-/* $Id: texobj.c,v 1.63 2002/12/12 13:03:15 keithw Exp $ */
+/**
+ * \file texobj.c
+ * Texture object management.
+ */
/*
* Mesa 3-D graphics library
- * Version: 4.1
+ * Version: 7.1
*
- * Copyright (C) 1999-2002 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"),
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
+
#include "glheader.h"
#include "colortab.h"
#include "context.h"
#include "enums.h"
+#include "fbobject.h"
#include "hash.h"
#include "imports.h"
#include "macros.h"
#include "mtypes.h"
-/*
- * Allocate a new texture object and add it to the linked list of texture
- * objects. If name>0 then also insert the new texture object into the hash
- * table.
- * Input: shared - the shared GL state structure to contain the texture object
- * name - integer name for the texture object
- * target - either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,
- * GL_TEXTURE_CUBE_MAP_ARB or GL_TEXTURE_RECTANGLE_NV
- * zero is ok for the sake of GenTextures()
- * Return: pointer to new texture object
+/**********************************************************************/
+/** \name Internal functions */
+/*@{*/
+
+
+/**
+ * Return the gl_texture_object for a given ID.
*/
struct gl_texture_object *
-_mesa_alloc_texture_object( struct gl_shared_state *shared,
- GLuint name, GLenum target )
+_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. But don't put it into the
+ * texture object hash table.
+ *
+ * Called via ctx->Driver.NewTextureObject, unless overridden by a device
+ * driver.
+ *
+ * \param shared the shared GL state structure to contain the texture object
+ * \param name integer name for the texture object
+ * \param target either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,
+ * GL_TEXTURE_CUBE_MAP_ARB or GL_TEXTURE_RECTANGLE_NV. zero is ok for the sake
+ * of GenTextures()
+ *
+ * \return pointer to new texture object.
+ */
+struct gl_texture_object *
+_mesa_new_texture_object( GLcontext *ctx, GLuint name, GLenum target )
{
struct gl_texture_object *obj;
+ (void) ctx;
+ obj = MALLOC_STRUCT(gl_texture_object);
+ _mesa_initialize_texture_object(obj, name, target);
+ return obj;
+}
+
+/**
+ * Initialize a new texture object to default values.
+ * \param obj the texture object
+ * \param name the texture name
+ * \param target the texture target
+ */
+void
+_mesa_initialize_texture_object( struct gl_texture_object *obj,
+ GLuint name, GLenum target )
+{
ASSERT(target == 0 ||
target == GL_TEXTURE_1D ||
target == GL_TEXTURE_2D ||
target == GL_TEXTURE_3D ||
target == GL_TEXTURE_CUBE_MAP_ARB ||
- target == GL_TEXTURE_RECTANGLE_NV);
-
- obj = CALLOC_STRUCT(gl_texture_object);
-
- if (obj) {
- /* init the non-zero fields */
- _glthread_INIT_MUTEX(obj->Mutex);
- obj->RefCount = 1;
- obj->Name = name;
- obj->Target = target;
- obj->Priority = 1.0F;
- if (target == GL_TEXTURE_RECTANGLE_NV) {
- obj->WrapS = GL_CLAMP_TO_EDGE;
- obj->WrapT = GL_CLAMP_TO_EDGE;
- obj->WrapR = GL_CLAMP_TO_EDGE;
- obj->MinFilter = GL_LINEAR;
- }
- else {
- obj->WrapS = GL_REPEAT;
- obj->WrapT = GL_REPEAT;
- obj->WrapR = GL_REPEAT;
- obj->MinFilter = GL_NEAREST_MIPMAP_LINEAR;
- }
- obj->MagFilter = GL_LINEAR;
- obj->MinLod = -1000.0;
- obj->MaxLod = 1000.0;
- obj->BaseLevel = 0;
- obj->MaxLevel = 1000;
- obj->MaxAnisotropy = 1.0;
- obj->CompareFlag = GL_FALSE; /* SGIX_shadow */
- obj->CompareOperator = GL_TEXTURE_LEQUAL_R_SGIX; /* SGIX_shadow */
- obj->CompareMode = GL_LUMINANCE; /* ARB_shadow */
- 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);
-
- /* insert into linked list */
- if (shared) {
- _glthread_LOCK_MUTEX(shared->Mutex);
- obj->Next = shared->TexObjectList;
- shared->TexObjectList = obj;
- _glthread_UNLOCK_MUTEX(shared->Mutex);
- }
-
- if (name > 0) {
- /* insert into hash table */
- _mesa_HashInsert(shared->TexObjects, name, obj);
- }
+ 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;
+ obj->Name = name;
+ obj->Target = target;
+ obj->Priority = 1.0F;
+ if (target == GL_TEXTURE_RECTANGLE_NV) {
+ obj->WrapS = GL_CLAMP_TO_EDGE;
+ obj->WrapT = GL_CLAMP_TO_EDGE;
+ obj->WrapR = GL_CLAMP_TO_EDGE;
+ obj->MinFilter = GL_LINEAR;
}
- return obj;
+ else {
+ obj->WrapS = GL_REPEAT;
+ obj->WrapT = GL_REPEAT;
+ obj->WrapR = GL_REPEAT;
+ obj->MinFilter = GL_NEAREST_MIPMAP_LINEAR;
+ }
+ 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;
+ obj->CompareFlag = GL_FALSE; /* SGIX_shadow */
+ obj->CompareOperator = GL_TEXTURE_LEQUAL_R_SGIX; /* SGIX_shadow */
+ obj->CompareMode = GL_NONE; /* ARB_shadow */
+ obj->CompareFunc = GL_LEQUAL; /* ARB_shadow */
+ obj->DepthMode = GL_LUMINANCE; /* ARB_depth_texture */
+ obj->ShadowAmbient = 0.0F; /* ARB/SGIX_shadow_ambient */
}
-/*
- * Deallocate a texture object struct and remove it from the given
- * shared GL state.
- * Input: shared - the shared GL state to which the object belongs
- * t - the texture object to delete
+/**
+ * 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.
*/
-void _mesa_free_texture_object( struct gl_shared_state *shared,
- struct gl_texture_object *t )
+void
+_mesa_delete_texture_object( GLcontext *ctx, struct gl_texture_object *texObj )
{
- struct gl_texture_object *tprev, *tcurr;
-
- assert(t);
-
- /* unlink t from the linked list */
- if (shared) {
- _glthread_LOCK_MUTEX(shared->Mutex);
- tprev = NULL;
- tcurr = shared->TexObjectList;
- while (tcurr) {
- if (tcurr==t) {
- if (tprev) {
- tprev->Next = t->Next;
- }
- else {
- shared->TexObjectList = t->Next;
- }
- break;
- }
- tprev = tcurr;
- tcurr = tcurr->Next;
- }
- _glthread_UNLOCK_MUTEX(shared->Mutex);
- }
+ GLuint i, face;
- if (t->Name) {
- /* remove from hash table */
- _mesa_HashRemove(shared->TexObjects, t->Name);
- }
+ (void) ctx;
+
+ /* 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(&t->Palette);
+ _mesa_free_colortable_data(&texObj->Palette);
/* free the texture images */
- {
- GLuint i;
- for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
- if (t->Image[i]) {
- _mesa_free_texture_image( t->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] );
+ }
}
}
/* destroy the mutex -- it may have allocated memory (eg on bsd) */
- _glthread_DESTROY_MUTEX(t->Mutex);
+ _glthread_DESTROY_MUTEX(texObj->Mutex);
/* free this object */
- FREE( t );
+ _mesa_free(texObj);
}
-/*
+
+
+/**
* Copy texture object state from one texture object to another.
+ * Use for glPush/PopAttrib.
+ *
+ * \param dest destination texture object.
+ * \param src source texture object.
*/
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];
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;
dest->_MaxLambda = src->_MaxLambda;
dest->GenerateMipmap = src->GenerateMipmap;
dest->Palette = src->Palette;
- dest->Complete = src->Complete;
+ dest->_Complete = src->_Complete;
}
-/*
- * Report why a texture object is incomplete. (for debug only)
+/**
+ * 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.
+ *
+ * \param t texture object.
+ * \param why string describing why it's incomplete.
+ *
+ * \note For debug purposes only.
*/
#if 0
static void
_mesa_printf("Texture Obj %d incomplete because: %s\n", t->Name, why);
}
#else
-#define incomplete(a, b)
+#define incomplete(t, why)
#endif
-/*
+/**
* Examine a texture object to determine if it is complete.
- * The t->Complete flag will be set to GL_TRUE or GL_FALSE accordingly.
+ *
+ * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
+ * accordingly.
+ *
+ * \param ctx GL context.
+ * \param t texture object.
+ *
+ * According to the texture target, verifies that each of the mipmaps is
+ * present and has the expected size.
*/
void
_mesa_test_texobj_completeness( const GLcontext *ctx,
const GLint baseLevel = t->BaseLevel;
GLint maxLog2 = 0, maxLevels = 0;
- t->Complete = GL_TRUE; /* be optimistic */
+ 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) {
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;
+ }
}
}
+ /* extra checking for mipmaps */
if (t->MinFilter != GL_NEAREST && t->MinFilter != GL_LINEAR) {
/*
* Mipmapping: determine if we have a complete set of mipmaps
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;
}
}
/* 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;
}
}
}
}
}
- 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;
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) {
}
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;
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;
}
}
}
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;
height /= 2;
}
if (i >= minLevel && i <= maxLevel) {
- /* 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 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;
- }
- /* 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 = ??? */
}
}
+/*@}*/
-_glthread_DECLARE_STATIC_MUTEX(GenTexturesLock);
+/***********************************************************************/
+/** \name API functions */
+/*@{*/
-/*
- * Execute glGenTextures
- */
-void
-_mesa_GenTextures( GLsizei n, GLuint *texName )
+
+/**
+ * Generate texture names.
+ *
+ * \param n number of texture names to be generated.
+ * \param textures an array in which will hold the generated texture names.
+ *
+ * \sa glGenTextures().
+ *
+ * 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 GLAPIENTRY
+_mesa_GenTextures( GLsizei n, GLuint *textures )
{
GET_CURRENT_CONTEXT(ctx);
GLuint first;
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++) {
+ for (i = 0; i < n; i++) {
+ struct gl_texture_object *texObj;
GLuint name = first + i;
GLenum target = 0;
- (void) _mesa_alloc_texture_object( ctx->Shared, name, target);
+ texObj = (*ctx->Driver.NewTextureObject)( ctx, name, target);
+ if (!texObj) {
+ _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
+ return;
+ }
+
+ /* 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;
-/*
- * Execute glDeleteTextures
+ 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).
*/
-void
-_mesa_DeleteTextures( GLsizei n, const GLuint *texName)
+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 textures array of texture IDs to be deleted.
+ *
+ * \sa glDeleteTextures().
+ *
+ * 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 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_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);
- if (ctx->Driver.DeleteTexture)
- (*ctx->Driver.DeleteTexture)( ctx, delObj );
- _mesa_free_texture_object(ctx->Shared, delObj);
- }
+ /* Unreference the texobj. If refcount hits zero, the texture
+ * will be deleted.
+ */
+ _mesa_reference_texobj(&delObj, NULL);
}
}
}
}
-
-/*
- * Execute glBindTexture
+/**
+ * Bind a named texture to a texturing target.
+ *
+ * \param target texture target.
+ * \param texName texture name.
+ *
+ * \sa glBindTexture().
+ *
+ * Determines the old texture object bound and returns immediately if rebinding
+ * the same texture. Get the current texture which is either a default texture
+ * if name is null, a named texture from the hash, or a new texture if the
+ * given texture name is new. Increments its reference count, binds it, and
+ * 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)
*/
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) {
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 {
/* if this is a new texture id, allocate a texture object now */
- newTexObj = _mesa_alloc_texture_object( ctx->Shared, texName,
- target);
+ newTexObj = (*ctx->Driver.NewTextureObject)(ctx, texName, target);
if (!newTexObj) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
return;
}
+
+ /* 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;
}
/* 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);
- if (ctx->Driver.DeleteTexture) {
- (*ctx->Driver.DeleteTexture)( ctx, oldTexObj );
- }
- _mesa_free_texture_object(ctx->Shared, oldTexObj);
- }
}
-
-/*
- * Execute glPrioritizeTextures
+/**
+ * Set texture priorities.
+ *
+ * \param n number of textures.
+ * \param texName texture names.
+ * \param priorities corresponding texture priorities.
+ *
+ * \sa glPrioritizeTextures().
+ *
+ * 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 )
{
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)
ctx->NewState |= _NEW_TEXTURE;
}
-
-
-/*
- * Execute glAreTexturesResident
+/**
+ * See if textures are loaded in texture memory.
+ *
+ * \param n number of textures to query.
+ * \param texName array with the texture names.
+ * \param residences array which will hold the residence status.
+ *
+ * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
+ *
+ * \sa glAreTexturesResident().
+ *
+ * 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)
{
GET_CURRENT_CONTEXT(ctx);
GLboolean allResident = GL_TRUE;
- GLint i;
+ GLint i, j;
ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
if (n < 0) {
for (i = 0; i < n; i++) {
struct gl_texture_object *t;
if (texName[i] == 0) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(textures)");
+ _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
return GL_FALSE;
}
- t = (struct gl_texture_object *)
- _mesa_HashLookup(ctx->Shared->TexObjects, texName[i]);
- if (t) {
- if (ctx->Driver.IsTextureResident) {
- residences[i] = ctx->Driver.IsTextureResident(ctx, t);
- if (!residences[i])
- allResident = GL_FALSE;
- }
- else {
+ t = _mesa_lookup_texture(ctx, texName[i]);
+ if (!t) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
+ return GL_FALSE;
+ }
+ if (!ctx->Driver.IsTextureResident ||
+ ctx->Driver.IsTextureResident(ctx, t)) {
+ /* The texture is resident */
+ if (!allResident)
residences[i] = GL_TRUE;
- }
}
else {
- _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(textures)");
- return GL_FALSE;
+ /* The texture is not resident */
+ if (allResident) {
+ allResident = GL_FALSE;
+ for (j = 0; j < i; j++)
+ residences[j] = GL_TRUE;
+ }
+ residences[i] = GL_FALSE;
}
}
+
return allResident;
}
-
-
-/*
- * Execute glIsTexture
+/**
+ * See if a name corresponds to a texture.
+ *
+ * \param texture texture name.
+ *
+ * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
+ * otherwise.
+ *
+ * \sa glIsTexture().
+ *
+ * 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);
+}
+
+/*@}*/
+
+