st_cb_texture.c revision 253e7fee5dc7f0872987b214a6fa162db5e2aa19
1/**************************************************************************
2 *
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28#include "main/mfeatures.h"
29#include "main/bufferobj.h"
30#if FEATURE_convolve
31#include "main/convolve.h"
32#endif
33#include "main/enums.h"
34#include "main/formats.h"
35#include "main/image.h"
36#include "main/imports.h"
37#include "main/macros.h"
38#include "main/mipmap.h"
39#include "main/pixel.h"
40#include "main/texcompress.h"
41#include "main/texfetch.h"
42#include "main/texformat.h"
43#include "main/texgetimage.h"
44#include "main/teximage.h"
45#include "main/texobj.h"
46#include "main/texstore.h"
47
48#include "state_tracker/st_context.h"
49#include "state_tracker/st_cb_fbo.h"
50#include "state_tracker/st_cb_texture.h"
51#include "state_tracker/st_format.h"
52#include "state_tracker/st_public.h"
53#include "state_tracker/st_texture.h"
54#include "state_tracker/st_gen_mipmap.h"
55#include "state_tracker/st_inlines.h"
56#include "state_tracker/st_atom.h"
57
58#include "pipe/p_context.h"
59#include "pipe/p_defines.h"
60#include "pipe/p_inlines.h"
61#include "pipe/p_shader_tokens.h"
62#include "util/u_tile.h"
63#include "util/u_blit.h"
64#include "util/u_surface.h"
65#include "util/u_math.h"
66
67
68#define DBG if (0) printf
69
70
71static enum pipe_texture_target
72gl_target_to_pipe(GLenum target)
73{
74   switch (target) {
75   case GL_TEXTURE_1D:
76      return PIPE_TEXTURE_1D;
77
78   case GL_TEXTURE_2D:
79   case GL_TEXTURE_RECTANGLE_NV:
80      return PIPE_TEXTURE_2D;
81
82   case GL_TEXTURE_3D:
83      return PIPE_TEXTURE_3D;
84
85   case GL_TEXTURE_CUBE_MAP_ARB:
86      return PIPE_TEXTURE_CUBE;
87
88   default:
89      assert(0);
90      return 0;
91   }
92}
93
94
95/**
96 * Return nominal bytes per texel for a compressed format, 0 for non-compressed
97 * format.
98 */
99static GLuint
100compressed_num_bytes(gl_format format)
101{
102   switch (format) {
103#if FEATURE_texture_fxt1
104   case MESA_FORMAT_RGB_FXT1:
105   case MESA_FORMAT_RGBA_FXT1:
106#endif
107#if FEATURE_texture_s3tc
108   case MESA_FORMAT_RGB_DXT1:
109   case MESA_FORMAT_RGBA_DXT1:
110      return 2;
111   case MESA_FORMAT_RGBA_DXT3:
112   case MESA_FORMAT_RGBA_DXT5:
113      return 4;
114#endif
115   default:
116      return 0;
117   }
118}
119
120
121static GLboolean
122is_compressed_mesa_format(gl_format format)
123{
124   switch (format) {
125   case MESA_FORMAT_RGB_DXT1:
126   case MESA_FORMAT_RGBA_DXT1:
127   case MESA_FORMAT_RGBA_DXT3:
128   case MESA_FORMAT_RGBA_DXT5:
129   case MESA_FORMAT_SRGB_DXT1:
130   case MESA_FORMAT_SRGBA_DXT1:
131   case MESA_FORMAT_SRGBA_DXT3:
132   case MESA_FORMAT_SRGBA_DXT5:
133      return GL_TRUE;
134   default:
135      return GL_FALSE;
136   }
137}
138
139
140/** called via ctx->Driver.NewTextureImage() */
141static struct gl_texture_image *
142st_NewTextureImage(GLcontext * ctx)
143{
144   DBG("%s\n", __FUNCTION__);
145   (void) ctx;
146   return (struct gl_texture_image *) ST_CALLOC_STRUCT(st_texture_image);
147}
148
149
150/** called via ctx->Driver.NewTextureObject() */
151static struct gl_texture_object *
152st_NewTextureObject(GLcontext * ctx, GLuint name, GLenum target)
153{
154   struct st_texture_object *obj = ST_CALLOC_STRUCT(st_texture_object);
155
156   DBG("%s\n", __FUNCTION__);
157   _mesa_initialize_texture_object(&obj->base, name, target);
158
159   return &obj->base;
160}
161
162/** called via ctx->Driver.DeleteTextureImage() */
163static void
164st_DeleteTextureObject(GLcontext *ctx,
165                       struct gl_texture_object *texObj)
166{
167   struct st_texture_object *stObj = st_texture_object(texObj);
168   if (stObj->pt)
169      pipe_texture_reference(&stObj->pt, NULL);
170
171   _mesa_delete_texture_object(ctx, texObj);
172}
173
174
175/** called via ctx->Driver.FreeTexImageData() */
176static void
177st_FreeTextureImageData(GLcontext * ctx, struct gl_texture_image *texImage)
178{
179   struct st_texture_image *stImage = st_texture_image(texImage);
180
181   DBG("%s\n", __FUNCTION__);
182
183   if (stImage->pt) {
184      pipe_texture_reference(&stImage->pt, NULL);
185   }
186
187   if (texImage->Data) {
188      _mesa_align_free(texImage->Data);
189      texImage->Data = NULL;
190   }
191}
192
193
194/**
195 * From linux kernel i386 header files, copes with odd sizes better
196 * than COPY_DWORDS would:
197 * XXX Put this in src/mesa/main/imports.h ???
198 */
199#if defined(PIPE_CC_GCC) && defined(PIPE_ARCH_X86)
200static INLINE void *
201__memcpy(void *to, const void *from, size_t n)
202{
203   int d0, d1, d2;
204   __asm__ __volatile__("rep ; movsl\n\t"
205                        "testb $2,%b4\n\t"
206                        "je 1f\n\t"
207                        "movsw\n"
208                        "1:\ttestb $1,%b4\n\t"
209                        "je 2f\n\t"
210                        "movsb\n" "2:":"=&c"(d0), "=&D"(d1), "=&S"(d2)
211                        :"0"(n / 4), "q"(n), "1"((long) to), "2"((long) from)
212                        :"memory");
213   return (to);
214}
215#else
216#define __memcpy(a,b,c) memcpy(a,b,c)
217#endif
218
219
220/**
221 * The system memcpy (at least on ubuntu 5.10) has problems copying
222 * to agp (writecombined) memory from a source which isn't 64-byte
223 * aligned - there is a 4x performance falloff.
224 *
225 * The x86 __memcpy is immune to this but is slightly slower
226 * (10%-ish) than the system memcpy.
227 *
228 * The sse_memcpy seems to have a slight cliff at 64/32 bytes, but
229 * isn't much faster than x86_memcpy for agp copies.
230 *
231 * TODO: switch dynamically.
232 */
233static void *
234do_memcpy(void *dest, const void *src, size_t n)
235{
236   if ((((unsigned long) src) & 63) || (((unsigned long) dest) & 63)) {
237      return __memcpy(dest, src, n);
238   }
239   else
240      return memcpy(dest, src, n);
241}
242
243
244/**
245 * Return default texture usage bitmask for the given texture format.
246 */
247static GLuint
248default_usage(enum pipe_format fmt)
249{
250   GLuint usage = PIPE_TEXTURE_USAGE_SAMPLER;
251   if (pf_is_depth_stencil(fmt))
252      usage |= PIPE_TEXTURE_USAGE_DEPTH_STENCIL;
253   else
254      usage |= PIPE_TEXTURE_USAGE_RENDER_TARGET;
255   return usage;
256}
257
258
259/**
260 * Allocate a pipe_texture object for the given st_texture_object using
261 * the given st_texture_image to guess the mipmap size/levels.
262 *
263 * [comments...]
264 * Otherwise, store it in memory if (Border != 0) or (any dimension ==
265 * 1).
266 *
267 * Otherwise, if max_level >= level >= min_level, create texture with
268 * space for images from min_level down to max_level.
269 *
270 * Otherwise, create texture with space for images from (level 0)..(1x1).
271 * Consider pruning this texture at a validation if the saving is worth it.
272 */
273static void
274guess_and_alloc_texture(struct st_context *st,
275			struct st_texture_object *stObj,
276			const struct st_texture_image *stImage)
277{
278   GLuint firstLevel;
279   GLuint lastLevel;
280   GLuint width = stImage->base.Width2;  /* size w/out border */
281   GLuint height = stImage->base.Height2;
282   GLuint depth = stImage->base.Depth2;
283   GLuint i, usage;
284   enum pipe_format fmt;
285
286   DBG("%s\n", __FUNCTION__);
287
288   assert(!stObj->pt);
289
290   if (stObj->pt &&
291       (GLint) stImage->level > stObj->base.BaseLevel &&
292       (stImage->base.Width == 1 ||
293        (stObj->base.Target != GL_TEXTURE_1D &&
294         stImage->base.Height == 1) ||
295        (stObj->base.Target == GL_TEXTURE_3D &&
296         stImage->base.Depth == 1)))
297      return;
298
299   /* If this image disrespects BaseLevel, allocate from level zero.
300    * Usually BaseLevel == 0, so it's unlikely to happen.
301    */
302   if ((GLint) stImage->level < stObj->base.BaseLevel)
303      firstLevel = 0;
304   else
305      firstLevel = stObj->base.BaseLevel;
306
307
308   /* Figure out image dimensions at start level.
309    */
310   for (i = stImage->level; i > firstLevel; i--) {
311      if (width != 1)
312         width <<= 1;
313      if (height != 1)
314         height <<= 1;
315      if (depth != 1)
316         depth <<= 1;
317   }
318
319   if (width == 0 || height == 0 || depth == 0) {
320      /* no texture needed */
321      return;
322   }
323
324   /* Guess a reasonable value for lastLevel.  This is probably going
325    * to be wrong fairly often and might mean that we have to look at
326    * resizable buffers, or require that buffers implement lazy
327    * pagetable arrangements.
328    */
329   if ((stObj->base.MinFilter == GL_NEAREST ||
330        stObj->base.MinFilter == GL_LINEAR ||
331        stImage->base._BaseFormat == GL_DEPTH_COMPONENT ||
332        stImage->base._BaseFormat == GL_DEPTH_STENCIL_EXT) &&
333       stImage->level == firstLevel) {
334      lastLevel = firstLevel;
335   }
336   else {
337      GLuint l2width = util_logbase2(width);
338      GLuint l2height = util_logbase2(height);
339      GLuint l2depth = util_logbase2(depth);
340      lastLevel = firstLevel + MAX2(MAX2(l2width, l2height), l2depth);
341   }
342
343   fmt = st_mesa_format_to_pipe_format(stImage->base.TexFormat);
344
345   usage = default_usage(fmt);
346
347   stObj->pt = st_texture_create(st,
348                                 gl_target_to_pipe(stObj->base.Target),
349                                 fmt,
350                                 lastLevel,
351                                 width,
352                                 height,
353                                 depth,
354                                 usage);
355
356   DBG("%s - success\n", __FUNCTION__);
357}
358
359
360/**
361 * Adjust pixel unpack params and image dimensions to strip off the
362 * texture border.
363 * Gallium doesn't support texture borders.  They've seldem been used
364 * and seldom been implemented correctly anyway.
365 * \param unpackNew  returns the new pixel unpack parameters
366 */
367static void
368strip_texture_border(GLint border,
369                     GLint *width, GLint *height, GLint *depth,
370                     const struct gl_pixelstore_attrib *unpack,
371                     struct gl_pixelstore_attrib *unpackNew)
372{
373   assert(border > 0);  /* sanity check */
374
375   *unpackNew = *unpack;
376
377   if (unpackNew->RowLength == 0)
378      unpackNew->RowLength = *width;
379
380   if (depth && unpackNew->ImageHeight == 0)
381      unpackNew->ImageHeight = *height;
382
383   unpackNew->SkipPixels += border;
384   if (height)
385      unpackNew->SkipRows += border;
386   if (depth)
387      unpackNew->SkipImages += border;
388
389   assert(*width >= 3);
390   *width = *width - 2 * border;
391   if (height && *height >= 3)
392      *height = *height - 2 * border;
393   if (depth && *depth >= 3)
394      *depth = *depth - 2 * border;
395}
396
397
398/**
399 * Try to do texture compression via rendering.  If the Gallium driver
400 * can render into a compressed surface this will allow us to do texture
401 * compression.
402 * \return GL_TRUE for success, GL_FALSE for failure
403 */
404static GLboolean
405compress_with_blit(GLcontext * ctx,
406                   GLenum target, GLint level,
407                   GLint xoffset, GLint yoffset, GLint zoffset,
408                   GLint width, GLint height, GLint depth,
409                   GLenum format, GLenum type, const void *pixels,
410                   const struct gl_pixelstore_attrib *unpack,
411                   struct gl_texture_image *texImage)
412{
413   const GLuint dstImageOffsets[1] = {0};
414   struct st_texture_image *stImage = st_texture_image(texImage);
415   struct pipe_screen *screen = ctx->st->pipe->screen;
416   gl_format mesa_format;
417   struct pipe_texture templ;
418   struct pipe_texture *src_tex;
419   struct pipe_surface *dst_surface;
420   struct pipe_transfer *tex_xfer;
421   void *map;
422
423   if (!stImage->pt) {
424      /* XXX: Can this happen? Should we assert? */
425      return GL_FALSE;
426   }
427
428   /* get destination surface (in the compressed texture) */
429   dst_surface = screen->get_tex_surface(screen, stImage->pt,
430                                         stImage->face, stImage->level, 0,
431                                         PIPE_BUFFER_USAGE_GPU_WRITE);
432   if (!dst_surface) {
433      /* can't render into this format (or other problem) */
434      return GL_FALSE;
435   }
436
437   /* Choose format for the temporary RGBA texture image.
438    */
439   mesa_format = st_ChooseTextureFormat(ctx, GL_RGBA, format, type);
440   assert(mesa_format);
441   if (!mesa_format)
442      return GL_FALSE;
443
444   /* Create the temporary source texture
445    */
446   memset(&templ, 0, sizeof(templ));
447   templ.target = PIPE_TEXTURE_2D;
448   templ.format = st_mesa_format_to_pipe_format(mesa_format);
449   pf_get_block(templ.format, &templ.block);
450   templ.width[0] = width;
451   templ.height[0] = height;
452   templ.depth[0] = 1;
453   templ.last_level = 0;
454   templ.tex_usage = PIPE_TEXTURE_USAGE_SAMPLER;
455   src_tex = screen->texture_create(screen, &templ);
456
457   if (!src_tex)
458      return GL_FALSE;
459
460   /* Put user's tex data into the temporary texture
461    */
462   tex_xfer = st_cond_flush_get_tex_transfer(st_context(ctx), src_tex,
463					     0, 0, 0, /* face, level are zero */
464					     PIPE_TRANSFER_WRITE,
465					     0, 0, width, height); /* x, y, w, h */
466   map = screen->transfer_map(screen, tex_xfer);
467
468   _mesa_texstore(ctx, 2, GL_RGBA, mesa_format,
469                  map,              /* dest ptr */
470                  0, 0, 0,          /* dest x/y/z offset */
471                  tex_xfer->stride, /* dest row stride (bytes) */
472                  dstImageOffsets,  /* image offsets (for 3D only) */
473                  width, height, 1, /* size */
474                  format, type,     /* source format/type */
475                  pixels,           /* source data */
476                  unpack);          /* source data packing */
477
478   screen->transfer_unmap(screen, tex_xfer);
479   screen->tex_transfer_destroy(tex_xfer);
480
481   /* copy / compress image */
482   util_blit_pixels_tex(ctx->st->blit,
483                        src_tex,          /* pipe_texture (src) */
484                        0, 0,             /* src x0, y0 */
485                        width, height,    /* src x1, y1 */
486                        dst_surface,      /* pipe_surface (dst) */
487                        xoffset, yoffset, /* dst x0, y0 */
488                        xoffset + width,  /* dst x1 */
489                        yoffset + height, /* dst y1 */
490                        0.0,              /* z */
491                        PIPE_TEX_MIPFILTER_NEAREST);
492
493   pipe_surface_reference(&dst_surface, NULL);
494   pipe_texture_reference(&src_tex, NULL);
495
496   return GL_TRUE;
497}
498
499
500/**
501 * Do glTexImage1/2/3D().
502 */
503static void
504st_TexImage(GLcontext * ctx,
505            GLint dims,
506            GLenum target, GLint level,
507            GLint internalFormat,
508            GLint width, GLint height, GLint depth,
509            GLint border,
510            GLenum format, GLenum type, const void *pixels,
511            const struct gl_pixelstore_attrib *unpack,
512            struct gl_texture_object *texObj,
513            struct gl_texture_image *texImage,
514            GLsizei imageSize, GLboolean compressed_src)
515{
516   struct pipe_screen *screen = ctx->st->pipe->screen;
517   struct st_texture_object *stObj = st_texture_object(texObj);
518   struct st_texture_image *stImage = st_texture_image(texImage);
519   GLint postConvWidth, postConvHeight;
520   GLint texelBytes, sizeInBytes;
521   GLuint dstRowStride = 0;
522   struct gl_pixelstore_attrib unpackNB;
523   enum pipe_transfer_usage transfer_usage = 0;
524
525   DBG("%s target %s level %d %dx%dx%d border %d\n", __FUNCTION__,
526       _mesa_lookup_enum_by_nr(target), level, width, height, depth, border);
527
528   /* switch to "normal" */
529   if (stObj->surface_based) {
530      _mesa_clear_texture_object(ctx, texObj);
531      stObj->surface_based = GL_FALSE;
532   }
533
534   /* gallium does not support texture borders, strip it off */
535   if (border) {
536      strip_texture_border(border, &width, &height, &depth, unpack, &unpackNB);
537      unpack = &unpackNB;
538      texImage->Width = width;
539      texImage->Height = height;
540      texImage->Depth = depth;
541      texImage->Border = 0;
542      border = 0;
543   }
544
545   postConvWidth = width;
546   postConvHeight = height;
547
548   stImage->face = _mesa_tex_target_to_face(target);
549   stImage->level = level;
550
551#if FEATURE_convolve
552   if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) {
553      _mesa_adjust_image_for_convolution(ctx, dims, &postConvWidth,
554                                         &postConvHeight);
555   }
556#endif
557
558   /* choose the texture format */
559   texImage->TexFormat = st_ChooseTextureFormat(ctx, internalFormat,
560                                                format, type);
561
562   _mesa_set_fetch_functions(texImage, dims);
563
564   if (_mesa_is_format_compressed(texImage->TexFormat)) {
565      /* must be a compressed format */
566      texelBytes = 0;
567   }
568   else {
569      texelBytes = _mesa_get_format_bytes(texImage->TexFormat);
570
571      /* Minimum pitch of 32 bytes */
572      if (postConvWidth * texelBytes < 32) {
573	 postConvWidth = 32 / texelBytes;
574	 texImage->RowStride = postConvWidth;
575      }
576
577      /* we'll set RowStride elsewhere when the texture is a "mapped" state */
578      /*assert(texImage->RowStride == postConvWidth);*/
579   }
580
581   /* Release the reference to a potentially orphaned buffer.
582    * Release any old malloced memory.
583    */
584   if (stImage->pt) {
585      pipe_texture_reference(&stImage->pt, NULL);
586      assert(!texImage->Data);
587   }
588   else if (texImage->Data) {
589      _mesa_align_free(texImage->Data);
590   }
591
592   if (width == 0 || height == 0 || depth == 0) {
593      /* stop after freeing old image */
594      return;
595   }
596
597   /* If this is the only mipmap level in the texture, could call
598    * bmBufferData with NULL data to free the old block and avoid
599    * waiting on any outstanding fences.
600    */
601   if (stObj->pt) {
602      if (stObj->teximage_realloc ||
603          level > (GLint) stObj->pt->last_level ||
604          (stObj->pt->last_level == level &&
605           stObj->pt->target != PIPE_TEXTURE_CUBE &&
606           !st_texture_match_image(stObj->pt, &stImage->base,
607                                   stImage->face, stImage->level))) {
608         DBG("release it\n");
609         pipe_texture_reference(&stObj->pt, NULL);
610         assert(!stObj->pt);
611         stObj->teximage_realloc = FALSE;
612      }
613   }
614
615   if (!stObj->pt) {
616      guess_and_alloc_texture(ctx->st, stObj, stImage);
617      if (!stObj->pt) {
618         /* Probably out of memory.
619          * Try flushing any pending rendering, then retry.
620          */
621         st_finish(ctx->st);
622         guess_and_alloc_texture(ctx->st, stObj, stImage);
623         if (!stObj->pt) {
624            _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
625            return;
626         }
627      }
628   }
629
630   assert(!stImage->pt);
631
632   if (stObj->pt &&
633       st_texture_match_image(stObj->pt, &stImage->base,
634                                 stImage->face, stImage->level)) {
635
636      pipe_texture_reference(&stImage->pt, stObj->pt);
637      assert(stImage->pt);
638   }
639
640   if (!stImage->pt)
641      DBG("XXX: Image did not fit into texture - storing in local memory!\n");
642
643   /* st_CopyTexImage calls this function with pixels == NULL, with
644    * the expectation that the texture will be set up but nothing
645    * more will be done.  This is where those calls return:
646    */
647   if (compressed_src) {
648      pixels = _mesa_validate_pbo_compressed_teximage(ctx, imageSize, pixels,
649						      unpack,
650						      "glCompressedTexImage");
651   }
652   else {
653      pixels = _mesa_validate_pbo_teximage(ctx, dims, width, height, 1,
654					   format, type,
655					   pixels, unpack, "glTexImage");
656   }
657
658   /* Note: we can't check for pixels==NULL until after we've allocated
659    * memory for the texture.
660    */
661
662   /* See if we can do texture compression with a blit/render.
663    */
664   if (!compressed_src &&
665       !ctx->Mesa_DXTn &&
666       is_compressed_mesa_format(texImage->TexFormat) &&
667       screen->is_format_supported(screen,
668                                   stImage->pt->format,
669                                   stImage->pt->target,
670                                   PIPE_TEXTURE_USAGE_RENDER_TARGET, 0)) {
671      if (!pixels)
672         goto done;
673
674      if (compress_with_blit(ctx, target, level, 0, 0, 0, width, height, depth,
675                             format, type, pixels, unpack, texImage)) {
676         goto done;
677      }
678   }
679
680   if (stImage->pt) {
681      if (format == GL_DEPTH_COMPONENT &&
682          pf_is_depth_and_stencil(stImage->pt->format))
683         transfer_usage = PIPE_TRANSFER_READ_WRITE;
684      else
685         transfer_usage = PIPE_TRANSFER_WRITE;
686
687      texImage->Data = st_texture_image_map(ctx->st, stImage, 0,
688                                            transfer_usage, 0, 0,
689                                            stImage->base.Width,
690                                            stImage->base.Height);
691      if(stImage->transfer)
692         dstRowStride = stImage->transfer->stride;
693   }
694   else {
695      /* Allocate regular memory and store the image there temporarily.   */
696      if (_mesa_is_format_compressed(texImage->TexFormat)) {
697         sizeInBytes = _mesa_format_image_size(texImage->TexFormat,
698                                               texImage->Width,
699                                               texImage->Height,
700                                               texImage->Depth);
701         dstRowStride = _mesa_format_row_stride(texImage->TexFormat, width);
702         assert(dims != 3);
703      }
704      else {
705         dstRowStride = postConvWidth * texelBytes;
706         sizeInBytes = depth * dstRowStride * postConvHeight;
707      }
708
709      texImage->Data = _mesa_align_malloc(sizeInBytes, 16);
710   }
711
712   if (!texImage->Data) {
713      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
714      return;
715   }
716
717   if (!pixels)
718      goto done;
719
720   DBG("Upload image %dx%dx%d row_len %x pitch %x\n",
721       width, height, depth, width * texelBytes, dstRowStride);
722
723   /* Copy data.  Would like to know when it's ok for us to eg. use
724    * the blitter to copy.  Or, use the hardware to do the format
725    * conversion and copy:
726    */
727   if (compressed_src) {
728      memcpy(texImage->Data, pixels, imageSize);
729   }
730   else {
731      const GLuint srcImageStride =
732         _mesa_image_image_stride(unpack, width, height, format, type);
733      GLint i;
734      const GLubyte *src = (const GLubyte *) pixels;
735
736      for (i = 0; i < depth; i++) {
737	 if (!_mesa_texstore(ctx, dims,
738                             texImage->_BaseFormat,
739                             texImage->TexFormat,
740                             texImage->Data,
741                             0, 0, 0, /* dstX/Y/Zoffset */
742                             dstRowStride,
743                             texImage->ImageOffsets,
744                             width, height, 1,
745                             format, type, src, unpack)) {
746	    _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
747	 }
748
749	 if (stImage->pt && i + 1 < depth) {
750            /* unmap this slice */
751	    st_texture_image_unmap(ctx->st, stImage);
752            /* map next slice of 3D texture */
753	    texImage->Data = st_texture_image_map(ctx->st, stImage, i + 1,
754                                                  transfer_usage, 0, 0,
755                                                  stImage->base.Width,
756                                                  stImage->base.Height);
757	    src += srcImageStride;
758	 }
759      }
760   }
761
762done:
763   _mesa_unmap_teximage_pbo(ctx, unpack);
764
765   if (stImage->pt && texImage->Data) {
766      st_texture_image_unmap(ctx->st, stImage);
767      texImage->Data = NULL;
768   }
769}
770
771
772static void
773st_TexImage3D(GLcontext * ctx,
774              GLenum target, GLint level,
775              GLint internalFormat,
776              GLint width, GLint height, GLint depth,
777              GLint border,
778              GLenum format, GLenum type, const void *pixels,
779              const struct gl_pixelstore_attrib *unpack,
780              struct gl_texture_object *texObj,
781              struct gl_texture_image *texImage)
782{
783   st_TexImage(ctx, 3, target, level, internalFormat, width, height, depth,
784               border, format, type, pixels, unpack, texObj, texImage,
785               0, GL_FALSE);
786}
787
788
789static void
790st_TexImage2D(GLcontext * ctx,
791              GLenum target, GLint level,
792              GLint internalFormat,
793              GLint width, GLint height, GLint border,
794              GLenum format, GLenum type, const void *pixels,
795              const struct gl_pixelstore_attrib *unpack,
796              struct gl_texture_object *texObj,
797              struct gl_texture_image *texImage)
798{
799   st_TexImage(ctx, 2, target, level, internalFormat, width, height, 1, border,
800               format, type, pixels, unpack, texObj, texImage, 0, GL_FALSE);
801}
802
803
804static void
805st_TexImage1D(GLcontext * ctx,
806              GLenum target, GLint level,
807              GLint internalFormat,
808              GLint width, GLint border,
809              GLenum format, GLenum type, const void *pixels,
810              const struct gl_pixelstore_attrib *unpack,
811              struct gl_texture_object *texObj,
812              struct gl_texture_image *texImage)
813{
814   st_TexImage(ctx, 1, target, level, internalFormat, width, 1, 1, border,
815               format, type, pixels, unpack, texObj, texImage, 0, GL_FALSE);
816}
817
818
819static void
820st_CompressedTexImage2D(GLcontext *ctx, GLenum target, GLint level,
821                        GLint internalFormat,
822                        GLint width, GLint height, GLint border,
823                        GLsizei imageSize, const GLvoid *data,
824                        struct gl_texture_object *texObj,
825                        struct gl_texture_image *texImage)
826{
827   st_TexImage(ctx, 2, target, level, internalFormat, width, height, 1, border,
828               0, 0, data, &ctx->Unpack, texObj, texImage, imageSize, GL_TRUE);
829}
830
831
832
833/**
834 * glGetTexImage() helper: decompress a compressed texture by rendering
835 * a textured quad.  Store the results in the user's buffer.
836 */
837static void
838decompress_with_blit(GLcontext * ctx, GLenum target, GLint level,
839                     GLenum format, GLenum type, GLvoid *pixels,
840                     struct gl_texture_object *texObj,
841                     struct gl_texture_image *texImage)
842{
843   struct pipe_screen *screen = ctx->st->pipe->screen;
844   struct st_texture_image *stImage = st_texture_image(texImage);
845   const GLuint width = texImage->Width;
846   const GLuint height = texImage->Height;
847   struct pipe_surface *dst_surface;
848   struct pipe_texture *dst_texture;
849   struct pipe_transfer *tex_xfer;
850
851   /* create temp / dest surface */
852   if (!util_create_rgba_surface(screen, width, height,
853                                 &dst_texture, &dst_surface)) {
854      _mesa_problem(ctx, "util_create_rgba_surface() failed "
855                    "in decompress_with_blit()");
856      return;
857   }
858
859   /* blit/render/decompress */
860   util_blit_pixels_tex(ctx->st->blit,
861                        stImage->pt,      /* pipe_texture (src) */
862                        0, 0,             /* src x0, y0 */
863                        width, height,    /* src x1, y1 */
864                        dst_surface,      /* pipe_surface (dst) */
865                        0, 0,             /* dst x0, y0 */
866                        width, height,    /* dst x1, y1 */
867                        0.0,              /* z */
868                        PIPE_TEX_MIPFILTER_NEAREST);
869
870   /* map the dst_surface so we can read from it */
871   tex_xfer = st_cond_flush_get_tex_transfer(st_context(ctx),
872					     dst_texture, 0, 0, 0,
873					     PIPE_TRANSFER_READ,
874					     0, 0, width, height);
875
876   pixels = _mesa_map_pbo_dest(ctx, &ctx->Pack, pixels);
877
878   /* copy/pack data into user buffer */
879   if (st_equal_formats(stImage->pt->format, format, type)) {
880      /* memcpy */
881      const uint bytesPerRow = width * pf_get_size(stImage->pt->format);
882      ubyte *map = screen->transfer_map(screen, tex_xfer);
883      GLuint row;
884      for (row = 0; row < height; row++) {
885         GLvoid *dest = _mesa_image_address2d(&ctx->Pack, pixels, width,
886                                              height, format, type, row, 0);
887         memcpy(dest, map, bytesPerRow);
888         map += tex_xfer->stride;
889      }
890      screen->transfer_unmap(screen, tex_xfer);
891   }
892   else {
893      /* format translation via floats */
894      GLuint row;
895      for (row = 0; row < height; row++) {
896         const GLbitfield transferOps = 0x0; /* bypassed for glGetTexImage() */
897         GLfloat rgba[4 * MAX_WIDTH];
898         GLvoid *dest = _mesa_image_address2d(&ctx->Pack, pixels, width,
899                                              height, format, type, row, 0);
900
901         /* get float[4] rgba row from surface */
902         pipe_get_tile_rgba(tex_xfer, 0, row, width, 1, rgba);
903
904         _mesa_pack_rgba_span_float(ctx, width, (GLfloat (*)[4]) rgba, format,
905                                    type, dest, &ctx->Pack, transferOps);
906      }
907   }
908
909   _mesa_unmap_pbo_dest(ctx, &ctx->Pack);
910
911   /* destroy the temp / dest surface */
912   util_destroy_rgba_surface(dst_texture, dst_surface);
913}
914
915
916
917/**
918 * Need to map texture image into memory before copying image data,
919 * then unmap it.
920 */
921static void
922st_get_tex_image(GLcontext * ctx, GLenum target, GLint level,
923                 GLenum format, GLenum type, GLvoid * pixels,
924                 struct gl_texture_object *texObj,
925                 struct gl_texture_image *texImage, GLboolean compressed_dst)
926{
927   struct st_texture_image *stImage = st_texture_image(texImage);
928   const GLuint dstImageStride =
929      _mesa_image_image_stride(&ctx->Pack, texImage->Width, texImage->Height,
930                               format, type);
931   GLuint depth, i;
932   GLubyte *dest;
933
934   if (stImage->pt &&
935       pf_is_compressed(stImage->pt->format) &&
936       !compressed_dst) {
937      /* Need to decompress the texture.
938       * We'll do this by rendering a textured quad.
939       * Note that we only expect RGBA formats (no Z/depth formats).
940       */
941      decompress_with_blit(ctx, target, level, format, type, pixels,
942                           texObj, texImage);
943      return;
944   }
945
946   /* Map */
947   if (stImage->pt) {
948      /* Image is stored in hardware format in a buffer managed by the
949       * kernel.  Need to explicitly map and unmap it.
950       */
951      unsigned face = _mesa_tex_target_to_face(target);
952
953      st_teximage_flush_before_map(ctx->st, stImage->pt, face, level,
954				   PIPE_TRANSFER_READ);
955
956      texImage->Data = st_texture_image_map(ctx->st, stImage, 0,
957                                            PIPE_TRANSFER_READ, 0, 0,
958                                            stImage->base.Width,
959                                            stImage->base.Height);
960      texImage->RowStride = stImage->transfer->stride / stImage->pt->block.size;
961   }
962   else {
963      /* Otherwise, the image should actually be stored in
964       * texImage->Data.  This is pretty confusing for
965       * everybody, I'd much prefer to separate the two functions of
966       * texImage->Data - storage for texture images in main memory
967       * and access (ie mappings) of images.  In other words, we'd
968       * create a new texImage->Map field and leave Data simply for
969       * storage.
970       */
971      assert(texImage->Data);
972   }
973
974   depth = texImage->Depth;
975   texImage->Depth = 1;
976
977   dest = (GLubyte *) pixels;
978
979   for (i = 0; i < depth; i++) {
980      if (compressed_dst) {
981	 _mesa_get_compressed_teximage(ctx, target, level, dest,
982				       texObj, texImage);
983      }
984      else {
985	 _mesa_get_teximage(ctx, target, level, format, type, dest,
986			    texObj, texImage);
987      }
988
989      if (stImage->pt && i + 1 < depth) {
990         /* unmap this slice */
991	 st_texture_image_unmap(ctx->st, stImage);
992         /* map next slice of 3D texture */
993	 texImage->Data = st_texture_image_map(ctx->st, stImage, i + 1,
994                                               PIPE_TRANSFER_READ, 0, 0,
995                                               stImage->base.Width,
996                                               stImage->base.Height);
997	 dest += dstImageStride;
998      }
999   }
1000
1001   texImage->Depth = depth;
1002
1003   /* Unmap */
1004   if (stImage->pt) {
1005      st_texture_image_unmap(ctx->st, stImage);
1006      texImage->Data = NULL;
1007   }
1008}
1009
1010
1011static void
1012st_GetTexImage(GLcontext * ctx, GLenum target, GLint level,
1013               GLenum format, GLenum type, GLvoid * pixels,
1014               struct gl_texture_object *texObj,
1015               struct gl_texture_image *texImage)
1016{
1017   st_get_tex_image(ctx, target, level, format, type, pixels, texObj, texImage,
1018                    GL_FALSE);
1019}
1020
1021
1022static void
1023st_GetCompressedTexImage(GLcontext *ctx, GLenum target, GLint level,
1024                         GLvoid *pixels,
1025                         struct gl_texture_object *texObj,
1026                         struct gl_texture_image *texImage)
1027{
1028   st_get_tex_image(ctx, target, level, 0, 0, pixels, texObj, texImage,
1029                    GL_TRUE);
1030}
1031
1032
1033
1034static void
1035st_TexSubimage(GLcontext *ctx, GLint dims, GLenum target, GLint level,
1036               GLint xoffset, GLint yoffset, GLint zoffset,
1037               GLint width, GLint height, GLint depth,
1038               GLenum format, GLenum type, const void *pixels,
1039               const struct gl_pixelstore_attrib *packing,
1040               struct gl_texture_object *texObj,
1041               struct gl_texture_image *texImage)
1042{
1043   struct pipe_screen *screen = ctx->st->pipe->screen;
1044   struct st_texture_image *stImage = st_texture_image(texImage);
1045   GLuint dstRowStride;
1046   const GLuint srcImageStride =
1047      _mesa_image_image_stride(packing, width, height, format, type);
1048   GLint i;
1049   const GLubyte *src;
1050   /* init to silence warning only: */
1051   enum pipe_transfer_usage transfer_usage = PIPE_TRANSFER_WRITE;
1052
1053   DBG("%s target %s level %d offset %d,%d %dx%d\n", __FUNCTION__,
1054       _mesa_lookup_enum_by_nr(target),
1055       level, xoffset, yoffset, width, height);
1056
1057   pixels =
1058      _mesa_validate_pbo_teximage(ctx, dims, width, height, depth, format,
1059                                  type, pixels, packing, "glTexSubImage2D");
1060   if (!pixels)
1061      return;
1062
1063   /* See if we can do texture compression with a blit/render.
1064    */
1065   if (!ctx->Mesa_DXTn &&
1066       is_compressed_mesa_format(texImage->TexFormat) &&
1067       screen->is_format_supported(screen,
1068                                   stImage->pt->format,
1069                                   stImage->pt->target,
1070                                   PIPE_TEXTURE_USAGE_RENDER_TARGET, 0)) {
1071      if (compress_with_blit(ctx, target, level,
1072                             xoffset, yoffset, zoffset,
1073                             width, height, depth,
1074                             format, type, pixels, packing, texImage)) {
1075         goto done;
1076      }
1077   }
1078
1079   /* Map buffer if necessary.  Need to lock to prevent other contexts
1080    * from uploading the buffer under us.
1081    */
1082   if (stImage->pt) {
1083      unsigned face = _mesa_tex_target_to_face(target);
1084
1085      if (format == GL_DEPTH_COMPONENT &&
1086          pf_is_depth_and_stencil(stImage->pt->format))
1087         transfer_usage = PIPE_TRANSFER_READ_WRITE;
1088      else
1089         transfer_usage = PIPE_TRANSFER_WRITE;
1090
1091      st_teximage_flush_before_map(ctx->st, stImage->pt, face, level,
1092				   transfer_usage);
1093      texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset,
1094                                            transfer_usage,
1095                                            xoffset, yoffset,
1096                                            width, height);
1097   }
1098
1099   if (!texImage->Data) {
1100      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
1101      goto done;
1102   }
1103
1104   src = (const GLubyte *) pixels;
1105   dstRowStride = stImage->transfer->stride;
1106
1107   for (i = 0; i < depth; i++) {
1108      if (!_mesa_texstore(ctx, dims, texImage->_BaseFormat,
1109                          texImage->TexFormat,
1110                          texImage->Data,
1111                          0, 0, 0,
1112                          dstRowStride,
1113                          texImage->ImageOffsets,
1114                          width, height, 1,
1115                          format, type, src, packing)) {
1116	 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
1117      }
1118
1119      if (stImage->pt && i + 1 < depth) {
1120         /* unmap this slice */
1121	 st_texture_image_unmap(ctx->st, stImage);
1122         /* map next slice of 3D texture */
1123	 texImage->Data = st_texture_image_map(ctx->st, stImage,
1124                                               zoffset + i + 1,
1125                                               transfer_usage,
1126                                               xoffset, yoffset,
1127                                               width, height);
1128	 src += srcImageStride;
1129      }
1130   }
1131
1132done:
1133   _mesa_unmap_teximage_pbo(ctx, packing);
1134
1135   if (stImage->pt) {
1136      st_texture_image_unmap(ctx->st, stImage);
1137      texImage->Data = NULL;
1138   }
1139}
1140
1141
1142
1143static void
1144st_TexSubImage3D(GLcontext *ctx, GLenum target, GLint level,
1145                 GLint xoffset, GLint yoffset, GLint zoffset,
1146                 GLsizei width, GLsizei height, GLsizei depth,
1147                 GLenum format, GLenum type, const GLvoid *pixels,
1148                 const struct gl_pixelstore_attrib *packing,
1149                 struct gl_texture_object *texObj,
1150                 struct gl_texture_image *texImage)
1151{
1152   st_TexSubimage(ctx, 3, target, level, xoffset, yoffset, zoffset,
1153                  width, height, depth, format, type,
1154                  pixels, packing, texObj, texImage);
1155}
1156
1157
1158static void
1159st_TexSubImage2D(GLcontext *ctx, GLenum target, GLint level,
1160                 GLint xoffset, GLint yoffset,
1161                 GLsizei width, GLsizei height,
1162                 GLenum format, GLenum type, const GLvoid * pixels,
1163                 const struct gl_pixelstore_attrib *packing,
1164                 struct gl_texture_object *texObj,
1165                 struct gl_texture_image *texImage)
1166{
1167   st_TexSubimage(ctx, 2, target, level, xoffset, yoffset, 0,
1168                  width, height, 1, format, type,
1169                  pixels, packing, texObj, texImage);
1170}
1171
1172
1173static void
1174st_TexSubImage1D(GLcontext *ctx, GLenum target, GLint level,
1175                 GLint xoffset, GLsizei width, GLenum format, GLenum type,
1176                 const GLvoid * pixels,
1177                 const struct gl_pixelstore_attrib *packing,
1178                 struct gl_texture_object *texObj,
1179                 struct gl_texture_image *texImage)
1180{
1181   st_TexSubimage(ctx, 1, target, level, xoffset, 0, 0, width, 1, 1,
1182                  format, type, pixels, packing, texObj, texImage);
1183}
1184
1185
1186static void
1187st_CompressedTexSubImage1D(GLcontext *ctx, GLenum target, GLint level,
1188                           GLint xoffset, GLsizei width,
1189                           GLenum format,
1190                           GLsizei imageSize, const GLvoid *data,
1191                           struct gl_texture_object *texObj,
1192                           struct gl_texture_image *texImage)
1193{
1194   assert(0);
1195}
1196
1197
1198static void
1199st_CompressedTexSubImage2D(GLcontext *ctx, GLenum target, GLint level,
1200                           GLint xoffset, GLint yoffset,
1201                           GLsizei width, GLint height,
1202                           GLenum format,
1203                           GLsizei imageSize, const GLvoid *data,
1204                           struct gl_texture_object *texObj,
1205                           struct gl_texture_image *texImage)
1206{
1207   struct st_texture_image *stImage = st_texture_image(texImage);
1208   struct pipe_format_block block;
1209   int srcBlockStride;
1210   int dstBlockStride;
1211   int y;
1212
1213   if (stImage->pt) {
1214      unsigned face = _mesa_tex_target_to_face(target);
1215
1216      st_teximage_flush_before_map(ctx->st, stImage->pt, face, level,
1217				   PIPE_TRANSFER_WRITE);
1218      texImage->Data = st_texture_image_map(ctx->st, stImage, 0,
1219                                            PIPE_TRANSFER_WRITE,
1220                                            xoffset, yoffset,
1221                                            width, height);
1222
1223      block = stImage->pt->block;
1224      srcBlockStride = pf_get_stride(&block, width);
1225      dstBlockStride = stImage->transfer->stride;
1226   } else {
1227      assert(stImage->pt);
1228      /* TODO find good values for block and strides */
1229      /* TODO also adjust texImage->data for yoffset/xoffset */
1230      return;
1231   }
1232
1233   if (!texImage->Data) {
1234      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCompressedTexSubImage");
1235      return;
1236   }
1237
1238   assert(xoffset % block.width == 0);
1239   assert(yoffset % block.height == 0);
1240   assert(width % block.width == 0);
1241   assert(height % block.height == 0);
1242
1243   for (y = 0; y < height; y += block.height) {
1244      /* don't need to adjust for xoffset and yoffset as st_texture_image_map does that */
1245      const char *src = (const char*)data + srcBlockStride * pf_get_nblocksy(&block, y);
1246      char *dst = (char*)texImage->Data + dstBlockStride * pf_get_nblocksy(&block, y);
1247      memcpy(dst, src, pf_get_stride(&block, width));
1248   }
1249
1250   if (stImage->pt) {
1251      st_texture_image_unmap(ctx->st, stImage);
1252      texImage->Data = NULL;
1253   }
1254}
1255
1256
1257static void
1258st_CompressedTexSubImage3D(GLcontext *ctx, GLenum target, GLint level,
1259                           GLint xoffset, GLint yoffset, GLint zoffset,
1260                           GLsizei width, GLint height, GLint depth,
1261                           GLenum format,
1262                           GLsizei imageSize, const GLvoid *data,
1263                           struct gl_texture_object *texObj,
1264                           struct gl_texture_image *texImage)
1265{
1266   assert(0);
1267}
1268
1269
1270
1271/**
1272 * Do a CopyTexSubImage operation using a read transfer from the source,
1273 * a write transfer to the destination and get_tile()/put_tile() to access
1274 * the pixels/texels.
1275 *
1276 * Note: srcY=0=TOP of renderbuffer
1277 */
1278static void
1279fallback_copy_texsubimage(GLcontext *ctx, GLenum target, GLint level,
1280                          struct st_renderbuffer *strb,
1281                          struct st_texture_image *stImage,
1282                          GLenum baseFormat,
1283                          GLint destX, GLint destY, GLint destZ,
1284                          GLint srcX, GLint srcY,
1285                          GLsizei width, GLsizei height)
1286{
1287   struct pipe_context *pipe = ctx->st->pipe;
1288   struct pipe_screen *screen = pipe->screen;
1289   struct pipe_transfer *src_trans;
1290   GLvoid *texDest;
1291   enum pipe_transfer_usage transfer_usage;
1292
1293   assert(width <= MAX_WIDTH);
1294
1295   if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
1296      srcY = strb->Base.Height - srcY - height;
1297   }
1298
1299   src_trans = st_cond_flush_get_tex_transfer( st_context(ctx),
1300					       strb->texture,
1301					       0, 0, 0,
1302					       PIPE_TRANSFER_READ,
1303					       srcX, srcY,
1304					       width, height);
1305
1306   if (baseFormat == GL_DEPTH_COMPONENT &&
1307       pf_is_depth_and_stencil(stImage->pt->format))
1308      transfer_usage = PIPE_TRANSFER_READ_WRITE;
1309   else
1310      transfer_usage = PIPE_TRANSFER_WRITE;
1311
1312   st_teximage_flush_before_map(ctx->st, stImage->pt, 0, 0,
1313				transfer_usage);
1314
1315   texDest = st_texture_image_map(ctx->st, stImage, 0, transfer_usage,
1316                                  destX, destY, width, height);
1317
1318   if (baseFormat == GL_DEPTH_COMPONENT ||
1319       baseFormat == GL_DEPTH24_STENCIL8) {
1320      const GLboolean scaleOrBias = (ctx->Pixel.DepthScale != 1.0F ||
1321                                     ctx->Pixel.DepthBias != 0.0F);
1322      GLint row, yStep;
1323
1324      /* determine bottom-to-top vs. top-to-bottom order for src buffer */
1325      if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
1326         srcY = height - 1;
1327         yStep = -1;
1328      }
1329      else {
1330         srcY = 0;
1331         yStep = 1;
1332      }
1333
1334      /* To avoid a large temp memory allocation, do copy row by row */
1335      for (row = 0; row < height; row++, srcY += yStep) {
1336         uint data[MAX_WIDTH];
1337         pipe_get_tile_z(src_trans, 0, srcY, width, 1, data);
1338         if (scaleOrBias) {
1339            _mesa_scale_and_bias_depth_uint(ctx, width, data);
1340         }
1341         pipe_put_tile_z(stImage->transfer, 0, row, width, 1, data);
1342      }
1343   }
1344   else {
1345      /* RGBA format */
1346      GLfloat *tempSrc =
1347         (GLfloat *) _mesa_malloc(width * height * 4 * sizeof(GLfloat));
1348
1349      if (tempSrc && texDest) {
1350         const GLint dims = 2;
1351         const GLint dstRowStride = stImage->transfer->stride;
1352         struct gl_texture_image *texImage = &stImage->base;
1353         struct gl_pixelstore_attrib unpack = ctx->DefaultPacking;
1354
1355         if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
1356            unpack.Invert = GL_TRUE;
1357         }
1358
1359         /* get float/RGBA image from framebuffer */
1360         /* XXX this usually involves a lot of int/float conversion.
1361          * try to avoid that someday.
1362          */
1363         pipe_get_tile_rgba(src_trans, 0, 0, width, height, tempSrc);
1364
1365         /* Store into texture memory.
1366          * Note that this does some special things such as pixel transfer
1367          * ops and format conversion.  In particular, if the dest tex format
1368          * is actually RGBA but the user created the texture as GL_RGB we
1369          * need to fill-in/override the alpha channel with 1.0.
1370          */
1371         _mesa_texstore(ctx, dims,
1372                        texImage->_BaseFormat,
1373                        texImage->TexFormat,
1374                        texDest,
1375                        0, 0, 0,
1376                        dstRowStride,
1377                        texImage->ImageOffsets,
1378                        width, height, 1,
1379                        GL_RGBA, GL_FLOAT, tempSrc, /* src */
1380                        &unpack);
1381      }
1382      else {
1383         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
1384      }
1385
1386      if (tempSrc)
1387         _mesa_free(tempSrc);
1388   }
1389
1390   st_texture_image_unmap(ctx->st, stImage);
1391   screen->tex_transfer_destroy(src_trans);
1392}
1393
1394
1395static unsigned
1396compatible_src_dst_formats(const struct gl_renderbuffer *src,
1397                           const struct gl_texture_image *dst)
1398{
1399   const GLenum srcFormat = _mesa_get_format_base_format(src->Format);
1400   const GLenum dstLogicalFormat = _mesa_get_format_base_format(dst->TexFormat);
1401
1402   if (srcFormat == dstLogicalFormat) {
1403      /* This is the same as matching_base_formats, which should
1404       * always pass, as it did previously.
1405       */
1406      return TGSI_WRITEMASK_XYZW;
1407   }
1408   else if (srcFormat == GL_RGBA &&
1409            dstLogicalFormat == GL_RGB) {
1410      /* Add a single special case to cope with RGBA->RGB transfers,
1411       * setting A to 1.0 to cope with situations where the RGB
1412       * destination is actually stored as RGBA.
1413       */
1414      return TGSI_WRITEMASK_XYZ; /* A ==> 1.0 */
1415   }
1416   else {
1417      /* Otherwise fail.
1418       */
1419      return 0;
1420   }
1421}
1422
1423
1424
1425/**
1426 * Do a CopyTex[Sub]Image1/2/3D() using a hardware (blit) path if possible.
1427 * Note that the region to copy has already been clipped so we know we
1428 * won't read from outside the source renderbuffer's bounds.
1429 *
1430 * Note: srcY=0=Bottom of renderbuffer (GL convention)
1431 */
1432static void
1433st_copy_texsubimage(GLcontext *ctx,
1434                    GLenum target, GLint level,
1435                    GLint destX, GLint destY, GLint destZ,
1436                    GLint srcX, GLint srcY,
1437                    GLsizei width, GLsizei height)
1438{
1439   struct gl_texture_unit *texUnit =
1440      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1441   struct gl_texture_object *texObj =
1442      _mesa_select_tex_object(ctx, texUnit, target);
1443   struct gl_texture_image *texImage =
1444      _mesa_select_tex_image(ctx, texObj, target, level);
1445   struct st_texture_image *stImage = st_texture_image(texImage);
1446   const GLenum texBaseFormat = texImage->InternalFormat;
1447   struct gl_framebuffer *fb = ctx->ReadBuffer;
1448   struct st_renderbuffer *strb;
1449   struct pipe_context *pipe = ctx->st->pipe;
1450   struct pipe_screen *screen = pipe->screen;
1451   enum pipe_format dest_format, src_format;
1452   GLboolean use_fallback = GL_TRUE;
1453   GLboolean matching_base_formats;
1454   GLuint format_writemask;
1455   struct pipe_surface *dest_surface = NULL;
1456   GLboolean do_flip = (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP);
1457
1458   /* any rendering in progress must flushed before we grab the fb image */
1459   st_flush(ctx->st, PIPE_FLUSH_RENDER_CACHE, NULL);
1460
1461   /* make sure finalize_textures has been called?
1462    */
1463   if (0) st_validate_state(ctx->st);
1464
1465   /* determine if copying depth or color data */
1466   if (texBaseFormat == GL_DEPTH_COMPONENT ||
1467       texBaseFormat == GL_DEPTH24_STENCIL8) {
1468      strb = st_renderbuffer(fb->_DepthBuffer);
1469   }
1470   else if (texBaseFormat == GL_DEPTH_STENCIL_EXT) {
1471      strb = st_renderbuffer(fb->_StencilBuffer);
1472   }
1473   else {
1474      /* texBaseFormat == GL_RGB, GL_RGBA, GL_ALPHA, etc */
1475      strb = st_renderbuffer(fb->_ColorReadBuffer);
1476   }
1477
1478   if (!strb || !strb->surface || !stImage->pt) {
1479      debug_printf("%s: null strb or stImage\n", __FUNCTION__);
1480      return;
1481   }
1482
1483   if (srcX < 0) {
1484      width -= -srcX;
1485      destX += -srcX;
1486      srcX = 0;
1487   }
1488
1489   if (srcY < 0) {
1490      height -= -srcY;
1491      destY += -srcY;
1492      srcY = 0;
1493   }
1494
1495   if (destX < 0) {
1496      width -= -destX;
1497      srcX += -destX;
1498      destX = 0;
1499   }
1500
1501   if (destY < 0) {
1502      height -= -destY;
1503      srcY += -destY;
1504      destY = 0;
1505   }
1506
1507   if (width < 0 || height < 0)
1508      return;
1509
1510
1511   assert(strb);
1512   assert(strb->surface);
1513   assert(stImage->pt);
1514
1515   src_format = strb->surface->format;
1516   dest_format = stImage->pt->format;
1517
1518   /*
1519    * Determine if the src framebuffer and dest texture have the same
1520    * base format.  We need this to detect a case such as the framebuffer
1521    * being GL_RGBA but the texture being GL_RGB.  If the actual hardware
1522    * texture format stores RGBA we need to set A=1 (overriding the
1523    * framebuffer's alpha values).  We can't do that with the blit or
1524    * textured-quad paths.
1525    */
1526   matching_base_formats =
1527      (_mesa_get_format_base_format(strb->Base.Format) ==
1528       _mesa_get_format_base_format(texImage->TexFormat));
1529   format_writemask = compatible_src_dst_formats(&strb->Base, texImage);
1530
1531   if (ctx->_ImageTransferState == 0x0) {
1532
1533      if (matching_base_formats &&
1534          src_format == dest_format &&
1535          !do_flip)
1536      {
1537         /* use surface_copy() / blit */
1538
1539         dest_surface = screen->get_tex_surface(screen, stImage->pt,
1540                                                stImage->face, stImage->level,
1541                                                destZ,
1542                                                PIPE_BUFFER_USAGE_GPU_WRITE);
1543
1544         /* for surface_copy(), y=0=top, always */
1545         pipe->surface_copy(pipe,
1546                            /* dest */
1547                            dest_surface,
1548                            destX, destY,
1549                            /* src */
1550                            strb->surface,
1551                            srcX, srcY,
1552                            /* size */
1553                            width, height);
1554         use_fallback = GL_FALSE;
1555      }
1556      else if (format_writemask &&
1557               screen->is_format_supported(screen, src_format,
1558                                           PIPE_TEXTURE_2D,
1559                                           PIPE_TEXTURE_USAGE_SAMPLER,
1560                                           0) &&
1561               screen->is_format_supported(screen, dest_format,
1562                                           PIPE_TEXTURE_2D,
1563                                           PIPE_TEXTURE_USAGE_RENDER_TARGET,
1564                                           0)) {
1565         /* draw textured quad to do the copy */
1566         GLint srcY0, srcY1;
1567
1568         dest_surface = screen->get_tex_surface(screen, stImage->pt,
1569                                                stImage->face, stImage->level,
1570                                                destZ,
1571                                                PIPE_BUFFER_USAGE_GPU_WRITE);
1572
1573         if (do_flip) {
1574            srcY1 = strb->Base.Height - srcY - height;
1575            srcY0 = srcY1 + height;
1576         }
1577         else {
1578            srcY0 = srcY;
1579            srcY1 = srcY0 + height;
1580         }
1581         util_blit_pixels_writemask(ctx->st->blit,
1582                                    strb->surface,
1583                                    srcX, srcY0,
1584                                    srcX + width, srcY1,
1585                                    dest_surface,
1586                                    destX, destY,
1587                                    destX + width, destY + height,
1588                                    0.0, PIPE_TEX_MIPFILTER_NEAREST,
1589                                    format_writemask);
1590         use_fallback = GL_FALSE;
1591      }
1592
1593      if (dest_surface)
1594         pipe_surface_reference(&dest_surface, NULL);
1595   }
1596
1597   if (use_fallback) {
1598      /* software fallback */
1599      fallback_copy_texsubimage(ctx, target, level,
1600                                strb, stImage, texBaseFormat,
1601                                destX, destY, destZ,
1602                                srcX, srcY, width, height);
1603   }
1604}
1605
1606
1607
1608static void
1609st_CopyTexImage1D(GLcontext * ctx, GLenum target, GLint level,
1610                  GLenum internalFormat,
1611                  GLint x, GLint y, GLsizei width, GLint border)
1612{
1613   struct gl_texture_unit *texUnit =
1614      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1615   struct gl_texture_object *texObj =
1616      _mesa_select_tex_object(ctx, texUnit, target);
1617   struct gl_texture_image *texImage =
1618      _mesa_select_tex_image(ctx, texObj, target, level);
1619
1620   /* Setup or redefine the texture object, texture and texture
1621    * image.  Don't populate yet.
1622    */
1623   ctx->Driver.TexImage1D(ctx, target, level, internalFormat,
1624                          width, border,
1625                          GL_RGBA, CHAN_TYPE, NULL,
1626                          &ctx->DefaultPacking, texObj, texImage);
1627
1628   st_copy_texsubimage(ctx, target, level,
1629                       0, 0, 0,  /* destX,Y,Z */
1630                       x, y, width, 1);  /* src X, Y, size */
1631}
1632
1633
1634static void
1635st_CopyTexImage2D(GLcontext * ctx, GLenum target, GLint level,
1636                  GLenum internalFormat,
1637                  GLint x, GLint y, GLsizei width, GLsizei height,
1638                  GLint border)
1639{
1640   struct gl_texture_unit *texUnit =
1641      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1642   struct gl_texture_object *texObj =
1643      _mesa_select_tex_object(ctx, texUnit, target);
1644   struct gl_texture_image *texImage =
1645      _mesa_select_tex_image(ctx, texObj, target, level);
1646
1647   /* Setup or redefine the texture object, texture and texture
1648    * image.  Don't populate yet.
1649    */
1650   ctx->Driver.TexImage2D(ctx, target, level, internalFormat,
1651                          width, height, border,
1652                          GL_RGBA, CHAN_TYPE, NULL,
1653                          &ctx->DefaultPacking, texObj, texImage);
1654
1655   st_copy_texsubimage(ctx, target, level,
1656                       0, 0, 0,  /* destX,Y,Z */
1657                       x, y, width, height);  /* src X, Y, size */
1658}
1659
1660
1661static void
1662st_CopyTexSubImage1D(GLcontext * ctx, GLenum target, GLint level,
1663                     GLint xoffset, GLint x, GLint y, GLsizei width)
1664{
1665   const GLint yoffset = 0, zoffset = 0;
1666   const GLsizei height = 1;
1667   st_copy_texsubimage(ctx, target, level,
1668                       xoffset, yoffset, zoffset,  /* destX,Y,Z */
1669                       x, y, width, height);  /* src X, Y, size */
1670}
1671
1672
1673static void
1674st_CopyTexSubImage2D(GLcontext * ctx, GLenum target, GLint level,
1675                     GLint xoffset, GLint yoffset,
1676                     GLint x, GLint y, GLsizei width, GLsizei height)
1677{
1678   const GLint zoffset = 0;
1679   st_copy_texsubimage(ctx, target, level,
1680                       xoffset, yoffset, zoffset,  /* destX,Y,Z */
1681                       x, y, width, height);  /* src X, Y, size */
1682}
1683
1684
1685static void
1686st_CopyTexSubImage3D(GLcontext * ctx, GLenum target, GLint level,
1687                     GLint xoffset, GLint yoffset, GLint zoffset,
1688                     GLint x, GLint y, GLsizei width, GLsizei height)
1689{
1690   st_copy_texsubimage(ctx, target, level,
1691                       xoffset, yoffset, zoffset,  /* destX,Y,Z */
1692                       x, y, width, height);  /* src X, Y, size */
1693}
1694
1695
1696/**
1697 * Compute which mipmap levels that really need to be sent to the hardware.
1698 * This depends on the base image size, GL_TEXTURE_MIN_LOD,
1699 * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL.
1700 */
1701static void
1702calculate_first_last_level(struct st_texture_object *stObj)
1703{
1704   struct gl_texture_object *tObj = &stObj->base;
1705
1706   /* These must be signed values.  MinLod and MaxLod can be negative numbers,
1707    * and having firstLevel and lastLevel as signed prevents the need for
1708    * extra sign checks.
1709    */
1710   GLint firstLevel;
1711   GLint lastLevel;
1712
1713   /* Yes, this looks overly complicated, but it's all needed.
1714    */
1715   switch (tObj->Target) {
1716   case GL_TEXTURE_1D:
1717   case GL_TEXTURE_2D:
1718   case GL_TEXTURE_3D:
1719   case GL_TEXTURE_CUBE_MAP:
1720      if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) {
1721         /* GL_NEAREST and GL_LINEAR only care about GL_TEXTURE_BASE_LEVEL.
1722          */
1723         firstLevel = lastLevel = tObj->BaseLevel;
1724      }
1725      else {
1726         firstLevel = 0;
1727         lastLevel = MIN2(tObj->MaxLevel,
1728                          (int) tObj->Image[0][tObj->BaseLevel]->WidthLog2);
1729      }
1730      break;
1731   case GL_TEXTURE_RECTANGLE_NV:
1732   case GL_TEXTURE_4D_SGIS:
1733      firstLevel = lastLevel = 0;
1734      break;
1735   default:
1736      return;
1737   }
1738
1739   stObj->lastLevel = lastLevel;
1740}
1741
1742
1743static void
1744copy_image_data_to_texture(struct st_context *st,
1745			   struct st_texture_object *stObj,
1746                           GLuint dstLevel,
1747			   struct st_texture_image *stImage)
1748{
1749   if (stImage->pt) {
1750      /* Copy potentially with the blitter:
1751       */
1752      st_texture_image_copy(st->pipe,
1753                            stObj->pt, dstLevel,  /* dest texture, level */
1754                            stImage->pt, /* src texture */
1755                            stImage->face
1756                            );
1757
1758      pipe_texture_reference(&stImage->pt, NULL);
1759   }
1760   else if (stImage->base.Data) {
1761      assert(stImage->base.Data != NULL);
1762
1763      /* More straightforward upload.
1764       */
1765
1766      st_teximage_flush_before_map(st, stObj->pt, stImage->face, dstLevel,
1767				   PIPE_TRANSFER_WRITE);
1768
1769
1770      st_texture_image_data(st,
1771                            stObj->pt,
1772                            stImage->face,
1773                            dstLevel,
1774                            stImage->base.Data,
1775                            stImage->base.RowStride *
1776                            stObj->pt->block.size,
1777                            stImage->base.RowStride *
1778                            stImage->base.Height *
1779                            stObj->pt->block.size);
1780      _mesa_align_free(stImage->base.Data);
1781      stImage->base.Data = NULL;
1782   }
1783
1784   pipe_texture_reference(&stImage->pt, stObj->pt);
1785}
1786
1787
1788/**
1789 * Called during state validation.  When this function is finished,
1790 * the texture object should be ready for rendering.
1791 * \return GL_TRUE for success, GL_FALSE for failure (out of mem)
1792 */
1793GLboolean
1794st_finalize_texture(GLcontext *ctx,
1795		    struct pipe_context *pipe,
1796		    struct gl_texture_object *tObj,
1797		    GLboolean *needFlush)
1798{
1799   struct st_texture_object *stObj = st_texture_object(tObj);
1800   const GLuint nr_faces = (stObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
1801   GLuint cpp, face;
1802   struct st_texture_image *firstImage;
1803
1804   *needFlush = GL_FALSE;
1805
1806   /* We know/require this is true by now:
1807    */
1808   assert(stObj->base._Complete);
1809
1810   /* What levels must the texture include at a minimum?
1811    */
1812   calculate_first_last_level(stObj);
1813   firstImage = st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]);
1814
1815   /* If both firstImage and stObj point to a texture which can contain
1816    * all active images, favour firstImage.  Note that because of the
1817    * completeness requirement, we know that the image dimensions
1818    * will match.
1819    */
1820   if (firstImage->pt &&
1821       firstImage->pt != stObj->pt &&
1822       firstImage->pt->last_level >= stObj->lastLevel) {
1823      pipe_texture_reference(&stObj->pt, firstImage->pt);
1824   }
1825
1826   /* FIXME: determine format block instead of cpp */
1827   if (_mesa_is_format_compressed(firstImage->base.TexFormat)) {
1828      cpp = compressed_num_bytes(firstImage->base.TexFormat);
1829   }
1830   else {
1831      cpp = _mesa_get_format_bytes(firstImage->base.TexFormat);
1832   }
1833
1834   /* If we already have a gallium texture, check that it matches the texture
1835    * object's format, target, size, num_levels, etc.
1836    */
1837   if (stObj->pt) {
1838      const enum pipe_format fmt =
1839         st_mesa_format_to_pipe_format(firstImage->base.TexFormat);
1840      if (stObj->pt->target != gl_target_to_pipe(stObj->base.Target) ||
1841          stObj->pt->format != fmt ||
1842          stObj->pt->last_level < stObj->lastLevel ||
1843          stObj->pt->width[0] != firstImage->base.Width2 ||
1844          stObj->pt->height[0] != firstImage->base.Height2 ||
1845          stObj->pt->depth[0] != firstImage->base.Depth2 ||
1846          /* Nominal bytes per pixel: */
1847          stObj->pt->block.size / stObj->pt->block.width != cpp)
1848      {
1849         pipe_texture_reference(&stObj->pt, NULL);
1850         ctx->st->dirty.st |= ST_NEW_FRAMEBUFFER;
1851      }
1852   }
1853
1854   /* May need to create a new gallium texture:
1855    */
1856   if (!stObj->pt) {
1857      const enum pipe_format fmt =
1858         st_mesa_format_to_pipe_format(firstImage->base.TexFormat);
1859      GLuint usage = default_usage(fmt);
1860
1861      stObj->pt = st_texture_create(ctx->st,
1862                                    gl_target_to_pipe(stObj->base.Target),
1863                                    fmt,
1864                                    stObj->lastLevel,
1865                                    firstImage->base.Width2,
1866                                    firstImage->base.Height2,
1867                                    firstImage->base.Depth2,
1868                                    usage);
1869
1870      if (!stObj->pt) {
1871         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
1872         return GL_FALSE;
1873      }
1874   }
1875
1876   /* Pull in any images not in the object's texture:
1877    */
1878   for (face = 0; face < nr_faces; face++) {
1879      GLuint level;
1880      for (level = 0; level <= stObj->lastLevel; level++) {
1881         struct st_texture_image *stImage =
1882            st_texture_image(stObj->base.Image[face][stObj->base.BaseLevel + level]);
1883
1884         /* Need to import images in main memory or held in other textures.
1885          */
1886         if (stImage && stObj->pt != stImage->pt) {
1887            copy_image_data_to_texture(ctx->st, stObj, level, stImage);
1888	    *needFlush = GL_TRUE;
1889         }
1890      }
1891   }
1892
1893   return GL_TRUE;
1894}
1895
1896
1897/**
1898 * Returns pointer to a default/dummy texture.
1899 * This is typically used when the current shader has tex/sample instructions
1900 * but the user has not provided a (any) texture(s).
1901 */
1902struct gl_texture_object *
1903st_get_default_texture(struct st_context *st)
1904{
1905   if (!st->default_texture) {
1906      static const GLenum target = GL_TEXTURE_2D;
1907      GLubyte pixels[16][16][4];
1908      struct gl_texture_object *texObj;
1909      struct gl_texture_image *texImg;
1910      GLuint i, j;
1911
1912      /* The ARB_fragment_program spec says (0,0,0,1) should be returned
1913       * when attempting to sample incomplete textures.
1914       */
1915      for (i = 0; i < 16; i++) {
1916         for (j = 0; j < 16; j++) {
1917            pixels[i][j][0] = 0;
1918            pixels[i][j][1] = 0;
1919            pixels[i][j][2] = 0;
1920            pixels[i][j][3] = 255;
1921         }
1922      }
1923
1924      texObj = st->ctx->Driver.NewTextureObject(st->ctx, 0, target);
1925
1926      texImg = _mesa_get_tex_image(st->ctx, texObj, target, 0);
1927
1928      _mesa_init_teximage_fields(st->ctx, target, texImg,
1929                                 16, 16, 1, 0,  /* w, h, d, border */
1930                                 GL_RGBA);
1931
1932      st_TexImage(st->ctx, 2, target,
1933                  0, GL_RGBA,    /* level, intformat */
1934                  16, 16, 1, 0,  /* w, h, d, border */
1935                  GL_RGBA, GL_UNSIGNED_BYTE, pixels,
1936                  &st->ctx->DefaultPacking,
1937                  texObj, texImg,
1938                  0, 0);
1939
1940      texObj->MinFilter = GL_NEAREST;
1941      texObj->MagFilter = GL_NEAREST;
1942      texObj->_Complete = GL_TRUE;
1943
1944      st->default_texture = texObj;
1945   }
1946   return st->default_texture;
1947}
1948
1949
1950void
1951st_init_texture_functions(struct dd_function_table *functions)
1952{
1953   functions->ChooseTextureFormat = st_ChooseTextureFormat;
1954   functions->TexImage1D = st_TexImage1D;
1955   functions->TexImage2D = st_TexImage2D;
1956   functions->TexImage3D = st_TexImage3D;
1957   functions->TexSubImage1D = st_TexSubImage1D;
1958   functions->TexSubImage2D = st_TexSubImage2D;
1959   functions->TexSubImage3D = st_TexSubImage3D;
1960   functions->CompressedTexSubImage1D = st_CompressedTexSubImage1D;
1961   functions->CompressedTexSubImage2D = st_CompressedTexSubImage2D;
1962   functions->CompressedTexSubImage3D = st_CompressedTexSubImage3D;
1963   functions->CopyTexImage1D = st_CopyTexImage1D;
1964   functions->CopyTexImage2D = st_CopyTexImage2D;
1965   functions->CopyTexSubImage1D = st_CopyTexSubImage1D;
1966   functions->CopyTexSubImage2D = st_CopyTexSubImage2D;
1967   functions->CopyTexSubImage3D = st_CopyTexSubImage3D;
1968   functions->GenerateMipmap = st_generate_mipmap;
1969
1970   functions->GetTexImage = st_GetTexImage;
1971
1972   /* compressed texture functions */
1973   functions->CompressedTexImage2D = st_CompressedTexImage2D;
1974   functions->GetCompressedTexImage = st_GetCompressedTexImage;
1975
1976   functions->NewTextureObject = st_NewTextureObject;
1977   functions->NewTextureImage = st_NewTextureImage;
1978   functions->DeleteTexture = st_DeleteTextureObject;
1979   functions->FreeTexImageData = st_FreeTextureImageData;
1980   functions->UpdateTexturePalette = 0;
1981
1982   functions->TextureMemCpy = do_memcpy;
1983
1984   /* XXX Temporary until we can query pipe's texture sizes */
1985   functions->TestProxyTexImage = _mesa_test_proxy_teximage;
1986}
1987