+_mesa_clear_texture_object(struct gl_context *ctx,
+ struct gl_texture_object *obj);
+
+extern void
+_mesa_reference_texobj_(struct gl_texture_object **ptr,
+ struct gl_texture_object *tex);
+
+static inline void
+_mesa_reference_texobj(struct gl_texture_object **ptr,
+ struct gl_texture_object *tex)
+{
+ if (*ptr != tex)
+ _mesa_reference_texobj_(ptr, tex);
+}
+
+
+/**
+ * Return number of faces for a texture target. This will be 6 for
+ * cube maps (and cube map arrays) and 1 otherwise.
+ * NOTE: this function is not used for cube map arrays which operate
+ * more like 2D arrays than cube maps.
+ */
+static inline GLuint
+_mesa_num_tex_faces(GLenum target)
+{
+ switch (target) {
+ case GL_TEXTURE_CUBE_MAP:
+ case GL_PROXY_TEXTURE_CUBE_MAP:
+ return 6;
+ default:
+ return 1;
+ }
+}
+
+
+/** Is the texture "complete" with respect to the given sampler state? */
+static inline GLboolean
+_mesa_is_texture_complete(const struct gl_texture_object *texObj,
+ const struct gl_sampler_object *sampler)
+{
+ if (texObj->_IsIntegerFormat &&
+ (sampler->MagFilter != GL_NEAREST ||
+ (sampler->MinFilter != GL_NEAREST &&
+ sampler->MinFilter != GL_NEAREST_MIPMAP_NEAREST))) {
+ /* If the format is integer, only nearest filtering is allowed */
+ return GL_FALSE;
+ }
+
+ if (_mesa_is_mipmap_filter(sampler))
+ return texObj->_MipmapComplete;
+ else
+ return texObj->_BaseComplete;
+}
+
+
+extern void
+_mesa_test_texobj_completeness( const struct gl_context *ctx,