mesa: Kill GL_ARB_shadow_ambient with fire
[mesa.git] / src / mesa / main / texobj.c
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 */
57 struct 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 */
81 struct 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 */
98 void
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 */
164 static void
165 finish_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 */
197 void
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 */
235 void
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 */
282 void
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 */
305 static GLboolean
306 valid_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 */
338 void
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
390 enum 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 */
407 static void
408 incomplete(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 */
440 void
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 */
660 GLboolean
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 */
702 void
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 */
719 struct 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 */
826 static GLuint
827 texture_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 */
850 static void
851 count_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 */
865 GLuint
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 */
902 void 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 */
951 static void
952 unbind_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 */
979 static void
980 unbind_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 */
1013 void 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 */
1069 static GLint
1070 target_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 */
1112 void 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 */
1214 void 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 */
1255 GLboolean 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 */
1302 GLboolean 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 */
1330 void
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
1342 void
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 /*@}*/