderColor.f[0] = src->Sampler.BorderColor.f[0];
243   dest->Sampler.BorderColor.f[1] = src->Sampler.BorderColor.f[1];
244   dest->Sampler.BorderColor.f[2] = src->Sampler.BorderColor.f[2];
245   dest->Sampler.BorderColor.f[3] = src->Sampler.BorderColor.f[3];
246   dest->Sampler.WrapS = src->Sampler.WrapS;
247   dest->Sampler.WrapT = src->Sampler.WrapT;
248   dest->Sampler.WrapR = src->Sampler.WrapR;
249   dest->Sampler.MinFilter = src->Sampler.MinFilter;
250   dest->Sampler.MagFilter = src->Sampler.MagFilter;
251   dest->Sampler.MinLod = src->Sampler.MinLod;
252   dest->Sampler.MaxLod = src->Sampler.MaxLod;
253   dest->Sampler.LodBias = src->Sampler.LodBias;
254   dest->BaseLevel = src->BaseLevel;
255   dest->MaxLevel = src->MaxLevel;
256   dest->Sampler.MaxAnisotropy = src->Sampler.MaxAnisotropy;
257   dest->Sampler.CompareMode = src->Sampler.CompareMode;
258   dest->Sampler.CompareFunc = src->Sampler.CompareFunc;
259   dest->Sampler.CubeMapSeamless = src->Sampler.CubeMapSeamless;
260   dest->DepthMode = src->DepthMode;
261   dest->Sampler.sRGBDecode = src->Sampler.sRGBDecode;
262   dest->_MaxLevel = src->_MaxLevel;
263   dest->_MaxLambda = src->_MaxLambda;
264   dest->GenerateMipmap = src->GenerateMipmap;
265   dest->_BaseComplete = src->_BaseComplete;
266   dest->_MipmapComplete = src->_MipmapComplete;
267   COPY_4V(dest->Swizzle, src->Swizzle);
268   dest->_Swizzle = src->_Swizzle;
269
270   dest->RequiredTextureImageUnits = src->RequiredTextureImageUnits;
271}
272
273
274/**
275 * Free all texture images of the given texture object.
276 *
277 * \param ctx GL context.
278 * \param t texture object.
279 *
280 * \sa _mesa_clear_texture_image().
281 */
282void
283_mesa_clear_texture_object(struct gl_context *ctx,
284                           struct gl_texture_object *texObj)
285{
286   GLuint i, j;
287
288   if (texObj->Target == 0)
289      return;
290
291   for (i = 0; i < MAX_FACES; i++) {
292      for (j = 0; j < MAX_TEXTURE_LEVELS; j++) {
293         struct gl_texture_image *texImage = texObj->Image[i][j];
294         if (texImage)
295            _mesa_clear_texture_image(ctx, texImage);
296      }
297   }
298}
299
300
301/**
302 * Check if the given texture object is valid by examining its Target field.
303 * For debugging only.
304 */
305static GLboolean
306valid_texture_object(const struct gl_texture_object *tex)
307{
308   switch (tex->Target) {
309   case 0:
310   case GL_TEXTURE_1D:
311   case GL_TEXTURE_2D:
312   case GL_TEXTURE_3D:
313   case GL_TEXTURE_CUBE_MAP_ARB:
314   case GL_TEXTURE_RECTANGLE_NV:
315   case GL_TEXTURE_1D_ARRAY_EXT:
316   case GL_TEXTURE_2D_ARRAY_EXT:
317   case GL_TEXTURE_BUFFER:
318   case GL_TEXTURE_EXTERNAL_OES:
319      return GL_TRUE;
320   case 0x99:
321      _mesa_problem(NULL, "invalid reference to a deleted texture object");
322      return GL_FALSE;
323   default:
324      _mesa_problem(NULL, "invalid texture object Target 0x%x, Id = %u",
325                    tex->Target, tex->Name);
326      return GL_FALSE;
327   }
328}
329
330
331/**
332 * Reference (or unreference) a texture object.
333 * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
334 * If 'tex' is non-null, increment its refcount.
335 * This is normally only called from the _mesa_reference_texobj() macro
336 * when there's a real pointer change.
337 */
338void
339_mesa_reference_texobj_(struct gl_texture_object **ptr,
340                        struct gl_texture_object *tex)
341{
342   assert(ptr);
343
344   if (*ptr) {
345      /* Unreference the old texture */
346      GLboolean deleteFlag = GL_FALSE;
347      struct gl_texture_object *oldTex = *ptr;
348
349      ASSERT(valid_texture_object(oldTex));
350      (void) valid_texture_object; /* silence warning in release builds */
351
352      _glthread_LOCK_MUTEX(oldTex->Mutex);
353      ASSERT(oldTex->RefCount > 0);
354      oldTex->RefCount--;
355
356      deleteFlag = (oldTex->RefCount == 0);
357      _glthread_UNLOCK_MUTEX(oldTex->Mutex);
358
359      if (deleteFlag) {
360         GET_CURRENT_CONTEXT(ctx);
361         if (ctx)
362            ctx->Driver.DeleteTexture(ctx, oldTex);
363         else
364            _mesa_problem(NULL, "Unable to delete texture, no context");
365      }
366
367      *ptr = NULL;
368   }
369   assert(!*ptr);
370
371   if (tex) {
372      /* reference new texture */
373      ASSERT(valid_texture_object(tex));
374      _glthread_LOCK_MUTEX(tex->Mutex);
375      if (tex->RefCount == 0) {
376         /* this texture's being deleted (look just above) */
377         /* Not sure this can every really happen.  Warn if it does. */
378         _mesa_problem(NULL, "referencing deleted texture object");
379         *ptr = NULL;
380      }
381      else {
382         tex->RefCount++;
383         *ptr = tex;
384      }
385      _glthread_UNLOCK_MUTEX(tex->Mutex);
386   }
387}
388
389
390enum base_mipmap { BASE, MIPMAP };
391
392
393/**
394 * Mark a texture object as incomplete.  There are actually three kinds of
395 * (in)completeness:
396 * 1. "base incomplete": the base level of the texture is invalid so no
397 *    texturing is possible.
398 * 2. "mipmap incomplete": a non-base level of the texture is invalid so
399 *    mipmap filtering isn't possible, but non-mipmap filtering is.
400 * 3. "texture incompleteness": some combination of texture state and
401 *    sampler state renders the texture incomplete.
402 *
403 * \param t  texture object
404 * \param bm  either BASE or MIPMAP to indicate what's incomplete
405 * \param fmt...  string describing why it's incomplete (for debugging).
406 */
407static void
408incomplete(struct gl_texture_object *t, enum base_mipmap bm,
409           const char *fmt, ...)
410{
411   if (MESA_DEBUG_FLAGS & DEBUG_INCOMPLETE_TEXTURE) {
412      va_list args;
413      char s[100];
414
415      va_start(args, fmt);
416      vsnprintf(s, sizeof(s), fmt, args);
417      va_end(args);
418
419      _mesa_debug(NULL, "Texture Obj %d incomplete because: %s\n", t->Name, s);
420   }
421
422   if (bm == BASE)
423      t->_BaseComplete = GL_FALSE;
424   t->_MipmapComplete = GL_FALSE;
425}
426
427
428/**
429 * Examine a texture object to determine if it is complete.
430 *
431 * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
432 * accordingly.
433 *
434 * \param ctx GL context.
435 * \param t texture object.
436 *
437 * According to the texture target, verifies that each of the mipmaps is
438 * present and has the expected size.
439 */
440void
441_mesa_test_texobj_completeness( const struct gl_context *ctx,
442                                struct gl_texture_object *t )
443{
444   const GLint baseLevel = t->BaseLevel;
445   const struct gl_texture_image *baseImage;
446   GLint maxLog2 = 0, maxLevels = 0;
447
448   /* We'll set these to FALSE if tests fail below */
449   t->_BaseComplete = GL_TRUE;
450   t->_MipmapComplete = GL_TRUE;
451
452   if (t->Target == GL_TEXTURE_BUFFER) {
453      /* Buffer textures are always considered complete.  The obvious case where
454       * they would be incomplete (no BO attached) is actually specced to be
455       * undefined rendering results.
456       */
457      return;
458   }
459
460   /* Detect cases where the application set the base level to an invalid
461    * value.
462    */
463   if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS)) {
464      incomplete(t, BASE, "base level = %d is invalid", baseLevel);
465      return;
466   }
467
468   if (t->MaxLevel < baseLevel) {
469      incomplete(t, BASE, "MAX_LEVEL (%d) < BASE_LEVEL (%d)",
470		 t->MaxLevel, baseLevel);
471      return;
472   }
473
474   baseImage = t->Image[0][baseLevel];
475
476   /* Always need the base level image */
477   if (!baseImage) {
478      incomplete(t, BASE, "Image[baseLevel=%d] == NULL", baseLevel);
479      return;
480   }
481
482   /* Check width/height/depth for zero */
483   if (baseImage->Width == 0 ||
484       baseImage->Height == 0 ||
485       baseImage->Depth == 0) {
486      incomplete(t, BASE, "texture width or height or depth = 0");
487      return;
488   }
489
490   /* Check if the texture values are integer */
491   {
492      GLenum datatype = _mesa_get_format_datatype(baseImage->TexFormat);
493      t->_IsIntegerFormat = datatype == GL_INT || datatype == GL_UNSIGNED_INT;
494   }
495
496   /* Compute _MaxLevel (the maximum mipmap level we'll sample from given the
497    * mipmap image sizes and GL_TEXTURE_MAX_LEVEL state).
498    */
499   switch (t->Target) {
500   case GL_TEXTURE_1D:
501   case GL_TEXTURE_1D_ARRAY_EXT:
502      maxLog2 = baseImage->WidthLog2;
503      maxLevels = ctx->Const.MaxTextureLevels;
504      break;
505   case GL_TEXTURE_2D:
506   case GL_TEXTURE_2D_ARRAY_EXT:
507      maxLog2 = MAX2(baseImage->WidthLog2,
508                     baseImage->HeightLog2);
509      maxLevels = ctx->Const.MaxTextureLevels;
510      break;
511   case GL_TEXTURE_3D:
512      maxLog2 = MAX3(baseImage->WidthLog2,
513                     baseImage->HeightLog2,
514                     baseImage->DepthLog2);
515      maxLevels = ctx->Const.Max3DTextureLevels;
516      break;
517   case GL_TEXTURE_CUBE_MAP_ARB:
518      maxLog2 = MAX2(baseImage->WidthLog2,
519                     baseImage->HeightLog2);
520      maxLevels = ctx->Const.MaxCubeTextureLevels;
521      break;
522   case GL_TEXTURE_RECTANGLE_NV:
523   case GL_TEXTURE_BUFFER:
524   case GL_TEXTURE_EXTERNAL_OES:
525      maxLog2 = 0;  /* not applicable */
526      maxLevels = 1;  /* no mipmapping */
527      break;
528   default:
529      _mesa_problem(ctx, "Bad t->Target in _mesa_test_texobj_completeness");
530      return;
531   }
532
533   ASSERT(maxLevels > 0);
534
535   t->_MaxLevel = baseLevel + maxLog2;  /* 'p' in the GL spec */
536   t->_MaxLevel = MIN2(t->_MaxLevel, t->MaxLevel);
537   t->_MaxLevel = MIN2(t->_MaxLevel, maxLevels - 1); /* 'q' in the GL spec */
538
539   /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
540   t->_MaxLambda = (GLfloat) (t->_MaxLevel - baseLevel);
541
542   if (t->Immutable) {
543      /* This texture object was created with glTexStorage1/2/3D() so we
544       * know that all the mipmap levels are the right size and all cube
545       * map faces are the same size.
546       * We don't need to do any of the additional checks below.
547       */
548      return;
549   }
550
551   if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
552      /* Make sure that all six cube map level 0 images are the same size.
553       * Note:  we know that the image's width==height (we enforce that
554       * at glTexImage time) so we only need to test the width here.
555       */
556      GLuint face;
557      assert(baseImage->Width2 == baseImage->Height);
558      for (face = 1; face < 6; face++) {
559         assert(t->Image[face][baseLevel] == NULL ||
560                t->Image[face][baseLevel]->Width2 ==
561                t->Image[face][baseLevel]->Height2);
562         if (t->Image[face][baseLevel] == NULL ||
563             t->Image[face][baseLevel]->Width2 != baseImage->Width2) {
564            incomplete(t, BASE, "Cube face missing or mismatched size");
565            return;
566         }
567      }
568   }
569
570   /*
571    * Do mipmap consistency checking.
572    * Note: we don't care about the current texture sampler state here.
573    * To determine texture completeness we'll either look at _BaseComplete
574    * or _MipmapComplete depending on the current minification filter mode.
575    */
576   {
577      GLint i;
578      const GLint minLevel = baseLevel;
579      const GLint maxLevel = t->_MaxLevel;
580      const GLuint numFaces = t->Target == GL_TEXTURE_CUBE_MAP ? 6 : 1;
581      GLuint width, height, depth, face;
582
583      if (minLevel > maxLevel) {
584         incomplete(t, BASE, "minLevel > maxLevel");
585         return;
586      }
587
588      /* Get the base image's dimensions */
589      width = baseImage->Width2;
590      height = baseImage->Height2;
591      depth = baseImage->Depth2;
592
593      /* Note: this loop will be a no-op for RECT, BUFFER, EXTERNAL textures */
594      for (i = baseLevel + 1; i < maxLevels; i++) {
595         /* Compute the expected size of image at level[i] */
596         if (width > 1) {
597            width /= 2;
598         }
599         if (height > 1 && t->Target != GL_TEXTURE_1D_ARRAY) {
600            height /= 2;
601         }
602         if (depth > 1 && t->Target != GL_TEXTURE_2D_ARRAY) {
603            depth /= 2;
604         }
605
606         /* loop over cube faces (or single face otherwise) */
607         for (face = 0; face < numFaces; face++) {
608            if (i >= minLevel && i <= maxLevel) {
609               const struct gl_texture_image *img = t->Image[face][i];
610
611               if (!img) {
612                  incomplete(t, MIPMAP, "TexImage[%d] is missing", i);
613                  return;
614               }
615               if (img->TexFormat != baseImage->TexFormat) {
616                  incomplete(t, MIPMAP, "Format[i] != Format[baseLevel]");
617                  return;
618               }
619               if (img->Border != baseImage->Border) {
620                  incomplete(t, MIPMAP, "Border[i] != Border[baseLevel]");
621                  return;
622               }
623               if (img->Width2 != width) {
624                  incomplete(t, MIPMAP, "TexImage[%d] bad width %u", i, img->Width2);
625                  return;
626               }
627               if (img->Height2 != height) {
628                  incomplete(t, MIPMAP, "TexImage[%d] bad height %u", i, img->Height2);
629                  return;
630               }
631               if (img->Depth2 != depth) {
632                  incomplete(t, MIPMAP, "TexImage[%d] bad depth %u", i, img->Depth2);
633                  return;
634               }
635
636               /* Extra checks for cube textures */
637               if (face > 0) {
638                  /* check that cube faces are the same size */
639                  if (img->Width2 != t->Image[0][i]->Width2 ||
640                      img->Height2 != t->Image[0][i]->Height2) {
641		     incomplete(t, MIPMAP, "CubeMap Image[n][i] bad size");
642		     return;
643		  }
644               }
645            }
646         }
647
648         if (width == 1 && height == 1 && depth == 1) {
649            return;  /* found smallest needed mipmap, all done! */
650         }
651      }
652   }
653}
654
655
656/**
657 * Check if the given cube map texture is "cube complete" as defined in
658 * the OpenGL specification.
659 */
660GLboolean
661_mesa_cube_complete(const struct gl_texture_object *texObj)
662{
663   const GLint baseLevel = texObj->BaseLevel;
664   const struct gl_texture_image *img0, *img;
665   GLuint face;
666
667   if (texObj->Target != GL_TEXTURE_CUBE_MAP)
668      return GL_FALSE;
669
670   if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS))
671      return GL_FALSE;
672
673   /* check first face */
674   img0 = texObj->Image[0][baseLevel];
675   if (!img0 ||
676       img0->Width < 1 ||
677       img0->Width != img0->Height)
678      return GL_FALSE;
679
680   /* check remaining faces vs. first face */
681   for (face = 1; face < 6; face++) {
682      img = texObj->Image[face][baseLevel];
683      if (!img ||
684          img->Width != img0->Width ||
685          img->Height != img0->Height ||
686          img->TexFormat != img0->TexFormat)
687         return GL_FALSE;
688   }
689
690   return GL_TRUE;
691}
692
693
694/**
695 * Mark a texture object dirty.  It forces the object to be incomplete
696 * and optionally forces the context to re-validate its state.
697 *
698 * \param ctx GL context.
699 * \param texObj texture object.
700 * \param invalidate_state also invalidate context state.
701 */
702void
703_mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj,
704                   GLboolean invalidate_state)
705{
706   texObj->_BaseComplete = GL_FALSE;
707   texObj->_MipmapComplete = GL_FALSE;
708   if (invalidate_state)
709      ctx->NewState |= _NEW_TEXTURE;
710}
711
712
713/**
714 * Return pointer to a default/fallback texture of the given type/target.
715 * The texture is an RGBA texture with all texels = (0,0,0,1).
716 * That's the value a GLSL sampler should get when sampling from an
717 * incomplete texture.
718 */
719struct gl_texture_object *
720_mesa_get_fallback_texture(struct gl_context *ctx, gl_texture_index tex)
721{
722   if (!ctx->Shared->FallbackTex[tex]) {
723      /* create fallback texture now */
724      const GLsizei width = 1, height = 1, depth = 1;
725      GLubyte texel[4];
726      struct gl_texture_object *texObj;
727      struct gl_texture_image *texImage;
728      gl_format texFormat;
729      GLuint dims, face, numFaces = 1;
730      GLenum target;
731
732      texel[0] =
733      texel[1] =
734      texel[2] = 0x0;
735      texel[3] = 0xff;
736
737      switch (tex) {
738      case TEXTURE_2D_ARRAY_INDEX:
739         dims = 3;
740         target = GL_TEXTURE_2D_ARRAY;
741         break;
742      case TEXTURE_1D_ARRAY_INDEX:
743         dims = 2;
744         target = GL_TEXTURE_1D_ARRAY;
745         break;
746      case TEXTURE_CUBE_INDEX:
747         dims = 2;
748         target = GL_TEXTURE_CUBE_MAP;
749         numFaces = 6;
750         break;
751      case TEXTURE_3D_INDEX:
752         dims = 3;
753         target = GL_TEXTURE_3D;
754         break;
755      case TEXTURE_RECT_INDEX:
756         dims = 2;
757         target = GL_TEXTURE_RECTANGLE;
758         break;
759      case TEXTURE_2D_INDEX:
760         dims = 2;
761         target = GL_TEXTURE_2D;
762         break;
763      case TEXTURE_1D_INDEX:
764         dims = 1;
765         target = GL_TEXTURE_1D;
766         break;
767      case TEXTURE_BUFFER_INDEX:
768         dims = 0;
769         target = GL_TEXTURE_BUFFER;
770         break;
771      case TEXTURE_EXTERNAL_INDEX:
772      default:
773         /* no-op */
774         return NULL;
775      }
776
777      /* create texture object */
778      texObj = ctx->Driver.NewTextureObject(ctx, 0, target);
779      if (!texObj)
780         return NULL;
781
782      assert(texObj->RefCount == 1);
783      texObj->Sampler.MinFilter = GL_NEAREST;
784      texObj->Sampler.MagFilter = GL_NEAREST;
785
786      texFormat = ctx->Driver.ChooseTextureFormat(ctx, GL_RGBA, GL_RGBA,
787                                                  GL_UNSIGNED_BYTE);
788
789      /* need a loop here just for cube maps */
790      for (face = 0; face < numFaces; face++) {
791         GLenum faceTarget;
792
793         if (target == GL_TEXTURE_CUBE_MAP)
794            faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + face;
795         else
796            faceTarget = target;
797
798         /* initialize level[0] texture image */
799         texImage = _mesa_get_tex_image(ctx, texObj, faceTarget, 0);
800
801         _mesa_init_teximage_fields(ctx, texImage,
802                                    width,
803                                    (dims > 1) ? height : 1,
804                                    (dims > 2) ? depth : 1,
805                                    0, /* border */
806                                    GL_RGBA, texFormat);
807
808         ctx->Driver.TexImage(ctx, dims, texImage,
809                              GL_RGBA, GL_UNSIGNED_BYTE, texel,
810                              &ctx->DefaultPacking);
811      }
812
813      _mesa_test_texobj_completeness(ctx, texObj);
814      assert(texObj->_BaseComplete);
815      assert(texObj->_MipmapComplete);
816
817      ctx->Shared->FallbackTex[tex] = texObj;
818   }
819   return ctx->Shared->FallbackTex[tex];
820}
821
822
823/**
824 * Compute the size of the given texture object, in bytes.
825 */
826static GLuint
827texture_size(const struct gl_texture_object *texObj)
828{
829   const GLuint numFaces = texObj->Target == GL_TEXTURE_CUBE_MAP ? 6 : 1;
830   GLuint face, level, size = 0;
831
832   for (face = 0; face < numFaces; face++) {
833      for (level = 0; level < MAX_TEXTURE_LEVELS; level++) {
834         const struct gl_texture_image *img = texObj->Image[face][level];
835         if (img) {
836            GLuint sz = _mesa_format_image_size(img->TexFormat, img->Width,
837                                                img->Height, img->Depth);
838            size += sz;
839         }
840      }
841   }
842
843   return size;
844}
845
846
847/**
848 * Callback called from _mesa_HashWalk()
849 */
850static void
851count_tex_size(GLuint key, void *data, void *userData)
852{
853   const struct gl_texture_object *texObj =
854      (const struct gl_texture_object *) data;
855   GLuint *total = (GLuint *) userData;
856
857   *total = *total + texture_size(texObj);
858}
859
860
861/**
862 * Compute total size (in bytes) of all textures for the given context.
863 * For debugging purposes.
864 */
865GLuint
866_mesa_total_texture_memory(struct gl_context *ctx)
867{
868   GLuint tgt, total = 0;
869
870   _mesa_HashWalk(ctx->Shared->TexObjects, count_tex_size, &total);
871
872   /* plus, the default texture objects */
873   for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
874      total += texture_size(ctx->Shared->DefaultTex[tgt]);
875   }
876
877   return total;
878}
879
880
881
882/*@}*/
883
884
885/***********************************************************************/
886/** \name API functions */
887/*@{*/
888
889
890/**
891 * Generate texture names.
892 *
893 * \param n number of texture names to be generated.
894 * \param textures an array in which will hold the generated texture names.
895 *
896 * \sa glGenTextures().
897 *
898 * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
899 * IDs which are stored in \p textures.  Corresponding empty texture
900 * objects are also generated.
901 */
902void GLAPIENTRY
903_mesa_GenTextures( GLsizei n, GLuint *textures )
904{
905   GET_CURRENT_CONTEXT(ctx);
906   GLuint first;
907   GLint i;
908   ASSERT_OUTSIDE_BEGIN_END(ctx);
909
910   if (n < 0) {
911      _mesa_error( ctx, GL_INVALID_VALUE, "glGenTextures" );
912      return;
913   }
914
915   if (!textures)
916      return;
917
918   /*
919    * This must be atomic (generation and allocation of texture IDs)
920    */
921   _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
922
923   first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n);
924
925   /* Allocate new, empty texture objects */
926   for (i = 0; i < n; i++) {
927      struct gl_texture_object *texObj;
928      GLuint name = first + i;
929      GLenum target = 0;
930      texObj = ctx->Driver.NewTextureObject(ctx, name, target);
931      if (!texObj) {
932         _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
933         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
934         return;
935      }
936
937      /* insert into hash table */
938      _mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
939
940      textures[i] = name;
941   }
942
943   _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
944}
945
946
947/**
948 * Check if the given texture object is bound to the current draw or
949 * read framebuffer.  If so, Unbind it.
950 */
951static void
952unbind_texobj_from_fbo(struct gl_context *ctx,
953                       struct gl_texture_object *texObj)
954{
955   const GLuint n = (ctx->DrawBuffer == ctx->ReadBuffer) ? 1 : 2;
956   GLuint i;
957
958   for (i = 0; i < n; i++) {
959      struct gl_framebuffer *fb = (i == 0) ? ctx->DrawBuffer : ctx->ReadBuffer;
960      if (_mesa_is_user_fbo(fb)) {
961         GLuint j;
962         for (j = 0; j < BUFFER_COUNT; j++) {
963            if (fb->Attachment[j].Type == GL_TEXTURE &&
964                fb->Attachment[j].Texture == texObj) {
965	       /* Vertices are already flushed by _mesa_DeleteTextures */
966	       ctx->NewState |= _NEW_BUFFERS;
967               _mesa_remove_attachment(ctx, fb->Attachment + j);
968            }
969         }
970      }
971   }
972}
973
974
975/**
976 * Check if the given texture object is bound to any texture image units and
977 * unbind it if so (revert to default textures).
978 */
979static void
980unbind_texobj_from_texunits(struct gl_context *ctx,
981                            struct gl_texture_object *texObj)
982{
983   GLuint u, tex;
984
985   for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
986      struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
987      for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
988         if (texObj == unit->CurrentTex[tex]) {
989            _mesa_reference_texobj(&unit->CurrentTex[tex],
990                                   ctx->Shared->DefaultTex[tex]);
991            ASSERT(unit->CurrentTex[tex]);
992            break;
993         }
994      }
995   }
996}
997
998
999/**
1000 * Delete named textures.
1001 *
1002 * \param n number of textures to be deleted.
1003 * \param textures array of texture IDs to be deleted.
1004 *
1005 * \sa glDeleteTextures().
1006 *
1007 * If we're about to delete a texture that's currently bound to any
1008 * texture unit, unbind the texture first.  Decrement the reference
1009 * count on the texture object and delete it if it's zero.
1010 * Recall that texture objects can be shared among several rendering
1011 * contexts.
1012 */
1013void GLAPIENTRY
1014_mesa_DeleteTextures( GLsizei n, const GLuint *textures)
1015{
1016   GET_CURRENT_CONTEXT(ctx);
1017   GLint i;
1018   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* too complex */
1019
1020   if (!textures)
1021      return;
1022
1023   for (i = 0; i < n; i++) {
1024      if (textures[i] > 0) {
1025         struct gl_texture_object *delObj
1026            = _mesa_lookup_texture(ctx, textures[i]);
1027
1028         if (delObj) {
1029            _mesa_lock_texture(ctx, delObj);
1030
1031            /* Check if texture is bound to any framebuffer objects.
1032             * If so, unbind.
1033             * See section 4.4.2.3 of GL_EXT_framebuffer_object.
1034             */
1035            unbind_texobj_from_fbo(ctx, delObj);
1036
1037            /* Check if this texture is currently bound to any texture units.
1038             * If so, unbind it.
1039             */
1040            unbind_texobj_from_texunits(ctx, delObj);
1041
1042            _mesa_unlock_texture(ctx, delObj);
1043
1044            ctx->NewState |= _NEW_TEXTURE;
1045
1046            /* The texture _name_ is now free for re-use.
1047             * Remove it from the hash table now.
1048             */
1049            _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1050            _mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name);
1051            _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1052
1053            /* Unreference the texobj.  If refcount hits zero, the texture
1054             * will be deleted.
1055             */
1056            _mesa_reference_texobj(&delObj, NULL);
1057         }
1058      }
1059   }
1060}
1061
1062
1063/**
1064 * Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
1065 * into the corresponding Mesa texture target index.
1066 * Note that proxy targets are not valid here.
1067 * \return TEXTURE_x_INDEX or -1 if target is invalid
1068 */
1069static GLint
1070target_enum_to_index(GLenum target)
1071{
1072   switch (target) {
1073   case GL_TEXTURE_1D:
1074      return TEXTURE_1D_INDEX;
1075   case GL_TEXTURE_2D:
1076      return TEXTURE_2D_INDEX;
1077   case GL_TEXTURE_3D:
1078      return TEXTURE_3D_INDEX;
1079   case GL_TEXTURE_CUBE_MAP_ARB:
1080      return TEXTURE_CUBE_INDEX;
1081   case GL_TEXTURE_RECTANGLE_NV:
1082      return TEXTURE_RECT_INDEX;
1083   case GL_TEXTURE_1D_ARRAY_EXT:
1084      return TEXTURE_1D_ARRAY_INDEX;
1085   case GL_TEXTURE_2D_ARRAY_EXT:
1086      return TEXTURE_2D_ARRAY_INDEX;
1087   case GL_TEXTURE_BUFFER_ARB:
1088      return TEXTURE_BUFFER_INDEX;
1089   case GL_TEXTURE_EXTERNAL_OES:
1090      return TEXTURE_EXTERNAL_INDEX;
1091   default:
1092      return -1;
1093   }
1094}
1095
1096
1097/**
1098 * Bind a named texture to a texturing target.
1099 *
1100 * \param target texture target.
1101 * \param texName texture name.
1102 *
1103 * \sa glBindTexture().
1104 *
1105 * Determines the old texture object bound and returns immediately if rebinding
1106 * the same texture.  Get the current texture which is either a default texture
1107 * if name is null, a named texture from the hash, or a new texture if the
1108 * given texture name is new. Increments its reference count, binds it, and
1109 * calls dd_function_table::BindTexture. Decrements the old texture reference
1110 * count and deletes it if it reaches zero.
1111 */
1112void GLAPIENTRY
1113_mesa_BindTexture( GLenum target, GLuint texName )
1114{
1115   GET_CURRENT_CONTEXT(ctx);
1116   struct gl_texture_unit *texUnit = _mesa_get_current_tex_unit(ctx);
1117   struct gl_texture_object *newTexObj = NULL;
1118   GLint targetIndex;
1119   ASSERT_OUTSIDE_BEGIN_END(ctx);
1120
1121   if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
1122      _mesa_debug(ctx, "glBindTexture %s %d\n",
1123                  _mesa_lookup_enum_by_nr(target), (GLint) texName);
1124
1125   targetIndex = target_enum_to_index(target);
1126   if (targetIndex < 0) {
1127      _mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)");
1128      return;
1129   }
1130   assert(targetIndex < NUM_TEXTURE_TARGETS);
1131
1132   /*
1133    * Get pointer to new texture object (newTexObj)
1134    */
1135   if (texName == 0) {
1136      /* Use a default texture object */
1137      newTexObj = ctx->Shared->DefaultTex[targetIndex];
1138   }
1139   else {
1140      /* non-default texture object */
1141      newTexObj = _mesa_lookup_texture(ctx, texName);
1142      if (newTexObj) {
1143         /* error checking */
1144         if (newTexObj->Target != 0 && newTexObj->Target != target) {
1145            /* the named texture object's target doesn't match the given target */
1146            _mesa_error( ctx, GL_INVALID_OPERATION,
1147                         "glBindTexture(target mismatch)" );
1148            return;
1149         }
1150         if (newTexObj->Target == 0) {
1151            finish_texture_init(ctx, target, newTexObj);
1152         }
1153      }
1154      else {
1155         /* if this is a new texture id, allocate a texture object now */
1156         newTexObj = ctx->Driver.NewTextureObject(ctx, texName, target);
1157         if (!newTexObj) {
1158            _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
1159            return;
1160         }
1161
1162         /* and insert it into hash table */
1163         _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1164         _mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj);
1165         _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1166      }
1167      newTexObj->Target = target;
1168   }
1169
1170   assert(valid_texture_object(newTexObj));
1171
1172   /* Check if this texture is only used by this context and is already bound.
1173    * If so, just return.
1174    */
1175   {
1176      GLboolean early_out;
1177      _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1178      early_out = ((ctx->Shared->RefCount == 1)
1179                   && (newTexObj == texUnit->CurrentTex[targetIndex]));
1180      _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1181      if (early_out) {
1182         return;
1183      }
1184   }
1185
1186   /* flush before changing binding */
1187   FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1188
1189   /* Do the actual binding.  The refcount on the previously bound
1190    * texture object will be decremented.  It'll be deleted if the
1191    * count hits zero.
1192    */
1193   _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], newTexObj);
1194   ASSERT(texUnit->CurrentTex[targetIndex]);
1195
1196   /* Pass BindTexture call to device driver */
1197   if (ctx->Driver.BindTexture)
1198      ctx->Driver.BindTexture(ctx, target, newTexObj);
1199}
1200
1201
1202/**
1203 * Set texture priorities.
1204 *
1205 * \param n number of textures.
1206 * \param texName texture names.
1207 * \param priorities corresponding texture priorities.
1208 *
1209 * \sa glPrioritizeTextures().
1210 *
1211 * Looks up each texture in the hash, clamps the corresponding priority between
1212 * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
1213 */
1214void GLAPIENTRY
1215_mesa_PrioritizeTextures( GLsizei n, const GLuint *texName,
1216                          const GLclampf *priorities )
1217{
1218   GET_CURRENT_CONTEXT(ctx);
1219   GLint i;
1220   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1221
1222   if (n < 0) {
1223      _mesa_error( ctx, GL_INVALID_VALUE, "glPrioritizeTextures" );
1224      return;
1225   }
1226
1227   if (!priorities)
1228      return;
1229
1230   for (i = 0; i < n; i++) {
1231      if (texName[i] > 0) {
1232         struct gl_texture_object *t = _mesa_lookup_texture(ctx, texName[i]);
1233         if (t) {
1234            t->Priority = CLAMP( priorities[i], 0.0F, 1.0F );
1235         }
1236      }
1237   }
1238
1239   ctx->NewState |= _NEW_TEXTURE;
1240}
1241
1242
1243
1244/**
1245 * See if textures are loaded in texture memory.
1246 *
1247 * \param n number of textures to query.
1248 * \param texName array with the texture names.
1249 * \param residences array which will hold the residence status.
1250 *
1251 * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
1252 *
1253 * Note: we assume all textures are always resident
1254 */
1255GLboolean GLAPIENTRY
1256_mesa_AreTexturesResident(GLsizei n, const GLuint *texName,
1257                          GLboolean *residences)
1258{
1259   GET_CURRENT_CONTEXT(ctx);
1260   GLboolean allResident = GL_TRUE;
1261   GLint i;
1262   ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1263
1264   if (n < 0) {
1265      _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)");
1266      return GL_FALSE;
1267   }
1268
1269   if (!texName || !residences)
1270      return GL_FALSE;
1271
1272   /* We only do error checking on the texture names */
1273   for (i = 0; i < n; i++) {
1274      struct gl_texture_object *t;
1275      if (texName[i] == 0) {
1276         _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1277         return GL_FALSE;
1278      }
1279      t = _mesa_lookup_texture(ctx, texName[i]);
1280      if (!t) {
1281         _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
1282         return GL_FALSE;
1283      }
1284   }
1285
1286   return allResident;
1287}
1288
1289
1290/**
1291 * See if a name corresponds to a texture.
1292 *
1293 * \param texture texture name.
1294 *
1295 * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
1296 * otherwise.
1297 *
1298 * \sa glIsTexture().
1299 *
1300 * Calls _mesa_HashLookup().
1301 */
1302GLboolean GLAPIENTRY
1303_mesa_IsTexture( GLuint texture )
1304{
1305   struct gl_texture_object *t;
1306   GET_CURRENT_CONTEXT(ctx);
1307   ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
1308
1309   if (!texture)
1310      return GL_FALSE;
1311
1312   t = _mesa_lookup_texture(ctx, texture);
1313
1314   /* IsTexture is true only after object has been bound once. */
1315   return t && t->Target;
1316}
1317
1318
1319/**
1320 * Simplest implementation of texture locking: grab the shared tex
1321 * mutex.  Examine the shared context state timestamp and if there has
1322 * been a change, set the appropriate bits in ctx->NewState.
1323 *
1324 * This is used to deal with synchronizing things when a texture object
1325 * is used/modified by different contexts (or threads) which are sharing
1326 * the texture.
1327 *
1328 * See also _mesa_lock/unlock_texture() in teximage.h
1329 */
1330void
1331_mesa_lock_context_textures( struct gl_context *ctx )
1332{
1333   _glthread_LOCK_MUTEX(ctx->Shared->TexMutex);
1334
1335   if (ctx->Shared->TextureStateStamp != ctx->TextureStateTimestamp) {
1336      ctx->NewState |= _NEW_TEXTURE;
1337      ctx->TextureStateTimestamp = ctx->Shared->TextureStateStamp;
1338   }
1339}
1340
1341
1342void
1343_mesa_unlock_context_textures( struct gl_context *ctx )
1344{
1345   assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp);
1346   _glthread_UNLOCK_MUTEX(ctx->Shared->TexMutex);
1347}
1348
1349/*@}*/
1350