aboutsummaryrefslogtreecommitdiffstats
path: root/src/mesa/main/texobj.c
blob: fbd498dd93547301a414195972e55390e660f76c (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
/**
 * \file texobj.c
 * Texture object management.
 */

/*
 * Mesa 3-D graphics library
 *
 * 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"),
 * to deal in the Software without restriction, including without limitation
 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
 * and/or sell copies of the Software, and to permit persons to whom the
 * Software is furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included
 * in all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
 * OTHER DEALINGS IN THE SOFTWARE.
 */


#include <stdio.h>
#include "bufferobj.h"
#include "context.h"
#include "enums.h"
#include "fbobject.h"
#include "formats.h"
#include "hash.h"
#include "imports.h"
#include "macros.h"
#include "shaderimage.h"
#include "teximage.h"
#include "texobj.h"
#include "texstate.h"
#include "mtypes.h"
#include "program/prog_instruction.h"



/**********************************************************************/
/** \name Internal functions */
/*@{*/

/**
 * This function checks for all valid combinations of Min and Mag filters for
 * Float types, when extensions like OES_texture_float and
 * OES_texture_float_linear are supported. OES_texture_float mentions support
 * for NEAREST, NEAREST_MIPMAP_NEAREST magnification and minification filters.
 * Mag filters like LINEAR and min filters like NEAREST_MIPMAP_LINEAR,
 * LINEAR_MIPMAP_NEAREST and LINEAR_MIPMAP_LINEAR are only valid in case
 * OES_texture_float_linear is supported.
 *
 * Returns true in case the filter is valid for given Float type else false.
 */
static bool
valid_filter_for_float(const struct gl_context *ctx,
                       const struct gl_texture_object *obj)
{
   switch (obj->Sampler.MagFilter) {
   case GL_LINEAR:
      if (obj->_IsHalfFloat && !ctx->Extensions.OES_texture_half_float_linear) {
         return false;
      } else if (obj->_IsFloat && !ctx->Extensions.OES_texture_float_linear) {
         return false;
      }
   case GL_NEAREST:
   case GL_NEAREST_MIPMAP_NEAREST:
      break;
   default:
      unreachable("Invalid mag filter");
   }

   switch (obj->Sampler.MinFilter) {
   case GL_LINEAR:
   case GL_NEAREST_MIPMAP_LINEAR:
   case GL_LINEAR_MIPMAP_NEAREST:
   case GL_LINEAR_MIPMAP_LINEAR:
      if (obj->_IsHalfFloat && !ctx->Extensions.OES_texture_half_float_linear) {
         return false;
      } else if (obj->_IsFloat && !ctx->Extensions.OES_texture_float_linear) {
         return false;
      }
   case GL_NEAREST:
   case GL_NEAREST_MIPMAP_NEAREST:
      break;
   default:
      unreachable("Invalid min filter");
   }

   return true;
}

/**
 * Return the gl_texture_object for a given ID.
 */
struct gl_texture_object *
_mesa_lookup_texture(struct gl_context *ctx, GLuint id)
{
   return (struct gl_texture_object *)
      _mesa_HashLookup(ctx->Shared->TexObjects, id);
}

/**
 * Wrapper around _mesa_lookup_texture that throws GL_INVALID_OPERATION if id
 * is not in the hash table. After calling _mesa_error, it returns NULL.
 */
struct gl_texture_object *
_mesa_lookup_texture_err(struct gl_context *ctx, GLuint id, const char* func)
{
   struct gl_texture_object *texObj;

   texObj = _mesa_lookup_texture(ctx, id); /* Returns NULL if not found. */

   if (!texObj)
      _mesa_error(ctx, GL_INVALID_OPERATION, "%s(texture)", func);

   return texObj;
}

void
_mesa_begin_texture_lookups(struct gl_context *ctx)
{
   _mesa_HashLockMutex(ctx->Shared->TexObjects);
}


void
_mesa_end_texture_lookups(struct gl_context *ctx)
{
   _mesa_HashUnlockMutex(ctx->Shared->TexObjects);
}


struct gl_texture_object *
_mesa_lookup_texture_locked(struct gl_context *ctx, GLuint id)
{
   return (struct gl_texture_object *)
      _mesa_HashLookupLocked(ctx->Shared->TexObjects, id);
}

/**
 * Return a pointer to the current texture object for the given target
 * on the current texture unit.
 * Note: all <target> error checking should have been done by this point.
 */
struct gl_texture_object *
_mesa_get_current_tex_object(struct gl_context *ctx, GLenum target)
{
   struct gl_texture_unit *texUnit = _mesa_get_current_tex_unit(ctx);
   const GLboolean arrayTex = ctx->Extensions.EXT_texture_array;

   switch (target) {
      case GL_TEXTURE_1D:
         return texUnit->CurrentTex[TEXTURE_1D_INDEX];
      case GL_PROXY_TEXTURE_1D:
         return ctx->Texture.ProxyTex[TEXTURE_1D_INDEX];
      case GL_TEXTURE_2D:
         return texUnit->CurrentTex[TEXTURE_2D_INDEX];
      case GL_PROXY_TEXTURE_2D:
         return ctx->Texture.ProxyTex[TEXTURE_2D_INDEX];
      case GL_TEXTURE_3D:
         return texUnit->CurrentTex[TEXTURE_3D_INDEX];
      case GL_PROXY_TEXTURE_3D:
         return ctx->Texture.ProxyTex[TEXTURE_3D_INDEX];
      case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
      case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
      case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
      case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
      case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
      case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
      case GL_TEXTURE_CUBE_MAP:
         return ctx->Extensions.ARB_texture_cube_map
                ? texUnit->CurrentTex[TEXTURE_CUBE_INDEX] : NULL;
      case GL_PROXY_TEXTURE_CUBE_MAP:
         return ctx->Extensions.ARB_texture_cube_map
                ? ctx->Texture.ProxyTex[TEXTURE_CUBE_INDEX] : NULL;
      case GL_TEXTURE_CUBE_MAP_ARRAY:
         return _mesa_has_texture_cube_map_array(ctx)
                ? texUnit->CurrentTex[TEXTURE_CUBE_ARRAY_INDEX] : NULL;
      case GL_PROXY_TEXTURE_CUBE_MAP_ARRAY:
         return _mesa_has_texture_cube_map_array(ctx)
                ? ctx->Texture.ProxyTex[TEXTURE_CUBE_ARRAY_INDEX] : NULL;
      case GL_TEXTURE_RECTANGLE_NV:
         return ctx->Extensions.NV_texture_rectangle
                ? texUnit->CurrentTex[TEXTURE_RECT_INDEX] : NULL;
      case GL_PROXY_TEXTURE_RECTANGLE_NV:
         return ctx->Extensions.NV_texture_rectangle
                ? ctx->Texture.ProxyTex[TEXTURE_RECT_INDEX] : NULL;
      case GL_TEXTURE_1D_ARRAY_EXT:
         return arrayTex ? texUnit->CurrentTex[TEXTURE_1D_ARRAY_INDEX] : NULL;
      case GL_PROXY_TEXTURE_1D_ARRAY_EXT:
         return arrayTex ? ctx->Texture.ProxyTex[TEXTURE_1D_ARRAY_INDEX] : NULL;
      case GL_TEXTURE_2D_ARRAY_EXT:
         return arrayTex ? texUnit->CurrentTex[TEXTURE_2D_ARRAY_INDEX] : NULL;
      case GL_PROXY_TEXTURE_2D_ARRAY_EXT:
         return arrayTex ? ctx->Texture.ProxyTex[TEXTURE_2D_ARRAY_INDEX] : NULL;
      case GL_TEXTURE_BUFFER:
         return (_mesa_has_ARB_texture_buffer_object(ctx) ||
                 _mesa_has_OES_texture_buffer(ctx)) ?
                texUnit->CurrentTex[TEXTURE_BUFFER_INDEX] : NULL;
      case GL_TEXTURE_EXTERNAL_OES:
         return _mesa_is_gles(ctx) && ctx->Extensions.OES_EGL_image_external
            ? texUnit->CurrentTex[TEXTURE_EXTERNAL_INDEX] : NULL;
      case GL_TEXTURE_2D_MULTISAMPLE:
         return ctx->Extensions.ARB_texture_multisample
            ? texUnit->CurrentTex[TEXTURE_2D_MULTISAMPLE_INDEX] : NULL;
      case GL_PROXY_TEXTURE_2D_MULTISAMPLE:
         return ctx->Extensions.ARB_texture_multisample
            ? ctx->Texture.ProxyTex[TEXTURE_2D_MULTISAMPLE_INDEX] : NULL;
      case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
         return ctx->Extensions.ARB_texture_multisample
            ? texUnit->CurrentTex[TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX] : NULL;
      case GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY:
         return ctx->Extensions.ARB_texture_multisample
            ? ctx->Texture.ProxyTex[TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX] : NULL;
      default:
         _mesa_problem(NULL, "bad target in _mesa_get_current_tex_object()");
         return NULL;
   }
}


/**
 * 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 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( struct gl_context *ctx, GLuint name, GLenum target )
{
   struct gl_texture_object *obj;
   (void) ctx;
   obj = MALLOC_STRUCT(gl_texture_object);
   _mesa_initialize_texture_object(ctx, 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_context *ctx,
                                 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 ||
          target == GL_TEXTURE_RECTANGLE_NV ||
          target == GL_TEXTURE_1D_ARRAY_EXT ||
          target == GL_TEXTURE_2D_ARRAY_EXT ||
          target == GL_TEXTURE_EXTERNAL_OES ||
          target == GL_TEXTURE_CUBE_MAP_ARRAY ||
          target == GL_TEXTURE_BUFFER ||
          target == GL_TEXTURE_2D_MULTISAMPLE ||
          target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY);

   memset(obj, 0, sizeof(*obj));
   /* init the non-zero fields */
   mtx_init(&obj->Mutex, mtx_plain);
   obj->RefCount = 1;
   obj->Name = name;
   obj->Target = target;
   if (target != 0) {
      obj->TargetIndex = _mesa_tex_target_to_index(ctx, target);
   }
   else {
      obj->TargetIndex = NUM_TEXTURE_TARGETS; /* invalid/error value */
   }
   obj->Priority = 1.0F;
   obj->BaseLevel = 0;
   obj->MaxLevel = 1000;

   /* must be one; no support for (YUV) planes in separate buffers */
   obj->RequiredTextureImageUnits = 1;

   /* sampler state */
   if (target == GL_TEXTURE_RECTANGLE_NV ||
       target == GL_TEXTURE_EXTERNAL_OES) {
      obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
      obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
      obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
      obj->Sampler.MinFilter = GL_LINEAR;
   }
   else {
      obj->Sampler.WrapS = GL_REPEAT;
      obj->Sampler.WrapT = GL_REPEAT;
      obj->Sampler.WrapR = GL_REPEAT;
      obj->Sampler.MinFilter = GL_NEAREST_MIPMAP_LINEAR;
   }
   obj->Sampler.MagFilter = GL_LINEAR;
   obj->Sampler.MinLod = -1000.0;
   obj->Sampler.MaxLod = 1000.0;
   obj->Sampler.LodBias = 0.0;
   obj->Sampler.MaxAnisotropy = 1.0;
   obj->Sampler.CompareMode = GL_NONE;         /* ARB_shadow */
   obj->Sampler.CompareFunc = GL_LEQUAL;       /* ARB_shadow */
   obj->DepthMode = ctx->API == API_OPENGL_CORE ? GL_RED : GL_LUMINANCE;
   obj->StencilSampling = false;
   obj->Sampler.CubeMapSeamless = GL_FALSE;
   obj->Swizzle[0] = GL_RED;
   obj->Swizzle[1] = GL_GREEN;
   obj->Swizzle[2] = GL_BLUE;
   obj->Swizzle[3] = GL_ALPHA;
   obj->_Swizzle = SWIZZLE_NOOP;
   obj->Sampler.sRGBDecode = GL_DECODE_EXT;
   obj->BufferObjectFormat = GL_R8;
   obj->_BufferObjectFormat = MESA_FORMAT_R_UNORM8;
   obj->ImageFormatCompatibilityType = GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE;
}


/**
 * Some texture initialization can't be finished until we know which
 * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
 */
static void
finish_texture_init(struct gl_context *ctx, GLenum target,
                    struct gl_texture_object *obj)
{
   GLenum filter = GL_LINEAR;
   assert(obj->Target == 0);

   obj->Target = target;
   obj->TargetIndex = _mesa_tex_target_to_index(ctx, target);
   assert(obj->TargetIndex < NUM_TEXTURE_TARGETS);

   switch (target) {
      case GL_TEXTURE_2D_MULTISAMPLE:
      case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
         filter = GL_NEAREST;
         /* fallthrough */

      case GL_TEXTURE_RECTANGLE_NV:
      case GL_TEXTURE_EXTERNAL_OES:
         /* have to init wrap and filter state here - kind of klunky */
         obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
         obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
         obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
         obj->Sampler.MinFilter = filter;
         obj->Sampler.MagFilter = filter;
         if (ctx->Driver.TexParameter) {
            /* XXX we probably don't need to make all these calls */
            ctx->Driver.TexParameter(ctx, obj, GL_TEXTURE_WRAP_S);
            ctx->Driver.TexParameter(ctx, obj, GL_TEXTURE_WRAP_T);
            ctx->Driver.TexParameter(ctx, obj, GL_TEXTURE_WRAP_R);
            ctx->Driver.TexParameter(ctx, obj, GL_TEXTURE_MIN_FILTER);
            ctx->Driver.TexParameter(ctx, obj, GL_TEXTURE_MAG_FILTER);
         }
         break;

      default:
         /* nothing needs done */
         break;
   }
}


/**
 * 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 texObj the texture object to delete.
 */
void
_mesa_delete_texture_object(struct gl_context *ctx,
                            struct gl_texture_object *texObj)
{
   GLuint i, face;

   /* Set Target to an invalid value.  With some assertions elsewhere
    * we can try to detect possible use of deleted textures.
    */
   texObj->Target = 0x99;

   /* free the texture images */
   for (face = 0; face < 6; face++) {
      for (i = 0; i < MAX_TEXTURE_LEVELS; i++) {
         if (texObj->Image[face][i]) {
            ctx->Driver.DeleteTextureImage(ctx, texObj->Image[face][i]);
         }
      }
   }

   _mesa_reference_buffer_object(ctx, &texObj->BufferObject, NULL);

   /* destroy the mutex -- it may have allocated memory (eg on bsd) */
   mtx_destroy(&texObj->Mutex);

   free(texObj->Label);

   /* free this object */
   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->TargetIndex = src->TargetIndex;
   dest->Name = src->Name;
   dest->Priority = src->Priority;
   dest->Sampler.BorderColor.f[0] = src->Sampler.BorderColor.f[0];
   dest->Sampler.BorderColor.f[1] = src->Sampler.BorderColor.f[1];
   dest->Sampler.BorderColor.f[2] = src->Sampler.BorderColor.f[2];
   dest->Sampler.BorderColor.f[3] = src->Sampler.BorderColor.f[3];
   dest->Sampler.WrapS = src->Sampler.WrapS;
   dest->Sampler.WrapT = src->Sampler.WrapT;
   dest->Sampler.WrapR = src->Sampler.WrapR;
   dest->Sampler.MinFilter = src->Sampler.MinFilter;
   dest->Sampler.MagFilter = src->Sampler.MagFilter;
   dest->Sampler.MinLod = src->Sampler.MinLod;
   dest->Sampler.MaxLod = src->Sampler.MaxLod;
   dest->Sampler.LodBias = src->Sampler.LodBias;
   dest->BaseLevel = src->BaseLevel;
   dest->MaxLevel = src->MaxLevel;
   dest->Sampler.MaxAnisotropy = src->Sampler.MaxAnisotropy;
   dest->Sampler.CompareMode = src->Sampler.CompareMode;
   dest->Sampler.CompareFunc = src->Sampler.CompareFunc;
   dest->Sampler.CubeMapSeamless = src->Sampler.CubeMapSeamless;
   dest->DepthMode = src->DepthMode;
   dest->StencilSampling = src->StencilSampling;
   dest->Sampler.sRGBDecode = src->Sampler.sRGBDecode;
   dest->_MaxLevel = src->_MaxLevel;
   dest->_MaxLambda = src->_MaxLambda;
   dest->GenerateMipmap = src->GenerateMipmap;
   dest->_BaseComplete = src->_BaseComplete;
   dest->_MipmapComplete = src->_MipmapComplete;
   COPY_4V(dest->Swizzle, src->Swizzle);
   dest->_Swizzle = src->_Swizzle;
   dest->_IsHalfFloat = src->_IsHalfFloat;
   dest->_IsFloat = src->_IsFloat;

   dest->RequiredTextureImageUnits = src->RequiredTextureImageUnits;
}


/**
 * Free all texture images of the given texture object.
 *
 * \param ctx GL context.
 * \param t texture object.
 *
 * \sa _mesa_clear_texture_image().
 */
void
_mesa_clear_texture_object(struct gl_context *ctx,
                           struct gl_texture_object *texObj)
{
   GLuint i, j;

   if (texObj->Target == 0)
      return;

   for (i = 0; i < MAX_FACES; i++) {
      for (j = 0; j < MAX_TEXTURE_LEVELS; j++) {
         struct gl_texture_image *texImage = texObj->Image[i][j];
         if (texImage)
            _mesa_clear_texture_image(ctx, texImage);
      }
   }
}


/**
 * 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:
   case GL_TEXTURE_RECTANGLE_NV:
   case GL_TEXTURE_1D_ARRAY_EXT:
   case GL_TEXTURE_2D_ARRAY_EXT:
   case GL_TEXTURE_BUFFER:
   case GL_TEXTURE_EXTERNAL_OES:
   case GL_TEXTURE_CUBE_MAP_ARRAY:
   case GL_TEXTURE_2D_MULTISAMPLE:
   case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
      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 0x%x, Id = %u",
                    tex->Target, tex->Name);
      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.
 * This is normally only called from the _mesa_reference_texobj() macro
 * when there's a real pointer change.
 */
void
_mesa_reference_texobj_(struct gl_texture_object **ptr,
                        struct gl_texture_object *tex)
{
   assert(ptr);

   if (*ptr) {
      /* Unreference the old texture */
      GLboolean deleteFlag = GL_FALSE;
      struct gl_texture_object *oldTex = *ptr;

      assert(valid_texture_object(oldTex));
      (void) valid_texture_object; /* silence warning in release builds */

      mtx_lock(&oldTex->Mutex);
      assert(oldTex->RefCount > 0);
      oldTex->RefCount--;

      deleteFlag = (oldTex->RefCount == 0);
      mtx_unlock(&oldTex->Mutex);

      if (deleteFlag) {
         /* Passing in the context drastically changes the driver code for
          * framebuffer deletion.
          */
         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));
      mtx_lock(&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;
      }
      mtx_unlock(&tex->Mutex);
   }
}


enum base_mipmap { BASE, MIPMAP };


/**
 * Mark a texture object as incomplete.  There are actually three kinds of
 * (in)completeness:
 * 1. "base incomplete": the base level of the texture is invalid so no
 *    texturing is possible.
 * 2. "mipmap incomplete": a non-base level of the texture is invalid so
 *    mipmap filtering isn't possible, but non-mipmap filtering is.
 * 3. "texture incompleteness": some combination of texture state and
 *    sampler state renders the texture incomplete.
 *
 * \param t  texture object
 * \param bm  either BASE or MIPMAP to indicate what's incomplete
 * \param fmt...  string describing why it's incomplete (for debugging).
 */
static void
incomplete(struct gl_texture_object *t, enum base_mipmap bm,
           const char *fmt, ...)
{
   if (MESA_DEBUG_FLAGS & DEBUG_INCOMPLETE_TEXTURE) {
      va_list args;
      char s[100];

      va_start(args, fmt);
      vsnprintf(s, sizeof(s), fmt, args);
      va_end(args);

      _mesa_debug(NULL, "Texture Obj %d incomplete because: %s\n", t->Name, s);
   }

   if (bm == BASE)
      t->_BaseComplete = GL_FALSE;
   t->_MipmapComplete = GL_FALSE;
}


/**
 * Examine a texture object to determine if it is complete.
 *
 * 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 struct gl_context *ctx,
                                struct gl_texture_object *t )
{
   const GLint baseLevel = t->BaseLevel;
   const struct gl_texture_image *baseImage;
   GLint maxLevels = 0;

   /* We'll set these to FALSE if tests fail below */
   t->_BaseComplete = GL_TRUE;
   t->_MipmapComplete = GL_TRUE;

   if (t->Target == GL_TEXTURE_BUFFER) {
      /* Buffer textures are always considered complete.  The obvious case where
       * they would be incomplete (no BO attached) is actually specced to be
       * undefined rendering results.
       */
      return;
   }

   /* Detect cases where the application set the base level to an invalid
    * value.
    */
   if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS)) {
      incomplete(t, BASE, "base level = %d is invalid", baseLevel);
      return;
   }

   if (t->MaxLevel < baseLevel) {
      incomplete(t, MIPMAP, "MAX_LEVEL (%d) < BASE_LEVEL (%d)",
		 t->MaxLevel, baseLevel);
      return;
   }

   baseImage = t->Image[0][baseLevel];

   /* Always need the base level image */
   if (!baseImage) {
      incomplete(t, BASE, "Image[baseLevel=%d] == NULL", baseLevel);
      return;
   }

   /* Check width/height/depth for zero */
   if (baseImage->Width == 0 ||
       baseImage->Height == 0 ||
       baseImage->Depth == 0) {
      incomplete(t, BASE, "texture width or height or depth = 0");
      return;
   }

   /* Check if the texture values are integer */
   {
      GLenum datatype = _mesa_get_format_datatype(baseImage->TexFormat);
      t->_IsIntegerFormat = datatype == GL_INT || datatype == GL_UNSIGNED_INT;
   }

   /* Check if the texture type is Float or HalfFloatOES and ensure Min and Mag
    * filters are supported in this case.
    */
   if (_mesa_is_gles(ctx) && !valid_filter_for_float(ctx, t)) {
      incomplete(t, BASE, "Filter is not supported with Float types.");
      return;
   }

   /* Compute _MaxLevel (the maximum mipmap level we'll sample from given the
    * mipmap image sizes and GL_TEXTURE_MAX_LEVEL state).
    */
   switch (t->Target) {
   case GL_TEXTURE_1D:
   case GL_TEXTURE_1D_ARRAY_EXT:
      maxLevels = ctx->Const.MaxTextureLevels;
      break;
   case GL_TEXTURE_2D:
   case GL_TEXTURE_2D_ARRAY_EXT:
      maxLevels = ctx->Const.MaxTextureLevels;
      break;
   case GL_TEXTURE_3D:
      maxLevels = ctx->Const.Max3DTextureLevels;
      break;
   case GL_TEXTURE_CUBE_MAP:
   case GL_TEXTURE_CUBE_MAP_ARRAY:
      maxLevels = ctx->Const.MaxCubeTextureLevels;
      break;
   case GL_TEXTURE_RECTANGLE_NV:
   case GL_TEXTURE_BUFFER:
   case GL_TEXTURE_EXTERNAL_OES:
   case GL_TEXTURE_2D_MULTISAMPLE:
   case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
      maxLevels = 1;  /* no mipmapping */
      break;
   default:
      _mesa_problem(ctx, "Bad t->Target in _mesa_test_texobj_completeness");
      return;
   }

   assert(maxLevels > 0);

   t->_MaxLevel = MIN3(t->MaxLevel,
                       /* 'p' in the GL spec */
                       (int) (baseLevel + baseImage->MaxNumLevels - 1),
                       /* 'q' in the GL spec */
                       maxLevels - 1);

   if (t->Immutable) {
      /* Adjust max level for views: the data store may have more levels than
       * the view exposes.
       */
      t->_MaxLevel = MIN2(t->_MaxLevel, t->NumLevels - 1);
   }

   /* Compute _MaxLambda = q - p in the spec used during mipmapping */
   t->_MaxLambda = (GLfloat) (t->_MaxLevel - baseLevel);

   if (t->Immutable) {
      /* This texture object was created with glTexStorage1/2/3D() so we
       * know that all the mipmap levels are the right size and all cube
       * map faces are the same size.
       * We don't need to do any of the additional checks below.
       */
      return;
   }

   if (t->Target == GL_TEXTURE_CUBE_MAP) {
      /* Make sure that all six cube map level 0 images are the same size and
       * format.
       * Note:  we know that the image's width==height (we enforce that
       * at glTexImage time) so we only need to test the width here.
       */
      GLuint face;
      assert(baseImage->Width2 == baseImage->Height);
      for (face = 1; face < 6; face++) {
         assert(t->Image[face][baseLevel] == NULL ||
                t->Image[face][baseLevel]->Width2 ==
                t->Image[face][baseLevel]->Height2);
         if (t->Image[face][baseLevel] == NULL ||
             t->Image[face][baseLevel]->Width2 != baseImage->Width2) {
            incomplete(t, BASE, "Cube face missing or mismatched size");
            return;
         }
         if (t->Image[face][baseLevel]->InternalFormat !=
             baseImage->InternalFormat) {
            incomplete(t, BASE, "Cube face format mismatch");
            return;
         }
         if (t->Image[face][baseLevel]->Border != baseImage->Border) {
            incomplete(t, BASE, "Cube face border size mismatch");
            return;
         }
      }
   }

   /*
    * Do mipmap consistency checking.
    * Note: we don't care about the current texture sampler state here.
    * To determine texture completeness we'll either look at _BaseComplete
    * or _MipmapComplete depending on the current minification filter mode.
    */
   {
      GLint i;
      const GLint minLevel = baseLevel;
      const GLint maxLevel = t->_MaxLevel;
      const GLuint numFaces = _mesa_num_tex_faces(t->Target);
      GLuint width, height, depth, face;

      if (minLevel > maxLevel) {
         incomplete(t, MIPMAP, "minLevel > maxLevel");
         return;
      }

      /* Get the base image's dimensions */
      width = baseImage->Width2;
      height = baseImage->Height2;
      depth = baseImage->Depth2;

      /* Note: this loop will be a no-op for RECT, BUFFER, EXTERNAL,
       * MULTISAMPLE and MULTISAMPLE_ARRAY textures
       */
      for (i = baseLevel + 1; i < maxLevels; i++) {
         /* Compute the expected size of image at level[i] */
         if (width > 1) {
            width /= 2;
         }
         if (height > 1 && t->Target != GL_TEXTURE_1D_ARRAY) {
            height /= 2;
         }
         if (depth > 1 && t->Target != GL_TEXTURE_2D_ARRAY
             && t->Target != GL_TEXTURE_CUBE_MAP_ARRAY) {
            depth /= 2;
         }

         /* loop over cube faces (or single face otherwise) */
         for (face = 0; face < numFaces; face++) {
            if (i >= minLevel && i <= maxLevel) {
               const struct gl_texture_image *img = t->Image[face][i];

               if (!img) {
                  incomplete(t, MIPMAP, "TexImage[%d] is missing", i);
                  return;
               }
               if (img->InternalFormat != baseImage->InternalFormat) {
                  incomplete(t, MIPMAP, "Format[i] != Format[baseLevel]");
                  return;
               }
               if (img->Border != baseImage->Border) {
                  incomplete(t, MIPMAP, "Border[i] != Border[baseLevel]");
                  return;
               }
               if (img->Width2 != width) {
                  incomplete(t, MIPMAP, "TexImage[%d] bad width %u", i,
                             img->Width2);
                  return;
               }
               if (img->Height2 != height) {
                  incomplete(t, MIPMAP, "TexImage[%d] bad height %u", i,
                             img->Height2);
                  return;
               }
               if (img->Depth2 != depth) {
                  incomplete(t, MIPMAP, "TexImage[%d] bad depth %u", i,
                             img->Depth2);
                  return;
               }
            }
         }

         if (width == 1 && height == 1 && depth == 1) {
            return;  /* found smallest needed mipmap, all done! */
         }
      }
   }
}


GLboolean
_mesa_cube_level_complete(const struct gl_texture_object *texObj,
                          const GLint level)
{
   const struct gl_texture_image *img0, *img;
   GLuint face;

   if (texObj->Target != GL_TEXTURE_CUBE_MAP)
      return GL_FALSE;

   if ((level < 0) || (level >= MAX_TEXTURE_LEVELS))
      return GL_FALSE;

   /* check first face */
   img0 = texObj->Image[0][level];
   if (!img0 ||
       img0->Width < 1 ||
       img0->Width != img0->Height)
      return GL_FALSE;

   /* check remaining faces vs. first face */
   for (face = 1; face < 6; face++) {
      img = texObj->Image[face][level];
      if (!img ||
          img->Width != img0->Width ||
          img->Height != img0->Height ||
          img->TexFormat != img0->TexFormat)
         return GL_FALSE;
   }

   return GL_TRUE;
}

/**
 * Check if the given cube map texture is "cube complete" as defined in
 * the OpenGL specification.
 */
GLboolean
_mesa_cube_complete(const struct gl_texture_object *texObj)
{
   return _mesa_cube_level_complete(texObj, texObj->BaseLevel);
}

/**
 * Mark a texture object dirty.  It forces the object to be incomplete
 * and forces the context to re-validate its state.
 *
 * \param ctx GL context.
 * \param texObj texture object.
 */
void
_mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj)
{
   texObj->_BaseComplete = GL_FALSE;
   texObj->_MipmapComplete = GL_FALSE;
   ctx->NewState |= _NEW_TEXTURE;
}


/**
 * Return pointer to a default/fallback texture of the given type/target.
 * The texture is an RGBA texture with all texels = (0,0,0,1).
 * That's the value a GLSL sampler should get when sampling from an
 * incomplete texture.
 */
struct gl_texture_object *
_mesa_get_fallback_texture(struct gl_context *ctx, gl_texture_index tex)
{
   if (!ctx->Shared->FallbackTex[tex]) {
      /* create fallback texture now */
      const GLsizei width = 1, height = 1;
      GLsizei depth = 1;
      GLubyte texel[24];
      struct gl_texture_object *texObj;
      struct gl_texture_image *texImage;
      mesa_format texFormat;
      GLuint dims, face, numFaces = 1;
      GLenum target;

      for (face = 0; face < 6; face++) {
         texel[4*face + 0] =
         texel[4*face + 1] =
         texel[4*face + 2] = 0x0;
         texel[4*face + 3] = 0xff;
      }

      switch (tex) {
      case TEXTURE_2D_ARRAY_INDEX:
         dims = 3;
         target = GL_TEXTURE_2D_ARRAY;
         break;
      case TEXTURE_1D_ARRAY_INDEX:
         dims = 2;
         target = GL_TEXTURE_1D_ARRAY;
         break;
      case TEXTURE_CUBE_INDEX:
         dims = 2;
         target = GL_TEXTURE_CUBE_MAP;
         numFaces = 6;
         break;
      case TEXTURE_3D_INDEX:
         dims = 3;
         target = GL_TEXTURE_3D;
         break;
      case TEXTURE_RECT_INDEX:
         dims = 2;
         target = GL_TEXTURE_RECTANGLE;
         break;
      case TEXTURE_2D_INDEX:
         dims = 2;
         target = GL_TEXTURE_2D;
         break;
      case TEXTURE_1D_INDEX:
         dims = 1;
         target = GL_TEXTURE_1D;
         break;
      case TEXTURE_BUFFER_INDEX:
         dims = 0;
         target = GL_TEXTURE_BUFFER;
         break;
      case TEXTURE_CUBE_ARRAY_INDEX:
         dims = 3;
         target = GL_TEXTURE_CUBE_MAP_ARRAY;
         depth = 6;
         break;
      case TEXTURE_EXTERNAL_INDEX:
         dims = 2;
         target = GL_TEXTURE_EXTERNAL_OES;
         break;
      case TEXTURE_2D_MULTISAMPLE_INDEX:
         dims = 2;
         target = GL_TEXTURE_2D_MULTISAMPLE;
         break;
      case TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX:
         dims = 3;
         target = GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
         break;
      default:
         /* no-op */
         return NULL;
      }

      /* create texture object */
      texObj = ctx->Driver.NewTextureObject(ctx, 0, target);
      if (!texObj)
         return NULL;

      assert(texObj->RefCount == 1);
      texObj->Sampler.MinFilter = GL_NEAREST;
      texObj->Sampler.MagFilter = GL_NEAREST;

      texFormat = ctx->Driver.ChooseTextureFormat(ctx, target,
                                                  GL_RGBA, GL_RGBA,
                                                  GL_UNSIGNED_BYTE);

      /* need a loop here just for cube maps */
      for (face = 0; face < numFaces; face++) {
         const GLenum faceTarget = _mesa_cube_face_target(target, face);

         /* initialize level[0] texture image */
         texImage = _mesa_get_tex_image(ctx, texObj, faceTarget, 0);

         _mesa_init_teximage_fields(ctx, texImage,
                                    width,
                                    (dims > 1) ? height : 1,
                                    (dims > 2) ? depth : 1,
                                    0, /* border */
                                    GL_RGBA, texFormat);

         ctx->Driver.TexImage(ctx, dims, texImage,
                              GL_RGBA, GL_UNSIGNED_BYTE, texel,
                              &ctx->DefaultPacking);
      }

      _mesa_test_texobj_completeness(ctx, texObj);
      assert(texObj->_BaseComplete);
      assert(texObj->_MipmapComplete);

      ctx->Shared->FallbackTex[tex] = texObj;
   }
   return ctx->Shared->FallbackTex[tex];
}


/**
 * Compute the size of the given texture object, in bytes.
 */
static GLuint
texture_size(const struct gl_texture_object *texObj)
{
   const GLuint numFaces = _mesa_num_tex_faces(texObj->Target);
   GLuint face, level, size = 0;

   for (face = 0; face < numFaces; face++) {
      for (level = 0; level < MAX_TEXTURE_LEVELS; level++) {
         const struct gl_texture_image *img = texObj->Image[face][level];
         if (img) {
            GLuint sz = _mesa_format_image_size(img->TexFormat, img->Width,
                                                img->Height, img->Depth);
            size += sz;
         }
      }
   }

   return size;
}


/**
 * Callback called from _mesa_HashWalk()
 */
static void
count_tex_size(GLuint key, void *data, void *userData)
{
   const struct gl_texture_object *texObj =
      (const struct gl_texture_object *) data;
   GLuint *total = (GLuint *) userData;

   (void) key;

   *total = *total + texture_size(texObj);
}


/**
 * Compute total size (in bytes) of all textures for the given context.
 * For debugging purposes.
 */
GLuint
_mesa_total_texture_memory(struct gl_context *ctx)
{
   GLuint tgt, total = 0;

   _mesa_HashWalk(ctx->Shared->TexObjects, count_tex_size, &total);

   /* plus, the default texture objects */
   for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
      total += texture_size(ctx->Shared->DefaultTex[tgt]);
   }

   return total;
}


/**
 * Return the base format for the given texture object by looking
 * at the base texture image.
 * \return base format (such as GL_RGBA) or GL_NONE if it can't be determined
 */
GLenum
_mesa_texture_base_format(const struct gl_texture_object *texObj)
{
   const struct gl_texture_image *texImage = _mesa_base_tex_image(texObj);

   return texImage ? texImage->_BaseFormat : GL_NONE;
}


static struct gl_texture_object *
invalidate_tex_image_error_check(struct gl_context *ctx, GLuint texture,
                                 GLint level, const char *name)
{
   /* The GL_ARB_invalidate_subdata spec says:
    *
    *     "If <texture> is zero or is not the name of a texture, the error
    *     INVALID_VALUE is generated."
    *
    * This performs the error check in a different order than listed in the
    * spec.  We have to get the texture object before we can validate the
    * other parameters against values in the texture object.
    */
   struct gl_texture_object *const t = _mesa_lookup_texture(ctx, texture);
   if (texture == 0 || t == NULL) {
      _mesa_error(ctx, GL_INVALID_VALUE, "%s(texture)", name);
      return NULL;
   }

   /* The GL_ARB_invalidate_subdata spec says:
    *
    *     "If <level> is less than zero or greater than the base 2 logarithm
    *     of the maximum texture width, height, or depth, the error
    *     INVALID_VALUE is generated."
    */
   if (level < 0 || level > t->MaxLevel) {
      _mesa_error(ctx, GL_INVALID_VALUE, "%s(level)", name);
      return NULL;
   }

   /* The GL_ARB_invalidate_subdata spec says:
    *
    *     "If the target of <texture> is TEXTURE_RECTANGLE, TEXTURE_BUFFER,
    *     TEXTURE_2D_MULTISAMPLE, or TEXTURE_2D_MULTISAMPLE_ARRAY, and <level>
    *     is not zero, the error INVALID_VALUE is generated."
    */
   if (level != 0) {
      switch (t->Target) {
      case GL_TEXTURE_RECTANGLE:
      case GL_TEXTURE_BUFFER:
      case GL_TEXTURE_2D_MULTISAMPLE:
      case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
         _mesa_error(ctx, GL_INVALID_VALUE, "%s(level)", name);
         return NULL;

      default:
         break;
      }
   }

   return t;
}


/**
 * Helper function for glCreateTextures and glGenTextures. Need this because
 * glCreateTextures should throw errors if target = 0. This is not exposed to
 * the rest of Mesa to encourage Mesa internals to use nameless textures,
 * which do not require expensive hash lookups.
 * \param target  either 0 or a valid / error-checked texture target enum
 */
static void
create_textures(struct gl_context *ctx, GLenum target,
                GLsizei n, GLuint *textures, const char *caller)
{
   GLuint first;
   GLint i;

   if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
      _mesa_debug(ctx, "%s %d\n", caller, n);

   if (n < 0) {
      _mesa_error(ctx, GL_INVALID_VALUE, "%s(n < 0)", caller);
      return;
   }

   if (!textures)
      return;

   /*
    * This must be atomic (generation and allocation of texture IDs)
    */
   _mesa_HashLockMutex(ctx->Shared->TexObjects);

   first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n);

   /* Allocate new, empty texture objects */
   for (i = 0; i < n; i++) {
      struct gl_texture_object *texObj;
      GLuint name = first + i;
      texObj = ctx->Driver.NewTextureObject(ctx, name, target);
      if (!texObj) {
         _mesa_HashUnlockMutex(ctx->Shared->TexObjects);
         _mesa_error(ctx, GL_OUT_OF_MEMORY, "gl%sTextures", caller);
         return;
      }

      /* insert into hash table */
      _mesa_HashInsertLocked(ctx->Shared->TexObjects, texObj->Name, texObj);

      textures[i] = name;
   }

   _mesa_HashUnlockMutex(ctx->Shared->TexObjects);
}

/*@}*/


/***********************************************************************/
/** \name API functions */
/*@{*/


/**
 * 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(), glCreateTextures().
 *
 * 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);
   create_textures(ctx, 0, n, textures, "glGenTextures");
}

/**
 * Create texture objects.
 *
 * \param target the texture target for each name to be generated.
 * \param n number of texture names to be generated.
 * \param textures an array in which will hold the generated texture names.
 *
 * \sa glCreateTextures(), 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_CreateTextures(GLenum target, GLsizei n, GLuint *textures)
{
   GLint targetIndex;
   GET_CURRENT_CONTEXT(ctx);

   /*
    * The 4.5 core profile spec (30.10.2014) doesn't specify what
    * glCreateTextures should do with invalid targets, which was probably an
    * oversight.  This conforms to the spec for glBindTexture.
    */
   targetIndex = _mesa_tex_target_to_index(ctx, target);
   if (targetIndex < 0) {
      _mesa_error(ctx, GL_INVALID_ENUM, "glCreateTextures(target)");
      return;
   }

   create_textures(ctx, target, n, textures, "glCreateTextures");
}

/**
 * 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(struct gl_context *ctx,
                       struct gl_texture_object *texObj)
{
   bool progress = false;

   /* Section 4.4.2 (Attaching Images to Framebuffer Objects), subsection
    * "Attaching Texture Images to a Framebuffer," of the OpenGL 3.1 spec
    * says:
    *
    *     "If a texture object is deleted while its image is attached to one
    *     or more attachment points in the currently bound framebuffer, then
    *     it is as if FramebufferTexture* had been called, with a texture of
    *     zero, for each attachment point to which this image was attached in
    *     the currently bound framebuffer. In other words, this texture image
    *     is first detached from all attachment points in the currently bound
    *     framebuffer. Note that the texture image is specifically not
    *     detached from any other framebuffer objects. Detaching the texture
    *     image from any other framebuffer objects is the responsibility of
    *     the application."
    */
   if (_mesa_is_user_fbo(ctx->DrawBuffer)) {
      progress = _mesa_detach_renderbuffer(ctx, ctx->DrawBuffer, texObj);
   }
   if (_mesa_is_user_fbo(ctx->ReadBuffer)
       && ctx->ReadBuffer != ctx->DrawBuffer) {
      progress = _mesa_detach_renderbuffer(ctx, ctx->ReadBuffer, texObj)
         || progress;
   }

   if (progress)
      /* Vertices are already flushed by _mesa_DeleteTextures */
      ctx->NewState |= _NEW_BUFFERS;
}


/**
 * 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(struct gl_context *ctx,
                            struct gl_texture_object *texObj)
{
   const gl_texture_index index = texObj->TargetIndex;
   GLuint u;

   if (texObj->Target == 0) {
      /* texture was never bound */
      return;
   }

   assert(index < NUM_TEXTURE_TARGETS);

   for (u = 0; u < ctx->Texture.NumCurrentTexUsed; u++) {
      struct gl_texture_unit *unit = &ctx->Texture.Unit[u];

      if (texObj == unit->CurrentTex[index]) {
         /* Bind the default texture for this unit/target */
         _mesa_reference_texobj(&unit->CurrentTex[index],
                                ctx->Shared->DefaultTex[index]);
         unit->_BoundTextures &= ~(1 << index);
      }
   }
}


/**
 * Check if the given texture object is bound to any shader image unit
 * and unbind it if that's the case.
 */
static void
unbind_texobj_from_image_units(struct gl_context *ctx,
                               struct gl_texture_object *texObj)
{
   GLuint i;

   for (i = 0; i < ctx->Const.MaxImageUnits; i++) {
      struct gl_image_unit *unit = &ctx->ImageUnits[i];

      if (texObj == unit->TexObj) {
         _mesa_reference_texobj(&unit->TexObj, NULL);
         *unit = _mesa_default_image_unit(ctx);
      }
   }
}


/**
 * Unbinds all textures bound to the given texture image unit.
 */
static void
unbind_textures_from_unit(struct gl_context *ctx, GLuint unit)
{
   struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];

   while (texUnit->_BoundTextures) {
      const GLuint index = ffs(texUnit->_BoundTextures) - 1;
      struct gl_texture_object *texObj = ctx->Shared->DefaultTex[index];

      _mesa_reference_texobj(&texUnit->CurrentTex[index], texObj);

      /* Pass BindTexture call to device driver */
      if (ctx->Driver.BindTexture)
         ctx->Driver.BindTexture(ctx, unit, 0, texObj);

      texUnit->_BoundTextures &= ~(1 << index);
      ctx->NewState |= _NEW_TEXTURE;
   }
}


/**
 * 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;

   if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
      _mesa_debug(ctx, "glDeleteTextures %d\n", n);

   if (n < 0) {
      _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteTextures(n < 0)");
      return;
   }

   FLUSH_VERTICES(ctx, 0); /* too complex */

   if (n < 0) {
      _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteTextures(n)");
      return;
   }

   if (!textures)
      return;

   for (i = 0; i < n; i++) {
      if (textures[i] > 0) {
         struct gl_texture_object *delObj
            = _mesa_lookup_texture(ctx, textures[i]);

         if (delObj) {
            _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.
             */
            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);

            /* 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, delObj);

            _mesa_unlock_texture(ctx, delObj);

            ctx->NewState |= _NEW_TEXTURE;

            /* The texture _name_ is now free for re-use.
             * Remove it from the hash table now.
             */
            _mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name);

            /* Unreference the texobj.  If refcount hits zero, the texture
             * will be deleted.
             */
            _mesa_reference_texobj(&delObj, NULL);
         }
      }
   }
}

/**
 * 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
 * into the corresponding Mesa texture target index.
 * Note that proxy targets are not valid here.
 * \return TEXTURE_x_INDEX or -1 if target is invalid
 */
int
_mesa_tex_target_to_index(const struct gl_context *ctx, GLenum target)
{
   switch (target) {
   case GL_TEXTURE_1D:
      return _mesa_is_desktop_gl(ctx) ? TEXTURE_1D_INDEX : -1;
   case GL_TEXTURE_2D:
      return TEXTURE_2D_INDEX;
   case GL_TEXTURE_3D:
      return ctx->API != API_OPENGLES ? TEXTURE_3D_INDEX : -1;
   case GL_TEXTURE_CUBE_MAP:
      return ctx->Extensions.ARB_texture_cube_map
         ? TEXTURE_CUBE_INDEX : -1;
   case GL_TEXTURE_RECTANGLE:
      return _mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle
         ? TEXTURE_RECT_INDEX : -1;
   case GL_TEXTURE_1D_ARRAY:
      return _mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_texture_array
         ? TEXTURE_1D_ARRAY_INDEX : -1;
   case GL_TEXTURE_2D_ARRAY:
      return (_mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_texture_array)
         || _mesa_is_gles3(ctx)
         ? TEXTURE_2D_ARRAY_INDEX : -1;
   case GL_TEXTURE_BUFFER:
      return (_mesa_has_ARB_texture_buffer_object(ctx) ||
              _mesa_has_OES_texture_buffer(ctx)) ?
             TEXTURE_BUFFER_INDEX : -1;
   case GL_TEXTURE_EXTERNAL_OES:
      return _mesa_is_gles(ctx) && ctx->Extensions.OES_EGL_image_external
         ? TEXTURE_EXTERNAL_INDEX : -1;
   case GL_TEXTURE_CUBE_MAP_ARRAY:
      return _mesa_has_texture_cube_map_array(ctx)
         ? TEXTURE_CUBE_ARRAY_INDEX : -1;
   case GL_TEXTURE_2D_MULTISAMPLE:
      return ((_mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_multisample) ||
              _mesa_is_gles31(ctx)) ? TEXTURE_2D_MULTISAMPLE_INDEX: -1;
   case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
      return ((_mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_multisample) ||
              _mesa_is_gles31(ctx))
         ? TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX: -1;
   default:
      return -1;
   }
}


/**
 * Do actual texture binding.  All error checking should have been done prior
 * to calling this function.  Note that the texture target (1D, 2D, etc) is
 * always specified by the texObj->TargetIndex.
 *
 * \param unit  index of texture unit to update
 * \param texObj  the new texture object (cannot be NULL)
 */
static void
bind_texture(struct gl_context *ctx,
             unsigned unit,
             struct gl_texture_object *texObj)
{
   struct gl_texture_unit *texUnit;
   int targetIndex;

   assert(unit < ARRAY_SIZE(ctx->Texture.Unit));
   texUnit = &ctx->Texture.Unit[unit];

   assert(texObj);
   assert(valid_texture_object(texObj));

   targetIndex = texObj->TargetIndex;
   assert(targetIndex >= 0);
   assert(targetIndex < NUM_TEXTURE_TARGETS);

   /* Check if this texture is only used by this context and is already bound.
    * If so, just return.
    */
   {
      bool early_out;
      mtx_lock(&ctx->Shared->Mutex);
      early_out = ((ctx->Shared->RefCount == 1)
                   && (texObj == texUnit->CurrentTex[targetIndex]));
      mtx_unlock(&ctx->Shared->Mutex);
      if (early_out) {
         return;
      }
   }

   /* flush before changing binding */
   FLUSH_VERTICES(ctx, _NEW_TEXTURE);

   /* If the refcount on the previously bound texture is decremented to
    * zero, it'll be deleted here.
    */
   _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], texObj);

   ctx->Texture.NumCurrentTexUsed = MAX2(ctx->Texture.NumCurrentTexUsed,
                                         unit + 1);

   if (texObj->Name != 0)
      texUnit->_BoundTextures |= (1 << targetIndex);
   else
      texUnit->_BoundTextures &= ~(1 << targetIndex);

   /* Pass BindTexture call to device driver */
   if (ctx->Driver.BindTexture) {
      ctx->Driver.BindTexture(ctx, unit, texObj->Target, texObj);
   }
}


/**
 * Implement glBindTexture().  Do error checking, look-up or create a new
 * texture object, then bind it in the current texture unit.
 *
 * \param target texture target.
 * \param texName texture name.
 */
void GLAPIENTRY
_mesa_BindTexture( GLenum target, GLuint texName )
{
   GET_CURRENT_CONTEXT(ctx);
   struct gl_texture_object *newTexObj = NULL;
   GLint targetIndex;

   if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
      _mesa_debug(ctx, "glBindTexture %s %d\n",
                  _mesa_enum_to_string(target), (GLint) texName);

   targetIndex = _mesa_tex_target_to_index(ctx, target);
   if (targetIndex < 0) {
      _mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)");
      return;
   }
   assert(targetIndex < NUM_TEXTURE_TARGETS);

   /*
    * Get pointer to new texture object (newTexObj)
    */
   if (texName == 0) {
      /* Use a default texture object */
      newTexObj = ctx->Shared->DefaultTex[targetIndex];
   }
   else {
      /* non-default texture object */
      newTexObj = _mesa_lookup_texture(ctx, texName);
      if (newTexObj) {
         /* error checking */
         if (newTexObj->Target != 0 && newTexObj->Target != target) {
            /* The named texture object's target doesn't match the
             * given target
             */
            _mesa_error( ctx, GL_INVALID_OPERATION,
                         "glBindTexture(target mismatch)" );
            return;
         }
         if (newTexObj->Target == 0) {
            finish_texture_init(ctx, target, newTexObj);
         }
      }
      else {
         if (ctx->API == API_OPENGL_CORE) {
            _mesa_error(ctx, GL_INVALID_OPERATION,
                        "glBindTexture(non-gen name)");
            return;
         }

         /* if this is a new texture id, allocate a texture object now */
         newTexObj = ctx->Driver.NewTextureObject(ctx, texName, target);
         if (!newTexObj) {
            _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
            return;
         }

         /* and insert it into hash table */
         _mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj);
      }
   }

   assert(newTexObj->Target == target);
   assert(newTexObj->TargetIndex == targetIndex);

   bind_texture(ctx, ctx->Texture.CurrentUnit, newTexObj);
}


/**
 * OpenGL 4.5 / GL_ARB_direct_state_access glBindTextureUnit().
 *
 * \param unit texture unit.
 * \param texture texture name.
 *
 * \sa glBindTexture().
 *
 * If the named texture is 0, this will reset each target for the specified
 * texture unit to its default texture.
 * If the named texture is not 0 or a recognized texture name, this throws
 * GL_INVALID_OPERATION.
 */
void GLAPIENTRY
_mesa_BindTextureUnit(GLuint unit, GLuint texture)
{
   GET_CURRENT_CONTEXT(ctx);
   struct gl_texture_object *texObj;

   if (unit >= _mesa_max_tex_unit(ctx)) {
      _mesa_error(ctx, GL_INVALID_VALUE, "glBindTextureUnit(unit=%u)", unit);
      return;
   }

   if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
      _mesa_debug(ctx, "glBindTextureUnit %s %d\n",
                  _mesa_enum_to_string(GL_TEXTURE0+unit), (GLint) texture);

   /* Section 8.1 (Texture Objects) of the OpenGL 4.5 core profile spec
    * (20141030) says:
    *    "When texture is zero, each of the targets enumerated at the
    *    beginning of this section is reset to its default texture for the
    *    corresponding texture image unit."
    */
   if (texture == 0) {
      unbind_textures_from_unit(ctx, unit);
      return;
   }

   /* Get the non-default texture object */
   texObj = _mesa_lookup_texture(ctx, texture);

   /* Error checking */
   if (!texObj) {
      _mesa_error(ctx, GL_INVALID_OPERATION,
                  "glBindTextureUnit(non-gen name)");
      return;
   }
   if (texObj->Target == 0) {
      /* Texture object was gen'd but never bound so the target is not set */
      _mesa_error(ctx, GL_INVALID_OPERATION, "glBindTextureUnit(target)");
      return;
   }
   assert(valid_texture_object(texObj));

   bind_texture(ctx, unit, texObj);
}


/**
 * OpenGL 4.4 / GL_ARB_multi_bind glBindTextures().
 */
void GLAPIENTRY
_mesa_BindTextures(GLuint first, GLsizei count, const GLuint *textures)
{
   GET_CURRENT_CONTEXT(ctx);
   GLint i;

   /* The ARB_multi_bind spec says:
    *
    *     "An INVALID_OPERATION error is generated if <first> + <count>
    *      is greater than the number of texture image units supported
    *      by the implementation."
    */
   if (first + count > ctx->Const.MaxCombinedTextureImageUnits) {
      _mesa_error(ctx, GL_INVALID_OPERATION,
                  "glBindTextures(first=%u + count=%d > the value of "
                  "GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS=%u)",
                  first, count, ctx->Const.MaxCombinedTextureImageUnits);
      return;
   }

   if (textures) {
      /* Note that the error semantics for multi-bind commands differ from
       * those of other GL commands.
       *
       * The issues section in the ARB_multi_bind spec says:
       *
       *    "(11) Typically, OpenGL specifies that if an error is generated by
       *          a command, that command has no effect.  This is somewhat
       *          unfortunate for multi-bind commands, because it would require
       *          a first pass to scan the entire list of bound objects for
       *          errors and then a second pass to actually perform the
       *          bindings.  Should we have different error semantics?
       *
       *       RESOLVED:  Yes.  In this specification, when the parameters for
       *       one of the <count> binding points are invalid, that binding
       *       point is not updated and an error will be generated.  However,
       *       other binding points in the same command will be updated if
       *       their parameters are valid and no other error occurs."
       */

      _mesa_begin_texture_lookups(ctx);

      for (i = 0; i < count; i++) {
         if (textures[i] != 0) {
            struct gl_texture_unit *texUnit = &ctx->Texture.Unit[first + i];
            struct gl_texture_object *current = texUnit->_Current;
            struct gl_texture_object *texObj;

            if (current && current->Name == textures[i])
               texObj = current;
            else
               texObj = _mesa_lookup_texture_locked(ctx, textures[i]);

            if (texObj && texObj->Target != 0) {
               bind_texture(ctx, first + i, texObj);
            } else {
               /* The ARB_multi_bind spec says:
                *
                *     "An INVALID_OPERATION error is generated if any value
                *      in <textures> is not zero or the name of an existing
                *      texture object (per binding)."
                */
               _mesa_error(ctx, GL_INVALID_OPERATION,
                           "glBindTextures(textures[%d]=%u is not zero "
                           "or the name of an existing texture object)",
                           i, textures[i]);
            }
         } else {
            unbind_textures_from_unit(ctx, first + i);
         }
      }

      _mesa_end_texture_lookups(ctx);
   } else {
      /* Unbind all textures in the range <first> through <first>+<count>-1 */
      for (i = 0; i < count; i++)
         unbind_textures_from_unit(ctx, first + i);
   }
}


/**
 * 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 GLAPIENTRY
_mesa_PrioritizeTextures( GLsizei n, const GLuint *texName,
                          const GLclampf *priorities )
{
   GET_CURRENT_CONTEXT(ctx);
   GLint i;

   if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
      _mesa_debug(ctx, "glPrioritizeTextures %d\n", n);

   FLUSH_VERTICES(ctx, 0);

   if (n < 0) {
      _mesa_error( ctx, GL_INVALID_VALUE, "glPrioritizeTextures" );
      return;
   }

   if (!priorities)
      return;

   for (i = 0; i < n; i++) {
      if (texName[i] > 0) {
         struct gl_texture_object *t = _mesa_lookup_texture(ctx, texName[i]);
         if (t) {
            t->Priority = CLAMP( priorities[i], 0.0F, 1.0F );
         }
      }
   }

   ctx->NewState |= _NEW_TEXTURE;
}



/**
 * 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
 *                 residences is left unchanged,
 *
 * Note: we assume all textures are always resident
 */
GLboolean GLAPIENTRY
_mesa_AreTexturesResident(GLsizei n, const GLuint *texName,
                          GLboolean *residences)
{
   GET_CURRENT_CONTEXT(ctx);
   GLboolean allResident = GL_TRUE;
   GLint i;
   ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);

   if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
      _mesa_debug(ctx, "glAreTexturesResident %d\n", n);

   if (n < 0) {
      _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)");
      return GL_FALSE;
   }

   if (!texName || !residences)
      return GL_FALSE;

   /* We only do error checking on the texture names */
   for (i = 0; i < n; i++) {
      struct gl_texture_object *t;
      if (texName[i] == 0) {
         _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
         return GL_FALSE;
      }
      t = _mesa_lookup_texture(ctx, texName[i]);
      if (!t) {
         _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
         return GL_FALSE;
      }
   }

   return allResident;
}


/**
 * 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 GLAPIENTRY
_mesa_IsTexture( GLuint texture )
{
   struct gl_texture_object *t;
   GET_CURRENT_CONTEXT(ctx);
   ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);

   if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
      _mesa_debug(ctx, "glIsTexture %d\n", 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 shared tex
 * mutex.  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( struct gl_context *ctx )
{
   mtx_lock(&ctx->Shared->TexMutex);

   if (ctx->Shared->TextureStateStamp != ctx->TextureStateTimestamp) {
      ctx->NewState |= _NEW_TEXTURE;
      ctx->TextureStateTimestamp = ctx->Shared->TextureStateStamp;
   }
}


void
_mesa_unlock_context_textures( struct gl_context *ctx )
{
   assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp);
   mtx_unlock(&ctx->Shared->TexMutex);
}


void GLAPIENTRY
_mesa_InvalidateTexSubImage(GLuint texture, GLint level, GLint xoffset,
                            GLint yoffset, GLint zoffset, GLsizei width,
                            GLsizei height, GLsizei depth)
{
   struct gl_texture_object *t;
   struct gl_texture_image *image;
   GET_CURRENT_CONTEXT(ctx);

   if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
      _mesa_debug(ctx, "glInvalidateTexSubImage %d\n", texture);

   t = invalidate_tex_image_error_check(ctx, texture, level,
                                        "glInvalidateTexSubImage");

   /* The GL_ARB_invalidate_subdata spec says:
    *
    *     "...the specified subregion must be between -<b> and <dim>+<b> where
    *     <dim> is the size of the dimension of the texture image, and <b> is
    *     the size of the border of that texture image, otherwise
    *     INVALID_VALUE is generated (border is not applied to dimensions that
    *     don't exist in a given texture target)."
    */
   image = t->Image[0][level];
   if (image) {
      int xBorder;
      int yBorder;
      int zBorder;
      int imageWidth;
      int imageHeight;
      int imageDepth;

      /* The GL_ARB_invalidate_subdata spec says:
       *
       *     "For texture targets that don't have certain dimensions, this
       *     command treats those dimensions as having a size of 1. For
       *     example, to invalidate a portion of a two-dimensional texture,
       *     the application would use <zoffset> equal to zero and <depth>
       *     equal to one."
       */
      switch (t->Target) {
      case GL_TEXTURE_BUFFER:
         xBorder = 0;
         yBorder = 0;
         zBorder = 0;
         imageWidth = 1;
         imageHeight = 1;
         imageDepth = 1;
         break;
      case GL_TEXTURE_1D:
         xBorder = image->Border;
         yBorder = 0;
         zBorder = 0;
         imageWidth = image->Width;
         imageHeight = 1;
         imageDepth = 1;
         break;
      case GL_TEXTURE_1D_ARRAY:
         xBorder = image->Border;
         yBorder = 0;
         zBorder = 0;
         imageWidth = image->Width;
         imageHeight = image->Height;
         imageDepth = 1;
         break;
      case GL_TEXTURE_2D:
      case GL_TEXTURE_CUBE_MAP:
      case GL_TEXTURE_RECTANGLE:
      case GL_TEXTURE_2D_MULTISAMPLE:
         xBorder = image->Border;
         yBorder = image->Border;
         zBorder = 0;
         imageWidth = image->Width;
         imageHeight = image->Height;
         imageDepth = 1;
         break;
      case GL_TEXTURE_2D_ARRAY:
      case GL_TEXTURE_CUBE_MAP_ARRAY:
      case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
         xBorder = image->Border;
         yBorder = image->Border;
         zBorder = 0;
         imageWidth = image->Width;
         imageHeight = image->Height;
         imageDepth = image->Depth;
         break;
      case GL_TEXTURE_3D:
         xBorder = image->Border;
         yBorder = image->Border;
         zBorder = image->Border;
         imageWidth = image->Width;
         imageHeight = image->Height;
         imageDepth = image->Depth;
         break;
      default:
         assert(!"Should not get here.");
         xBorder = 0;
         yBorder = 0;
         zBorder = 0;
         imageWidth = 0;
         imageHeight = 0;
         imageDepth = 0;
         break;
      }

      if (xoffset < -xBorder) {
         _mesa_error(ctx, GL_INVALID_VALUE, "glInvalidateSubTexImage(xoffset)");
         return;
      }

      if (xoffset + width > imageWidth + xBorder) {
         _mesa_error(ctx, GL_INVALID_VALUE,
                     "glInvalidateSubTexImage(xoffset+width)");
         return;
      }

      if (yoffset < -yBorder) {
         _mesa_error(ctx, GL_INVALID_VALUE, "glInvalidateSubTexImage(yoffset)");
         return;
      }

      if (yoffset + height > imageHeight + yBorder) {
         _mesa_error(ctx, GL_INVALID_VALUE,
                     "glInvalidateSubTexImage(yoffset+height)");
         return;
      }

      if (zoffset < -zBorder) {
         _mesa_error(ctx, GL_INVALID_VALUE,
                     "glInvalidateSubTexImage(zoffset)");
         return;
      }

      if (zoffset + depth  > imageDepth + zBorder) {
         _mesa_error(ctx, GL_INVALID_VALUE,
                     "glInvalidateSubTexImage(zoffset+depth)");
         return;
      }
   }

   /* We don't actually do anything for this yet.  Just return after
    * validating the parameters and generating the required errors.
    */
   return;
}


void GLAPIENTRY
_mesa_InvalidateTexImage(GLuint texture, GLint level)
{
   GET_CURRENT_CONTEXT(ctx);

   if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
      _mesa_debug(ctx, "glInvalidateTexImage(%d, %d)\n", texture, level);

   invalidate_tex_image_error_check(ctx, texture, level,
                                    "glInvalidateTexImage");

   /* We don't actually do anything for this yet.  Just return after
    * validating the parameters and generating the required errors.
    */
   return;
}

/*@}*/