return t;
}
+/**
+ * Wrapper for the driver function. Need this because _mesa_new_texture_object
+ * permits a target of 0 and does not initialize targetIndex.
+ */
+struct gl_texture_object *
+_mesa_create_nameless_texture(struct gl_context *ctx, GLenum target)
+{
+ struct gl_texture_object *texObj = NULL;
+ GLint targetIndex;
+
+ if (target == 0)
+ return texObj;
+
+ texObj = ctx->Driver.NewTextureObject(ctx, 0, target);
+ targetIndex = _mesa_tex_target_to_index(ctx, texObj->Target);
+ assert(targetIndex < NUM_TEXTURE_TARGETS);
+ texObj->TargetIndex = targetIndex;
+
+ return texObj;
+}
+
/**
* Helper function for glCreateTextures and glGenTextures. Need this because
* glCreateTextures should throw errors if target = 0. This is not exposed to
}
}
+/**
+ * This deletes a texObj without altering the hash table.
+ */
+void
+_mesa_delete_nameless_texture(struct gl_context *ctx,
+ struct gl_texture_object *texObj)
+{
+ if (!texObj)
+ return;
+
+ FLUSH_VERTICES(ctx, 0);
+
+ _mesa_lock_texture(ctx, texObj);
+ {
+ /* Check if texture is bound to any framebuffer objects.
+ * If so, unbind.
+ * See section 4.4.2.3 of GL_EXT_framebuffer_object.
+ */
+ unbind_texobj_from_fbo(ctx, texObj);
+
+ /* Check if this texture is currently bound to any texture units.
+ * If so, unbind it.
+ */
+ unbind_texobj_from_texunits(ctx, texObj);
+
+ /* Check if this texture is currently bound to any shader
+ * image unit. If so, unbind it.
+ * See section 3.9.X of GL_ARB_shader_image_load_store.
+ */
+ unbind_texobj_from_image_units(ctx, texObj);
+ }
+ _mesa_unlock_texture(ctx, texObj);
+
+ ctx->NewState |= _NEW_TEXTURE;
+
+ /* Unreference the texobj. If refcount hits zero, the texture
+ * will be deleted.
+ */
+ _mesa_reference_texobj(&texObj, NULL);
+}
+
/**
* Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
extern void
_mesa_lock_context_textures( struct gl_context *ctx );
+extern struct gl_texture_object *
+_mesa_create_nameless_texture(struct gl_context *ctx, GLenum target);
+
+extern void
+_mesa_delete_nameless_texture(struct gl_context *ctx,
+ struct gl_texture_object *texObj);
+
extern void
_mesa_bind_texture_unit(struct gl_context *ctx,
GLuint unit,