only use __x86_64__, not __amd64__ (bug 15503)
[mesa.git] / src / mesa / main / texobj.c
index 509523a130c02f57118948d83ee48a62fb9d6752..24d8110b002ce638288c6fe88d194e9244125479 100644 (file)
@@ -5,9 +5,9 @@
 
 /*
  * Mesa 3-D graphics library
- * Version:  5.1
+ * Version:  7.1
  *
- * Copyright (C) 1999-2003  Brian Paul   All Rights Reserved.
+ * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.
  *
  * Permission is hereby granted, free of charge, to any person obtaining a
  * copy of this software and associated documentation files (the "Software"),
@@ -32,6 +32,7 @@
 #include "colortab.h"
 #include "context.h"
 #include "enums.h"
+#include "fbobject.h"
 #include "hash.h"
 #include "imports.h"
 #include "macros.h"
 /** \name Internal functions */
 /*@{*/
 
+
+/**
+ * Return the gl_texture_object for a given ID.
+ */
+struct gl_texture_object *
+_mesa_lookup_texture(GLcontext *ctx, GLuint id)
+{
+   return (struct gl_texture_object *)
+      _mesa_HashLookup(ctx->Shared->TexObjects, id);
+}
+
+
+
 /**
- * Allocate and initialize a new texture object and add it to the linked list of
- * texture objects.  
+ * Allocate and initialize a new texture object.  But don't put it into the
+ * texture object hash table.
  *
  * Called via ctx->Driver.NewTextureObject, unless overridden by a device
  * driver.
  * of GenTextures()
  *
  * \return pointer to new texture object.
- *
- * Allocate and initialize a gl_texture_object structure, and insert in the
- * shared state texture list while holding its mutex.
- * If <tt>name > 0</tt> then also insert the new texture object into the hash
- * table.
- * 
  */
 struct gl_texture_object *
 _mesa_new_texture_object( GLcontext *ctx, GLuint name, GLenum target )
 {
    struct gl_texture_object *obj;
-   obj = CALLOC_STRUCT(gl_texture_object);
+   (void) ctx;
+   obj = MALLOC_STRUCT(gl_texture_object);
    _mesa_initialize_texture_object(obj, name, target);
    return obj;
 }
 
 
 /**
- * Initialize a texture object to default values.
+ * Initialize a new texture object to default values.
  * \param obj  the texture object
  * \param name  the texture name
  * \param target  the texture target
@@ -91,8 +100,11 @@ _mesa_initialize_texture_object( struct gl_texture_object *obj,
           target == GL_TEXTURE_2D ||
           target == GL_TEXTURE_3D ||
           target == GL_TEXTURE_CUBE_MAP_ARB ||
-          target == GL_TEXTURE_RECTANGLE_NV);
+          target == GL_TEXTURE_RECTANGLE_NV ||
+          target == GL_TEXTURE_1D_ARRAY_EXT ||
+          target == GL_TEXTURE_2D_ARRAY_EXT);
 
+   _mesa_bzero(obj, sizeof(*obj));
    /* init the non-zero fields */
    _glthread_INIT_MUTEX(obj->Mutex);
    obj->RefCount = 1;
@@ -114,6 +126,7 @@ _mesa_initialize_texture_object( struct gl_texture_object *obj,
    obj->MagFilter = GL_LINEAR;
    obj->MinLod = -1000.0;
    obj->MaxLod = 1000.0;
+   obj->LodBias = 0.0;
    obj->BaseLevel = 0;
    obj->MaxLevel = 1000;
    obj->MaxAnisotropy = 1.0;
@@ -123,36 +136,37 @@ _mesa_initialize_texture_object( struct gl_texture_object *obj,
    obj->CompareFunc = GL_LEQUAL;       /* ARB_shadow */
    obj->DepthMode = GL_LUMINANCE;      /* ARB_depth_texture */
    obj->ShadowAmbient = 0.0F;          /* ARB/SGIX_shadow_ambient */
-   _mesa_init_colortable(&obj->Palette);
 }
 
 
 /**
  * Deallocate a texture object struct.  It should have already been
  * removed from the texture object pool.
+ * Called via ctx->Driver.DeleteTexture() if not overriden by a driver.
  *
  * \param shared the shared GL state to which the object belongs.
  * \param texOjb the texture object to delete.
- *
- * Unlink the texture object from the shared state texture linked list while
- * holding its lock. If the texture is a name number it's also removed from the
- * hash table. Finally frees the texture images and the object itself.
  */
 void
 _mesa_delete_texture_object( GLcontext *ctx, struct gl_texture_object *texObj )
 {
-   GLuint i;
+   GLuint i, face;
 
    (void) ctx;
 
-   assert(texObj);
+   /* Set Target to an invalid value.  With some assertions elsewhere
+    * we can try to detect possible use of deleted textures.
+    */
+   texObj->Target = 0x99;
 
    _mesa_free_colortable_data(&texObj->Palette);
 
    /* free the texture images */
-   for (i = 0; i < MAX_TEXTURE_LEVELS; i++) {
-      if (texObj->Image[i]) {
-         _mesa_delete_texture_image( texObj->Image[i] );
+   for (face = 0; face < 6; face++) {
+      for (i = 0; i < MAX_TEXTURE_LEVELS; i++) {
+        if (texObj->Image[face][i]) {
+           _mesa_delete_texture_image( ctx, texObj->Image[face][i] );
+        }
       }
    }
 
@@ -164,63 +178,11 @@ _mesa_delete_texture_object( GLcontext *ctx, struct gl_texture_object *texObj )
 }
 
 
-/**
- * Add the given texture object to the texture object pool.
- */
-void
-_mesa_save_texture_object( GLcontext *ctx, struct gl_texture_object *texObj )
-{
-   /* insert into linked list */
-   _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
-   texObj->Next = ctx->Shared->TexObjectList;
-   ctx->Shared->TexObjectList = texObj;
-   _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
-
-   if (texObj->Name > 0) {
-      /* insert into hash table */
-      _mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
-   }
-}
 
 
-/**
- * Remove the given texture object from the texture object pool.
- * Do not deallocate the texture object though.
- */
-void
-_mesa_remove_texture_object( GLcontext *ctx, struct gl_texture_object *texObj )
-{
-   struct gl_texture_object *tprev, *tcurr;
-
-   _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
-
-   /* unlink from the linked list */
-   tprev = NULL;
-   tcurr = ctx->Shared->TexObjectList;
-   while (tcurr) {
-      if (tcurr == texObj) {
-         if (tprev) {
-            tprev->Next = texObj->Next;
-         }
-         else {
-            ctx->Shared->TexObjectList = texObj->Next;
-         }
-         break;
-      }
-      tprev = tcurr;
-      tcurr = tcurr->Next;
-   }
-
-   _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
-
-   if (texObj->Name > 0) {
-      /* remove from hash table */
-      _mesa_HashRemove(ctx->Shared->TexObjects, texObj->Name);
-   }
-}
-
 /**
  * Copy texture object state from one texture object to another.
+ * Use for glPush/PopAttrib.
  *
  * \param dest destination texture object.
  * \param src source texture object.
@@ -229,6 +191,7 @@ void
 _mesa_copy_texture_object( struct gl_texture_object *dest,
                            const struct gl_texture_object *src )
 {
+   dest->Target = src->Target;
    dest->Name = src->Name;
    dest->Priority = src->Priority;
    dest->BorderColor[0] = src->BorderColor[0];
@@ -242,6 +205,7 @@ _mesa_copy_texture_object( struct gl_texture_object *dest,
    dest->MagFilter = src->MagFilter;
    dest->MinLod = src->MinLod;
    dest->MaxLod = src->MaxLod;
+   dest->LodBias = src->LodBias;
    dest->BaseLevel = src->BaseLevel;
    dest->MaxLevel = src->MaxLevel;
    dest->MaxAnisotropy = src->MaxAnisotropy;
@@ -255,11 +219,98 @@ _mesa_copy_texture_object( struct gl_texture_object *dest,
    dest->_MaxLambda = src->_MaxLambda;
    dest->GenerateMipmap = src->GenerateMipmap;
    dest->Palette = src->Palette;
-   dest->Complete = src->Complete;
-   dest->_IsPowerOfTwo = src->_IsPowerOfTwo;
+   dest->_Complete = src->_Complete;
+}
+
+
+/**
+ * Check if the given texture object is valid by examining its Target field.
+ * For debugging only.
+ */
+static GLboolean
+valid_texture_object(const struct gl_texture_object *tex)
+{
+   switch (tex->Target) {
+   case 0:
+   case GL_TEXTURE_1D:
+   case GL_TEXTURE_2D:
+   case GL_TEXTURE_3D:
+   case GL_TEXTURE_CUBE_MAP_ARB:
+   case GL_TEXTURE_RECTANGLE_NV:
+   case GL_TEXTURE_1D_ARRAY_EXT:
+   case GL_TEXTURE_2D_ARRAY_EXT:
+      return GL_TRUE;
+   case 0x99:
+      _mesa_problem(NULL, "invalid reference to a deleted texture object");
+      return GL_FALSE;
+   default:
+      _mesa_problem(NULL, "invalid texture object Target value");
+      return GL_FALSE;
+   }
 }
 
 
+/**
+ * Reference (or unreference) a texture object.
+ * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
+ * If 'tex' is non-null, increment its refcount.
+ */
+void
+_mesa_reference_texobj(struct gl_texture_object **ptr,
+                       struct gl_texture_object *tex)
+{
+   assert(ptr);
+   if (*ptr == tex) {
+      /* no change */
+      return;
+   }
+
+   if (*ptr) {
+      /* Unreference the old texture */
+      GLboolean deleteFlag = GL_FALSE;
+      struct gl_texture_object *oldTex = *ptr;
+
+      assert(valid_texture_object(oldTex));
+
+      _glthread_LOCK_MUTEX(oldTex->Mutex);
+      ASSERT(oldTex->RefCount > 0);
+      oldTex->RefCount--;
+
+      deleteFlag = (oldTex->RefCount == 0);
+      _glthread_UNLOCK_MUTEX(oldTex->Mutex);
+
+      if (deleteFlag) {
+         GET_CURRENT_CONTEXT(ctx);
+         if (ctx)
+            ctx->Driver.DeleteTexture(ctx, oldTex);
+         else
+            _mesa_problem(NULL, "Unable to delete texture, no context");
+      }
+
+      *ptr = NULL;
+   }
+   assert(!*ptr);
+
+   if (tex) {
+      /* reference new texture */
+      assert(valid_texture_object(tex));
+      _glthread_LOCK_MUTEX(tex->Mutex);
+      if (tex->RefCount == 0) {
+         /* this texture's being deleted (look just above) */
+         /* Not sure this can every really happen.  Warn if it does. */
+         _mesa_problem(NULL, "referencing deleted texture object");
+         *ptr = NULL;
+      }
+      else {
+         tex->RefCount++;
+         *ptr = tex;
+      }
+      _glthread_UNLOCK_MUTEX(tex->Mutex);
+   }
+}
+
+
+
 /**
  * Report why a texture object is incomplete.  
  *
@@ -298,35 +349,48 @@ _mesa_test_texobj_completeness( const GLcontext *ctx,
    const GLint baseLevel = t->BaseLevel;
    GLint maxLog2 = 0, maxLevels = 0;
 
-   t->Complete = GL_TRUE;  /* be optimistic */
-   t->_IsPowerOfTwo = GL_TRUE;  /* may be set FALSE below */
+   t->_Complete = GL_TRUE;  /* be optimistic */
 
    /* Always need the base level image */
-   if (!t->Image[baseLevel]) {
-      incomplete(t, "Image[baseLevel] == NULL");
-      t->Complete = GL_FALSE;
+   if (!t->Image[0][baseLevel]) {
+      char s[100];
+      _mesa_sprintf(s, "obj %p (%d) Image[baseLevel=%d] == NULL",
+              (void *) t, t->Name, baseLevel);
+      incomplete(t, s);
+      t->_Complete = GL_FALSE;
+      return;
+   }
+
+   /* Check width/height/depth for zero */
+   if (t->Image[0][baseLevel]->Width == 0 ||
+       t->Image[0][baseLevel]->Height == 0 ||
+       t->Image[0][baseLevel]->Depth == 0) {
+      incomplete(t, "texture width = 0");
+      t->_Complete = GL_FALSE;
       return;
    }
 
    /* Compute _MaxLevel */
-   if (t->Target == GL_TEXTURE_1D) {
-      maxLog2 = t->Image[baseLevel]->WidthLog2;
+   if ((t->Target == GL_TEXTURE_1D) ||
+       (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) {
+      maxLog2 = t->Image[0][baseLevel]->WidthLog2;
       maxLevels = ctx->Const.MaxTextureLevels;
    }
-   else if (t->Target == GL_TEXTURE_2D) {
-      maxLog2 = MAX2(t->Image[baseLevel]->WidthLog2,
-                     t->Image[baseLevel]->HeightLog2);
+   else if ((t->Target == GL_TEXTURE_2D) ||
+           (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) {
+      maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
+                     t->Image[0][baseLevel]->HeightLog2);
       maxLevels = ctx->Const.MaxTextureLevels;
    }
    else if (t->Target == GL_TEXTURE_3D) {
-      GLint max = MAX2(t->Image[baseLevel]->WidthLog2,
-                       t->Image[baseLevel]->HeightLog2);
-      maxLog2 = MAX2(max, (GLint)(t->Image[baseLevel]->DepthLog2));
+      GLint max = MAX2(t->Image[0][baseLevel]->WidthLog2,
+                       t->Image[0][baseLevel]->HeightLog2);
+      maxLog2 = MAX2(max, (GLint)(t->Image[0][baseLevel]->DepthLog2));
       maxLevels = ctx->Const.Max3DTextureLevels;
    }
    else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
-      maxLog2 = MAX2(t->Image[baseLevel]->WidthLog2,
-                     t->Image[baseLevel]->HeightLog2);
+      maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
+                     t->Image[0][baseLevel]->HeightLog2);
       maxLevels = ctx->Const.MaxCubeTextureLevels;
    }
    else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
@@ -349,34 +413,20 @@ _mesa_test_texobj_completeness( const GLcontext *ctx,
 
    if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
       /* make sure that all six cube map level 0 images are the same size */
-      const GLuint w = t->Image[baseLevel]->Width2;
-      const GLuint h = t->Image[baseLevel]->Height2;
-      if (!t->NegX[baseLevel] ||
-          t->NegX[baseLevel]->Width2 != w ||
-          t->NegX[baseLevel]->Height2 != h ||
-          !t->PosY[baseLevel] ||
-          t->PosY[baseLevel]->Width2 != w ||
-          t->PosY[baseLevel]->Height2 != h ||
-          !t->NegY[baseLevel] ||
-          t->NegY[baseLevel]->Width2 != w ||
-          t->NegY[baseLevel]->Height2 != h ||
-          !t->PosZ[baseLevel] ||
-          t->PosZ[baseLevel]->Width2 != w ||
-          t->PosZ[baseLevel]->Height2 != h ||
-          !t->NegZ[baseLevel] ||
-          t->NegZ[baseLevel]->Width2 != w ||
-          t->NegZ[baseLevel]->Height2 != h) {
-         t->Complete = GL_FALSE;
-         incomplete(t, "Non-quare cubemap image");
-         return;
+      const GLuint w = t->Image[0][baseLevel]->Width2;
+      const GLuint h = t->Image[0][baseLevel]->Height2;
+      GLuint face;
+      for (face = 1; face < 6; face++) {
+        if (t->Image[face][baseLevel] == NULL ||
+            t->Image[face][baseLevel]->Width2 != w ||
+            t->Image[face][baseLevel]->Height2 != h) {
+           t->_Complete = GL_FALSE;
+           incomplete(t, "Non-quare cubemap image");
+           return;
+        }
       }
    }
 
-   /* check for non power of two */
-   if (!t->Image[baseLevel]->_IsPowerOfTwo) {
-      t->_IsPowerOfTwo = GL_FALSE;
-   }
-
    /* extra checking for mipmaps */
    if (t->MinFilter != GL_NEAREST && t->MinFilter != GL_LINEAR) {
       /*
@@ -387,21 +437,21 @@ _mesa_test_texobj_completeness( const GLcontext *ctx,
       GLint maxLevel = t->_MaxLevel;
 
       if (minLevel > maxLevel) {
-         t->Complete = GL_FALSE;
+         t->_Complete = GL_FALSE;
          incomplete(t, "minLevel > maxLevel");
          return;
       }
 
       /* Test dimension-independent attributes */
       for (i = minLevel; i <= maxLevel; i++) {
-         if (t->Image[i]) {
-            if (t->Image[i]->TexFormat != t->Image[baseLevel]->TexFormat) {
-               t->Complete = GL_FALSE;
+         if (t->Image[0][i]) {
+            if (t->Image[0][i]->TexFormat != t->Image[0][baseLevel]->TexFormat) {
+               t->_Complete = GL_FALSE;
                incomplete(t, "Format[i] != Format[baseLevel]");
                return;
             }
-            if (t->Image[i]->Border != t->Image[baseLevel]->Border) {
-               t->Complete = GL_FALSE;
+            if (t->Image[0][i]->Border != t->Image[0][baseLevel]->Border) {
+               t->_Complete = GL_FALSE;
                incomplete(t, "Border[i] != Border[baseLevel]");
                return;
             }
@@ -409,22 +459,23 @@ _mesa_test_texobj_completeness( const GLcontext *ctx,
       }
 
       /* Test things which depend on number of texture image dimensions */
-      if (t->Target == GL_TEXTURE_1D) {
+      if ((t->Target == GL_TEXTURE_1D) ||
+          (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) {
          /* Test 1-D mipmaps */
-         GLuint width = t->Image[baseLevel]->Width2;
+         GLuint width = t->Image[0][baseLevel]->Width2;
          for (i = baseLevel + 1; i < maxLevels; i++) {
             if (width > 1) {
                width /= 2;
             }
             if (i >= minLevel && i <= maxLevel) {
-               if (!t->Image[i]) {
-                  t->Complete = GL_FALSE;
-                  incomplete(t, "1D Image[i] == NULL");
+               if (!t->Image[0][i]) {
+                  t->_Complete = GL_FALSE;
+                  incomplete(t, "1D Image[0][i] == NULL");
                   return;
                }
-               if (t->Image[i]->Width2 != width ) {
-                  t->Complete = GL_FALSE;
-                  incomplete(t, "1D Image[i] bad width");
+               if (t->Image[0][i]->Width2 != width ) {
+                  t->_Complete = GL_FALSE;
+                  incomplete(t, "1D Image[0][i] bad width");
                   return;
                }
             }
@@ -433,10 +484,11 @@ _mesa_test_texobj_completeness( const GLcontext *ctx,
             }
          }
       }
-      else if (t->Target == GL_TEXTURE_2D) {
+      else if ((t->Target == GL_TEXTURE_2D) ||
+               (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) {
          /* Test 2-D mipmaps */
-         GLuint width = t->Image[baseLevel]->Width2;
-         GLuint height = t->Image[baseLevel]->Height2;
+         GLuint width = t->Image[0][baseLevel]->Width2;
+         GLuint height = t->Image[0][baseLevel]->Height2;
          for (i = baseLevel + 1; i < maxLevels; i++) {
             if (width > 1) {
                width /= 2;
@@ -445,19 +497,19 @@ _mesa_test_texobj_completeness( const GLcontext *ctx,
                height /= 2;
             }
             if (i >= minLevel && i <= maxLevel) {
-               if (!t->Image[i]) {
-                  t->Complete = GL_FALSE;
-                  incomplete(t, "2D Image[i] == NULL");
+               if (!t->Image[0][i]) {
+                  t->_Complete = GL_FALSE;
+                  incomplete(t, "2D Image[0][i] == NULL");
                   return;
                }
-               if (t->Image[i]->Width2 != width) {
-                  t->Complete = GL_FALSE;
-                  incomplete(t, "2D Image[i] bad width");
+               if (t->Image[0][i]->Width2 != width) {
+                  t->_Complete = GL_FALSE;
+                  incomplete(t, "2D Image[0][i] bad width");
                   return;
                }
-               if (t->Image[i]->Height2 != height) {
-                  t->Complete = GL_FALSE;
-                  incomplete(t, "2D Image[i] bad height");
+               if (t->Image[0][i]->Height2 != height) {
+                  t->_Complete = GL_FALSE;
+                  incomplete(t, "2D Image[0][i] bad height");
                   return;
                }
                if (width==1 && height==1) {
@@ -468,9 +520,9 @@ _mesa_test_texobj_completeness( const GLcontext *ctx,
       }
       else if (t->Target == GL_TEXTURE_3D) {
          /* Test 3-D mipmaps */
-         GLuint width = t->Image[baseLevel]->Width2;
-         GLuint height = t->Image[baseLevel]->Height2;
-         GLuint depth = t->Image[baseLevel]->Depth2;
+         GLuint width = t->Image[0][baseLevel]->Width2;
+         GLuint height = t->Image[0][baseLevel]->Height2;
+         GLuint depth = t->Image[0][baseLevel]->Depth2;
         for (i = baseLevel + 1; i < maxLevels; i++) {
             if (width > 1) {
                width /= 2;
@@ -482,29 +534,29 @@ _mesa_test_texobj_completeness( const GLcontext *ctx,
                depth /= 2;
             }
             if (i >= minLevel && i <= maxLevel) {
-               if (!t->Image[i]) {
-                  incomplete(t, "3D Image[i] == NULL");
-                  t->Complete = GL_FALSE;
+               if (!t->Image[0][i]) {
+                  incomplete(t, "3D Image[0][i] == NULL");
+                  t->_Complete = GL_FALSE;
                   return;
                }
-               if (t->Image[i]->Format == GL_DEPTH_COMPONENT) {
-                  t->Complete = GL_FALSE;
+               if (t->Image[0][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
+                  t->_Complete = GL_FALSE;
                   incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
                   return;
                }
-               if (t->Image[i]->Width2 != width) {
-                  t->Complete = GL_FALSE;
-                  incomplete(t, "3D Image[i] bad width");
+               if (t->Image[0][i]->Width2 != width) {
+                  t->_Complete = GL_FALSE;
+                  incomplete(t, "3D Image[0][i] bad width");
                   return;
                }
-               if (t->Image[i]->Height2 != height) {
-                  t->Complete = GL_FALSE;
-                  incomplete(t, "3D Image[i] bad height");
+               if (t->Image[0][i]->Height2 != height) {
+                  t->_Complete = GL_FALSE;
+                  incomplete(t, "3D Image[0][i] bad height");
                   return;
                }
-               if (t->Image[i]->Depth2 != depth) {
-                  t->Complete = GL_FALSE;
-                  incomplete(t, "3D Image[i] bad depth");
+               if (t->Image[0][i]->Depth2 != depth) {
+                  t->_Complete = GL_FALSE;
+                  incomplete(t, "3D Image[0][i] bad depth");
                   return;
                }
             }
@@ -515,8 +567,8 @@ _mesa_test_texobj_completeness( const GLcontext *ctx,
       }
       else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
          /* make sure 6 cube faces are consistant */
-         GLuint width = t->Image[baseLevel]->Width2;
-         GLuint height = t->Image[baseLevel]->Height2;
+         GLuint width = t->Image[0][baseLevel]->Width2;
+         GLuint height = t->Image[0][baseLevel]->Height2;
         for (i = baseLevel + 1; i < maxLevels; i++) {
             if (width > 1) {
                width /= 2;
@@ -525,39 +577,36 @@ _mesa_test_texobj_completeness( const GLcontext *ctx,
                height /= 2;
             }
             if (i >= minLevel && i <= maxLevel) {
-               /* check that we have images defined */
-               if (!t->Image[i] || !t->NegX[i] ||
-                   !t->PosY[i]  || !t->NegY[i] ||
-                   !t->PosZ[i]  || !t->NegZ[i]) {
-                  t->Complete = GL_FALSE;
-                  incomplete(t, "CubeMap Image[i] == NULL");
-                  return;
-               }
-               /* Don't support GL_DEPTH_COMPONENT for cube maps */
-               if (t->Image[i]->Format == GL_DEPTH_COMPONENT) {
-                  t->Complete = GL_FALSE;
-                  incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
-                  return;
-               }
-               /* check that all six images have same size */
-               if (t->NegX[i]->Width2!=width || t->NegX[i]->Height2!=height ||
-                   t->PosY[i]->Width2!=width || t->PosY[i]->Height2!=height ||
-                   t->NegY[i]->Width2!=width || t->NegY[i]->Height2!=height ||
-                   t->PosZ[i]->Width2!=width || t->PosZ[i]->Height2!=height ||
-                   t->NegZ[i]->Width2!=width || t->NegZ[i]->Height2!=height) {
-                  t->Complete = GL_FALSE;
-                  incomplete(t, "CubeMap Image[i] bad size");
-                  return;
-               }
-            }
-            if (width == 1 && height == 1) {
-               return;  /* found smallest needed mipmap, all done! */
+              GLuint face;
+              for (face = 0; face < 6; face++) {
+                 /* check that we have images defined */
+                 if (!t->Image[face][i]) {
+                    t->_Complete = GL_FALSE;
+                    incomplete(t, "CubeMap Image[n][i] == NULL");
+                    return;
+                 }
+                 /* Don't support GL_DEPTH_COMPONENT for cube maps */
+                 if (t->Image[face][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
+                    t->_Complete = GL_FALSE;
+                    incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
+                    return;
+                 }
+                 /* check that all six images have same size */
+                 if (t->Image[face][i]->Width2!=width || 
+                     t->Image[face][i]->Height2!=height) {
+                    t->_Complete = GL_FALSE;
+                    incomplete(t, "CubeMap Image[n][i] bad size");
+                    return;
+                 }
+              }
+           }
+           if (width == 1 && height == 1) {
+              return;  /* found smallest needed mipmap, all done! */
             }
          }
       }
       else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
          /* XXX special checking? */
-
       }
       else {
          /* Target = ??? */
@@ -573,28 +622,21 @@ _mesa_test_texobj_completeness( const GLcontext *ctx,
 /** \name API functions */
 /*@{*/
 
-/**
- * Texture name generation lock.
- *
- * Used by _mesa_GenTextures() to guarantee that the generation and allocation
- * of texture IDs is atomic.
- */
-_glthread_DECLARE_STATIC_MUTEX(GenTexturesLock);
 
 /**
  * Generate texture names.
  *
  * \param n number of texture names to be generated.
- * \param texName an array in which will hold the generated texture names.
+ * \param textures an array in which will hold the generated texture names.
  *
  * \sa glGenTextures().
  *
- * While holding the GenTexturesLock lock, calls _mesa_HashFindFreeKeyBlock()
- * to find a block of free texture IDs which are stored in \p texName.
- * Corresponding empty texture objects are also generated.
+ * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
+ * IDs which are stored in \p textures.  Corresponding empty texture
+ * objects are also generated.
  */ 
-void
-_mesa_GenTextures( GLsizei n, GLuint *texName )
+void GLAPIENTRY
+_mesa_GenTextures( GLsizei n, GLuint *textures )
 {
    GET_CURRENT_CONTEXT(ctx);
    GLuint first;
@@ -606,21 +648,16 @@ _mesa_GenTextures( GLsizei n, GLuint *texName )
       return;
    }
 
-   if (!texName)
+   if (!textures)
       return;
 
    /*
     * This must be atomic (generation and allocation of texture IDs)
     */
-   _glthread_LOCK_MUTEX(GenTexturesLock);
+   _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
 
    first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n);
 
-   /* Return the texture names */
-   for (i=0;i<n;i++) {
-      texName[i] = first + i;
-   }
-
    /* Allocate new, empty texture objects */
    for (i = 0; i < n; i++) {
       struct gl_texture_object *texObj;
@@ -628,101 +665,146 @@ _mesa_GenTextures( GLsizei n, GLuint *texName )
       GLenum target = 0;
       texObj = (*ctx->Driver.NewTextureObject)( ctx, name, target);
       if (!texObj) {
+         _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
          _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
          return;
       }
-      _mesa_save_texture_object(ctx, texObj);
+
+      /* insert into hash table */
+      _mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
+
+      textures[i] = name;
    }
 
-   _glthread_UNLOCK_MUTEX(GenTexturesLock);
+   _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
 }
 
+
+/**
+ * Check if the given texture object is bound to the current draw or
+ * read framebuffer.  If so, Unbind it.
+ */
+static void
+unbind_texobj_from_fbo(GLcontext *ctx, struct gl_texture_object *texObj)
+{
+   const GLuint n = (ctx->DrawBuffer == ctx->ReadBuffer) ? 1 : 2;
+   GLuint i;
+
+   for (i = 0; i < n; i++) {
+      struct gl_framebuffer *fb = (i == 0) ? ctx->DrawBuffer : ctx->ReadBuffer;
+      if (fb->Name) {
+         GLuint j;
+         for (j = 0; j < BUFFER_COUNT; j++) {
+            if (fb->Attachment[j].Type == GL_TEXTURE &&
+                fb->Attachment[j].Texture == texObj) {
+               _mesa_remove_attachment(ctx, fb->Attachment + j);         
+            }
+         }
+      }
+   }
+}
+
+
+/**
+ * Check if the given texture object is bound to any texture image units and
+ * unbind it if so (revert to default textures).
+ */
+static void
+unbind_texobj_from_texunits(GLcontext *ctx, struct gl_texture_object *texObj)
+{
+   GLuint u;
+
+   for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++) {
+      struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
+      if (texObj == unit->Current1D) {
+         _mesa_reference_texobj(&unit->Current1D, ctx->Shared->Default1D);
+      }
+      else if (texObj == unit->Current2D) {
+         _mesa_reference_texobj(&unit->Current2D, ctx->Shared->Default2D);
+      }
+      else if (texObj == unit->Current3D) {
+         _mesa_reference_texobj(&unit->Current3D, ctx->Shared->Default3D);
+      }
+      else if (texObj == unit->CurrentCubeMap) {
+         _mesa_reference_texobj(&unit->CurrentCubeMap, ctx->Shared->DefaultCubeMap);
+      }
+      else if (texObj == unit->CurrentRect) {
+         _mesa_reference_texobj(&unit->CurrentRect, ctx->Shared->DefaultRect);
+      }
+      else if (texObj == unit->Current1DArray) {
+         _mesa_reference_texobj(&unit->Current1DArray, ctx->Shared->Default1DArray);
+      }
+      else if (texObj == unit->Current2DArray) {
+         _mesa_reference_texobj(&unit->Current2DArray, ctx->Shared->Default2DArray);
+      }
+   }
+}
+
+
 /**
  * Delete named textures.
  *
  * \param n number of textures to be deleted.
- * \param texName array of textures names to be deleted.
+ * \param textures array of texture IDs to be deleted.
  *
  * \sa glDeleteTextures().
  *
- * For each texture checks if its bound to any of the texture units, unbinding
- * it and decrementing the reference count if so. If the texture reference
- * count is zero, delete its object.
+ * If we're about to delete a texture that's currently bound to any
+ * texture unit, unbind the texture first.  Decrement the reference
+ * count on the texture object and delete it if it's zero.
+ * Recall that texture objects can be shared among several rendering
+ * contexts.
  */
-void
-_mesa_DeleteTextures( GLsizei n, const GLuint *texName)
+void GLAPIENTRY
+_mesa_DeleteTextures( GLsizei n, const GLuint *textures)
 {
    GET_CURRENT_CONTEXT(ctx);
    GLint i;
    ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* too complex */
 
-   if (!texName)
+   if (!textures)
       return;
 
-   for (i=0;i<n;i++) {
-      if (texName[i] > 0) {
-         struct gl_texture_object *delObj = (struct gl_texture_object *)
-            _mesa_HashLookup(ctx->Shared->TexObjects, texName[i]);
+   for (i = 0; i < n; i++) {
+      if (textures[i] > 0) {
+         struct gl_texture_object *delObj
+            = _mesa_lookup_texture(ctx, textures[i]);
+
          if (delObj) {
-            /* First check if this texture is currently bound.
-             * If so, unbind it and decrement the reference count.
+           _mesa_lock_texture(ctx, delObj);
+
+            /* Check if texture is bound to any framebuffer objects.
+             * If so, unbind.
+             * See section 4.4.2.3 of GL_EXT_framebuffer_object.
              */
-            GLuint u;
-            for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++) {
-               struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
-               if (delObj == unit->Current1D) {
-                  unit->Current1D = ctx->Shared->Default1D;
-                  ctx->Shared->Default1D->RefCount++;
-                  delObj->RefCount--;
-                  if (delObj == unit->_Current)
-                     unit->_Current = unit->Current1D;
-               }
-               else if (delObj == unit->Current2D) {
-                  unit->Current2D = ctx->Shared->Default2D;
-                  ctx->Shared->Default2D->RefCount++;
-                  delObj->RefCount--;
-                  if (delObj == unit->_Current)
-                     unit->_Current = unit->Current2D;
-               }
-               else if (delObj == unit->Current3D) {
-                  unit->Current3D = ctx->Shared->Default3D;
-                  ctx->Shared->Default3D->RefCount++;
-                  delObj->RefCount--;
-                  if (delObj == unit->_Current)
-                     unit->_Current = unit->Current3D;
-               }
-               else if (delObj == unit->CurrentCubeMap) {
-                  unit->CurrentCubeMap = ctx->Shared->DefaultCubeMap;
-                  ctx->Shared->DefaultCubeMap->RefCount++;
-                  delObj->RefCount--;
-                  if (delObj == unit->_Current)
-                     unit->_Current = unit->CurrentCubeMap;
-               }
-               else if (delObj == unit->CurrentRect) {
-                  unit->CurrentRect = ctx->Shared->DefaultRect;
-                  ctx->Shared->DefaultRect->RefCount++;
-                  delObj->RefCount--;
-                  if (delObj == unit->_Current)
-                     unit->_Current = unit->CurrentRect;
-               }
-            }
+            unbind_texobj_from_fbo(ctx, delObj);
+
+            /* Check if this texture is currently bound to any texture units.
+             * If so, unbind it.
+             */
+            unbind_texobj_from_texunits(ctx, delObj);
+
+           _mesa_unlock_texture(ctx, delObj);
+
             ctx->NewState |= _NEW_TEXTURE;
 
-            /* Decrement reference count and delete if zero */
-            delObj->RefCount--;
-            ASSERT(delObj->RefCount >= 0);
+            /* The texture _name_ is now free for re-use.
+             * Remove it from the hash table now.
+             */
+            _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
+            _mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name);
+            _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
 
-            if (delObj->RefCount == 0) {
-               ASSERT(delObj->Name != 0);
-               _mesa_remove_texture_object(ctx, delObj);
-               ASSERT(ctx->Driver.DeleteTexture);
-               (*ctx->Driver.DeleteTexture)(ctx, delObj);
-            }
+            /* Unreference the texobj.  If refcount hits zero, the texture
+             * will be deleted.
+             */
+            _mesa_reference_texobj(&delObj, NULL);
          }
       }
    }
 }
 
+
 /**
  * Bind a named texture to a texturing target.
  * 
@@ -738,52 +820,19 @@ _mesa_DeleteTextures( GLsizei n, const GLuint *texName)
  * calls dd_function_table::BindTexture. Decrements the old texture reference
  * count and deletes it if it reaches zero.
  */
-void
+void GLAPIENTRY
 _mesa_BindTexture( GLenum target, GLuint texName )
 {
    GET_CURRENT_CONTEXT(ctx);
-   GLuint unit = ctx->Texture.CurrentUnit;
+   const GLuint unit = ctx->Texture.CurrentUnit;
    struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
-   struct gl_texture_object *oldTexObj;
-   struct gl_texture_object *newTexObj = 0;
+   struct gl_texture_object *newTexObj = NULL;
    ASSERT_OUTSIDE_BEGIN_END(ctx);
 
    if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
       _mesa_debug(ctx, "glBindTexture %s %d\n",
                   _mesa_lookup_enum_by_nr(target), (GLint) texName);
 
-   switch (target) {
-      case GL_TEXTURE_1D:
-         oldTexObj = texUnit->Current1D;
-         break;
-      case GL_TEXTURE_2D:
-         oldTexObj = texUnit->Current2D;
-         break;
-      case GL_TEXTURE_3D:
-         oldTexObj = texUnit->Current3D;
-         break;
-      case GL_TEXTURE_CUBE_MAP_ARB:
-         if (!ctx->Extensions.ARB_texture_cube_map) {
-            _mesa_error( ctx, GL_INVALID_ENUM, "glBindTexture(target)" );
-            return;
-         }
-         oldTexObj = texUnit->CurrentCubeMap;
-         break;
-      case GL_TEXTURE_RECTANGLE_NV:
-         if (!ctx->Extensions.NV_texture_rectangle) {
-            _mesa_error( ctx, GL_INVALID_ENUM, "glBindTexture(target)" );
-            return;
-         }
-         oldTexObj = texUnit->CurrentRect;
-         break;
-      default:
-         _mesa_error( ctx, GL_INVALID_ENUM, "glBindTexture(target)" );
-         return;
-   }
-
-   if (oldTexObj->Name == texName)
-      return;   /* rebinding the same texture- no change */
-
    /*
     * Get pointer to new texture object (newTexObj)
     */
@@ -805,14 +854,20 @@ _mesa_BindTexture( GLenum target, GLuint texName )
          case GL_TEXTURE_RECTANGLE_NV:
             newTexObj = ctx->Shared->DefaultRect;
             break;
+         case GL_TEXTURE_1D_ARRAY_EXT:
+            newTexObj = ctx->Shared->Default1DArray;
+            break;
+         case GL_TEXTURE_2D_ARRAY_EXT:
+            newTexObj = ctx->Shared->Default2DArray;
+            break;
          default:
-            ; /* Bad targets are caught above */
+            _mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)");
+            return;
       }
    }
    else {
       /* non-default texture object */
-      const struct _mesa_HashTable *hash = ctx->Shared->TexObjects;
-      newTexObj = (struct gl_texture_object *) _mesa_HashLookup(hash, texName);
+      newTexObj = _mesa_lookup_texture(ctx, texName);
       if (newTexObj) {
          /* error checking */
          if (newTexObj->Target != 0 && newTexObj->Target != target) {
@@ -827,6 +882,14 @@ _mesa_BindTexture( GLenum target, GLuint texName )
             newTexObj->WrapT = GL_CLAMP_TO_EDGE;
             newTexObj->WrapR = GL_CLAMP_TO_EDGE;
             newTexObj->MinFilter = GL_LINEAR;
+            if (ctx->Driver.TexParameter) {
+               static const GLfloat fparam_wrap[1] = {(GLfloat) GL_CLAMP_TO_EDGE};
+               static const GLfloat fparam_filter[1] = {(GLfloat) GL_LINEAR};
+               (*ctx->Driver.TexParameter)( ctx, target, newTexObj, GL_TEXTURE_WRAP_S, fparam_wrap );
+               (*ctx->Driver.TexParameter)( ctx, target, newTexObj, GL_TEXTURE_WRAP_T, fparam_wrap );
+               (*ctx->Driver.TexParameter)( ctx, target, newTexObj, GL_TEXTURE_WRAP_R, fparam_wrap );
+               (*ctx->Driver.TexParameter)( ctx, target, newTexObj, GL_TEXTURE_MIN_FILTER, fparam_filter );
+            }
          }
       }
       else {
@@ -836,34 +899,48 @@ _mesa_BindTexture( GLenum target, GLuint texName )
             _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
             return;
          }
-         _mesa_save_texture_object(ctx, newTexObj);
+
+         /* and insert it into hash table */
+         _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
+         _mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj);
+         _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
       }
       newTexObj->Target = target;
    }
 
-   newTexObj->RefCount++;
+   assert(valid_texture_object(newTexObj));
 
-   /* do the actual binding, but first flush outstanding vertices:
-    */
+   /* flush before changing binding */
    FLUSH_VERTICES(ctx, _NEW_TEXTURE);
 
+   /* Do the actual binding.  The refcount on the previously bound
+    * texture object will be decremented.  It'll be deleted if the
+    * count hits zero.
+    */
    switch (target) {
       case GL_TEXTURE_1D:
-         texUnit->Current1D = newTexObj;
+         _mesa_reference_texobj(&texUnit->Current1D, newTexObj);
          break;
       case GL_TEXTURE_2D:
-         texUnit->Current2D = newTexObj;
+         _mesa_reference_texobj(&texUnit->Current2D, newTexObj);
          break;
       case GL_TEXTURE_3D:
-         texUnit->Current3D = newTexObj;
+         _mesa_reference_texobj(&texUnit->Current3D, newTexObj);
          break;
       case GL_TEXTURE_CUBE_MAP_ARB:
-         texUnit->CurrentCubeMap = newTexObj;
+         _mesa_reference_texobj(&texUnit->CurrentCubeMap, newTexObj);
          break;
       case GL_TEXTURE_RECTANGLE_NV:
-         texUnit->CurrentRect = newTexObj;
+         _mesa_reference_texobj(&texUnit->CurrentRect, newTexObj);
+         break;
+      case GL_TEXTURE_1D_ARRAY_EXT:
+         texUnit->Current1DArray = newTexObj;
+         break;
+      case GL_TEXTURE_2D_ARRAY_EXT:
+         texUnit->Current2DArray = newTexObj;
          break;
       default:
+         /* Bad target should be caught above */
          _mesa_problem(ctx, "bad target in BindTexture");
          return;
    }
@@ -871,17 +948,9 @@ _mesa_BindTexture( GLenum target, GLuint texName )
    /* Pass BindTexture call to device driver */
    if (ctx->Driver.BindTexture)
       (*ctx->Driver.BindTexture)( ctx, target, newTexObj );
-
-   oldTexObj->RefCount--;
-   assert(oldTexObj->RefCount >= 0);
-   if (oldTexObj->RefCount == 0) {
-      assert(oldTexObj->Name != 0);
-      _mesa_remove_texture_object(ctx, oldTexObj);
-      ASSERT(ctx->Driver.DeleteTexture);
-      (*ctx->Driver.DeleteTexture)( ctx, oldTexObj );
-   }
 }
 
+
 /**
  * Set texture priorities.
  * 
@@ -894,7 +963,7 @@ _mesa_BindTexture( GLenum target, GLuint texName )
  * Looks up each texture in the hash, clamps the corresponding priority between
  * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
  */
-void
+void GLAPIENTRY
 _mesa_PrioritizeTextures( GLsizei n, const GLuint *texName,
                           const GLclampf *priorities )
 {
@@ -912,8 +981,7 @@ _mesa_PrioritizeTextures( GLsizei n, const GLuint *texName,
 
    for (i = 0; i < n; i++) {
       if (texName[i] > 0) {
-         struct gl_texture_object *t = (struct gl_texture_object *)
-            _mesa_HashLookup(ctx->Shared->TexObjects, texName[i]);
+         struct gl_texture_object *t = _mesa_lookup_texture(ctx, texName[i]);
          if (t) {
             t->Priority = CLAMP( priorities[i], 0.0F, 1.0F );
            if (ctx->Driver.PrioritizeTexture)
@@ -939,7 +1007,7 @@ _mesa_PrioritizeTextures( GLsizei n, const GLuint *texName,
  * Looks up each texture in the hash and calls
  * dd_function_table::IsTextureResident.
  */
-GLboolean
+GLboolean GLAPIENTRY
 _mesa_AreTexturesResident(GLsizei n, const GLuint *texName,
                           GLboolean *residences)
 {
@@ -962,8 +1030,7 @@ _mesa_AreTexturesResident(GLsizei n, const GLuint *texName,
          _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
          return GL_FALSE;
       }
-      t = (struct gl_texture_object *)
-         _mesa_HashLookup(ctx->Shared->TexObjects, texName[i]);
+      t = _mesa_lookup_texture(ctx, texName[i]);
       if (!t) {
          _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
          return GL_FALSE;
@@ -1000,12 +1067,54 @@ _mesa_AreTexturesResident(GLsizei n, const GLuint *texName,
  *
  * Calls _mesa_HashLookup().
  */
-GLboolean
+GLboolean GLAPIENTRY
 _mesa_IsTexture( GLuint texture )
 {
+   struct gl_texture_object *t;
    GET_CURRENT_CONTEXT(ctx);
    ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
-   return texture > 0 && _mesa_HashLookup(ctx->Shared->TexObjects, texture);
+
+   if (!texture)
+      return GL_FALSE;
+
+   t = _mesa_lookup_texture(ctx, texture);
+
+   /* IsTexture is true only after object has been bound once. */
+   return t && t->Target;
+}
+
+
+/**
+ * Simplest implementation of texture locking: Grab the a new mutex in
+ * the shared context.  Examine the shared context state timestamp and
+ * if there has been a change, set the appropriate bits in
+ * ctx->NewState.
+ *
+ * This is used to deal with synchronizing things when a texture object
+ * is used/modified by different contexts (or threads) which are sharing
+ * the texture.
+ *
+ * See also _mesa_lock/unlock_texture() in teximage.h
+ */
+void
+_mesa_lock_context_textures( GLcontext *ctx )
+{
+   _glthread_LOCK_MUTEX(ctx->Shared->TexMutex);
+
+   if (ctx->Shared->TextureStateStamp != ctx->TextureStateTimestamp) {
+      ctx->NewState |= _NEW_TEXTURE;
+      ctx->TextureStateTimestamp = ctx->Shared->TextureStateStamp;
+   }
+}
+
+
+void
+_mesa_unlock_context_textures( GLcontext *ctx )
+{
+   assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp);
+   _glthread_UNLOCK_MUTEX(ctx->Shared->TexMutex);
 }
 
 /*@}*/
+
+