st_cb_texture.c revision 4617981ec72f7985941bee4b03c534d97ff96bc6
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/imports.h"
29#if FEATURE_convolve
30#include "main/convolve.h"
31#endif
32#include "main/enums.h"
33#include "main/image.h"
34#include "main/macros.h"
35#include "main/mipmap.h"
36#include "main/pixel.h"
37#include "main/texcompress.h"
38#include "main/texformat.h"
39#include "main/teximage.h"
40#include "main/texobj.h"
41#include "main/texstore.h"
42
43#include "state_tracker/st_context.h"
44#include "state_tracker/st_cb_fbo.h"
45#include "state_tracker/st_cb_texture.h"
46#include "state_tracker/st_format.h"
47#include "state_tracker/st_public.h"
48#include "state_tracker/st_texture.h"
49#include "state_tracker/st_gen_mipmap.h"
50
51#include "pipe/p_context.h"
52#include "pipe/p_defines.h"
53#include "pipe/p_inlines.h"
54#include "util/u_tile.h"
55#include "util/u_blit.h"
56
57
58#define DBG if (0) printf
59
60
61static enum pipe_texture_target
62gl_target_to_pipe(GLenum target)
63{
64   switch (target) {
65   case GL_TEXTURE_1D:
66      return PIPE_TEXTURE_1D;
67
68   case GL_TEXTURE_2D:
69   case GL_TEXTURE_RECTANGLE_NV:
70      return PIPE_TEXTURE_2D;
71
72   case GL_TEXTURE_3D:
73      return PIPE_TEXTURE_3D;
74
75   case GL_TEXTURE_CUBE_MAP_ARB:
76      return PIPE_TEXTURE_CUBE;
77
78   default:
79      assert(0);
80      return 0;
81   }
82}
83
84
85/**
86 * Return nominal bytes per texel for a compressed format, 0 for non-compressed
87 * format.
88 */
89static int
90compressed_num_bytes(GLuint mesaFormat)
91{
92   switch(mesaFormat) {
93#if FEATURE_texture_fxt1
94   case MESA_FORMAT_RGB_FXT1:
95   case MESA_FORMAT_RGBA_FXT1:
96#endif
97#if FEATURE_texture_s3tc
98   case MESA_FORMAT_RGB_DXT1:
99   case MESA_FORMAT_RGBA_DXT1:
100      return 2;
101   case MESA_FORMAT_RGBA_DXT3:
102   case MESA_FORMAT_RGBA_DXT5:
103      return 4;
104#endif
105   default:
106      return 0;
107   }
108}
109
110
111/** called via ctx->Driver.NewTextureImage() */
112static struct gl_texture_image *
113st_NewTextureImage(GLcontext * ctx)
114{
115   DBG("%s\n", __FUNCTION__);
116   (void) ctx;
117   return (struct gl_texture_image *) CALLOC_STRUCT(st_texture_image);
118}
119
120
121/** called via ctx->Driver.NewTextureObject() */
122static struct gl_texture_object *
123st_NewTextureObject(GLcontext * ctx, GLuint name, GLenum target)
124{
125   struct st_texture_object *obj = CALLOC_STRUCT(st_texture_object);
126
127   DBG("%s\n", __FUNCTION__);
128   _mesa_initialize_texture_object(&obj->base, name, target);
129
130   return &obj->base;
131}
132
133/** called via ctx->Driver.DeleteTextureImage() */
134static void
135st_DeleteTextureObject(GLcontext *ctx,
136                       struct gl_texture_object *texObj)
137{
138   struct st_texture_object *stObj = st_texture_object(texObj);
139   if (stObj->pt)
140      pipe_texture_reference(&stObj->pt, NULL);
141
142   _mesa_delete_texture_object(ctx, texObj);
143}
144
145
146/** called via ctx->Driver.FreeTexImageData() */
147static void
148st_FreeTextureImageData(GLcontext * ctx, struct gl_texture_image *texImage)
149{
150   struct st_texture_image *stImage = st_texture_image(texImage);
151
152   DBG("%s\n", __FUNCTION__);
153
154   if (stImage->pt) {
155      pipe_texture_reference(&stImage->pt, NULL);
156   }
157
158   if (texImage->Data) {
159      _mesa_align_free(texImage->Data);
160      texImage->Data = NULL;
161   }
162}
163
164
165/**
166 * From linux kernel i386 header files, copes with odd sizes better
167 * than COPY_DWORDS would:
168 * XXX Put this in src/mesa/main/imports.h ???
169 */
170#if defined(i386) || defined(__i386__)
171static INLINE void *
172__memcpy(void *to, const void *from, size_t n)
173{
174   int d0, d1, d2;
175   __asm__ __volatile__("rep ; movsl\n\t"
176                        "testb $2,%b4\n\t"
177                        "je 1f\n\t"
178                        "movsw\n"
179                        "1:\ttestb $1,%b4\n\t"
180                        "je 2f\n\t"
181                        "movsb\n" "2:":"=&c"(d0), "=&D"(d1), "=&S"(d2)
182                        :"0"(n / 4), "q"(n), "1"((long) to), "2"((long) from)
183                        :"memory");
184   return (to);
185}
186#else
187#define __memcpy(a,b,c) memcpy(a,b,c)
188#endif
189
190
191/**
192 * The system memcpy (at least on ubuntu 5.10) has problems copying
193 * to agp (writecombined) memory from a source which isn't 64-byte
194 * aligned - there is a 4x performance falloff.
195 *
196 * The x86 __memcpy is immune to this but is slightly slower
197 * (10%-ish) than the system memcpy.
198 *
199 * The sse_memcpy seems to have a slight cliff at 64/32 bytes, but
200 * isn't much faster than x86_memcpy for agp copies.
201 *
202 * TODO: switch dynamically.
203 */
204static void *
205do_memcpy(void *dest, const void *src, size_t n)
206{
207   if ((((unsigned) src) & 63) || (((unsigned) dest) & 63)) {
208      return __memcpy(dest, src, n);
209   }
210   else
211      return memcpy(dest, src, n);
212}
213
214
215static int
216logbase2(int n)
217{
218   GLint i = 1, log2 = 0;
219   while (n > i) {
220      i *= 2;
221      log2++;
222   }
223   return log2;
224}
225
226
227/**
228 * Allocate a pipe_texture object for the given st_texture_object using
229 * the given st_texture_image to guess the mipmap size/levels.
230 *
231 * [comments...]
232 * Otherwise, store it in memory if (Border != 0) or (any dimension ==
233 * 1).
234 *
235 * Otherwise, if max_level >= level >= min_level, create texture with
236 * space for images from min_level down to max_level.
237 *
238 * Otherwise, create texture with space for images from (level 0)..(1x1).
239 * Consider pruning this texture at a validation if the saving is worth it.
240 */
241static void
242guess_and_alloc_texture(struct st_context *st,
243			struct st_texture_object *stObj,
244			const struct st_texture_image *stImage)
245{
246   GLuint firstLevel;
247   GLuint lastLevel;
248   GLuint width = stImage->base.Width2;  /* size w/out border */
249   GLuint height = stImage->base.Height2;
250   GLuint depth = stImage->base.Depth2;
251   GLuint i, comp_byte = 0;
252   enum pipe_format fmt;
253
254   DBG("%s\n", __FUNCTION__);
255
256   assert(!stObj->pt);
257
258   if (stObj->pt &&
259       (GLint) stImage->level > stObj->base.BaseLevel &&
260       (stImage->base.Width == 1 ||
261        (stObj->base.Target != GL_TEXTURE_1D &&
262         stImage->base.Height == 1) ||
263        (stObj->base.Target == GL_TEXTURE_3D &&
264         stImage->base.Depth == 1)))
265      return;
266
267   /* If this image disrespects BaseLevel, allocate from level zero.
268    * Usually BaseLevel == 0, so it's unlikely to happen.
269    */
270   if ((GLint) stImage->level < stObj->base.BaseLevel)
271      firstLevel = 0;
272   else
273      firstLevel = stObj->base.BaseLevel;
274
275
276   /* Figure out image dimensions at start level.
277    */
278   for (i = stImage->level; i > firstLevel; i--) {
279      if (width != 1)
280         width <<= 1;
281      if (height != 1)
282         height <<= 1;
283      if (depth != 1)
284         depth <<= 1;
285   }
286
287   if (width == 0 || height == 0 || depth == 0) {
288      /* no texture needed */
289      return;
290   }
291
292   /* Guess a reasonable value for lastLevel.  This is probably going
293    * to be wrong fairly often and might mean that we have to look at
294    * resizable buffers, or require that buffers implement lazy
295    * pagetable arrangements.
296    */
297   if ((stObj->base.MinFilter == GL_NEAREST ||
298        stObj->base.MinFilter == GL_LINEAR) &&
299       stImage->level == firstLevel) {
300      lastLevel = firstLevel;
301   }
302   else {
303      GLuint l2width = logbase2(width);
304      GLuint l2height = logbase2(height);
305      GLuint l2depth = logbase2(depth);
306      lastLevel = firstLevel + MAX2(MAX2(l2width, l2height), l2depth);
307   }
308
309   if (stImage->base.IsCompressed)
310      comp_byte = compressed_num_bytes(stImage->base.TexFormat->MesaFormat);
311
312   fmt = st_mesa_format_to_pipe_format(stImage->base.TexFormat->MesaFormat);
313   stObj->pt = st_texture_create(st,
314                                 gl_target_to_pipe(stObj->base.Target),
315                                 fmt,
316                                 lastLevel,
317                                 width,
318                                 height,
319                                 depth,
320                                 comp_byte,
321                                 ( (pf_is_depth_stencil(fmt) ?
322                                   PIPE_TEXTURE_USAGE_DEPTH_STENCIL :
323                                   PIPE_TEXTURE_USAGE_RENDER_TARGET) |
324                                   PIPE_TEXTURE_USAGE_SAMPLER ));
325
326   DBG("%s - success\n", __FUNCTION__);
327}
328
329
330/**
331 * Adjust pixel unpack params and image dimensions to strip off the
332 * texture border.
333 * Gallium doesn't support texture borders.  They've seldem been used
334 * and seldom been implemented correctly anyway.
335 * \param unpackNew  returns the new pixel unpack parameters
336 */
337static void
338strip_texture_border(GLint border,
339                     GLint *width, GLint *height, GLint *depth,
340                     const struct gl_pixelstore_attrib *unpack,
341                     struct gl_pixelstore_attrib *unpackNew)
342{
343   assert(border > 0);  /* sanity check */
344
345   *unpackNew = *unpack;
346
347   if (unpackNew->RowLength == 0)
348      unpackNew->RowLength = *width;
349
350   if (depth && unpackNew->ImageHeight == 0)
351      unpackNew->ImageHeight = *height;
352
353   unpackNew->SkipPixels += border;
354   if (height)
355      unpackNew->SkipRows += border;
356   if (depth)
357      unpackNew->SkipImages += border;
358
359   assert(*width >= 3);
360   *width = *width - 2 * border;
361   if (height && *height >= 3)
362      *height = *height - 2 * border;
363   if (depth && *depth >= 3)
364      *depth = *depth - 2 * border;
365}
366
367
368/**
369 * Do glTexImage1/2/3D().
370 */
371static void
372st_TexImage(GLcontext * ctx,
373            GLint dims,
374            GLenum target, GLint level,
375            GLint internalFormat,
376            GLint width, GLint height, GLint depth,
377            GLint border,
378            GLenum format, GLenum type, const void *pixels,
379            const struct gl_pixelstore_attrib *unpack,
380            struct gl_texture_object *texObj,
381            struct gl_texture_image *texImage,
382            GLsizei imageSize, int compressed)
383{
384   struct st_texture_object *stObj = st_texture_object(texObj);
385   struct st_texture_image *stImage = st_texture_image(texImage);
386   GLint postConvWidth, postConvHeight;
387   GLint texelBytes, sizeInBytes;
388   GLuint dstRowStride;
389   struct gl_pixelstore_attrib unpackNB;
390
391   DBG("%s target %s level %d %dx%dx%d border %d\n", __FUNCTION__,
392       _mesa_lookup_enum_by_nr(target), level, width, height, depth, border);
393
394   /* gallium does not support texture borders, strip it off */
395   if (border) {
396      strip_texture_border(border, &width, &height, &depth,
397                           unpack, &unpackNB);
398      unpack = &unpackNB;
399      texImage->Width = width;
400      texImage->Height = height;
401      texImage->Depth = depth;
402      texImage->Border = 0;
403      border = 0;
404   }
405
406   postConvWidth = width;
407   postConvHeight = height;
408
409   stImage->face = _mesa_tex_target_to_face(target);
410   stImage->level = level;
411
412#if FEATURE_convolve
413   if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) {
414      _mesa_adjust_image_for_convolution(ctx, dims, &postConvWidth,
415                                         &postConvHeight);
416   }
417#endif
418
419   /* choose the texture format */
420   texImage->TexFormat = st_ChooseTextureFormat(ctx, internalFormat,
421                                                format, type);
422
423   _mesa_set_fetch_functions(texImage, dims);
424
425   if (texImage->TexFormat->TexelBytes == 0) {
426      /* must be a compressed format */
427      texelBytes = 0;
428      texImage->IsCompressed = GL_TRUE;
429      texImage->CompressedSize =
430	 ctx->Driver.CompressedTextureSize(ctx, texImage->Width,
431					   texImage->Height, texImage->Depth,
432					   texImage->TexFormat->MesaFormat);
433   }
434   else {
435      texelBytes = texImage->TexFormat->TexelBytes;
436
437      /* Minimum pitch of 32 bytes */
438      if (postConvWidth * texelBytes < 32) {
439	 postConvWidth = 32 / texelBytes;
440	 texImage->RowStride = postConvWidth;
441      }
442
443      /* we'll set RowStride elsewhere when the texture is a "mapped" state */
444      /*assert(texImage->RowStride == postConvWidth);*/
445   }
446
447   /* Release the reference to a potentially orphaned buffer.
448    * Release any old malloced memory.
449    */
450   if (stImage->pt) {
451      pipe_texture_reference(&stImage->pt, NULL);
452      assert(!texImage->Data);
453   }
454   else if (texImage->Data) {
455      _mesa_align_free(texImage->Data);
456   }
457
458   if (width == 0 || height == 0 || depth == 0) {
459      /* stop after freeing old image */
460      return;
461   }
462
463   /* If this is the only mipmap level in the texture, could call
464    * bmBufferData with NULL data to free the old block and avoid
465    * waiting on any outstanding fences.
466    */
467   if (stObj->pt &&
468       (stObj->teximage_realloc ||
469        (/*stObj->pt->first_level == level &&*/
470         stObj->pt->last_level == level &&
471         stObj->pt->target != PIPE_TEXTURE_CUBE &&
472         !st_texture_match_image(stObj->pt, &stImage->base,
473                                 stImage->face, stImage->level)))) {
474
475      DBG("release it\n");
476      pipe_texture_reference(&stObj->pt, NULL);
477      assert(!stObj->pt);
478      stObj->teximage_realloc = FALSE;
479   }
480
481   if (!stObj->pt) {
482      guess_and_alloc_texture(ctx->st, stObj, stImage);
483      if (!stObj->pt) {
484         /* Probably out of memory.
485          * Try flushing any pending rendering, then retry.
486          */
487         st_finish(ctx->st);
488         guess_and_alloc_texture(ctx->st, stObj, stImage);
489         if (!stObj->pt) {
490            _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
491            return;
492         }
493      }
494   }
495
496   assert(!stImage->pt);
497
498   if (stObj->pt &&
499       st_texture_match_image(stObj->pt, &stImage->base,
500                                 stImage->face, stImage->level)) {
501
502      pipe_texture_reference(&stImage->pt, stObj->pt);
503      assert(stImage->pt);
504   }
505
506   if (!stImage->pt)
507      DBG("XXX: Image did not fit into texture - storing in local memory!\n");
508
509   /* st_CopyTexImage calls this function with pixels == NULL, with
510    * the expectation that the texture will be set up but nothing
511    * more will be done.  This is where those calls return:
512    */
513   if (compressed) {
514      pixels = _mesa_validate_pbo_compressed_teximage(ctx, imageSize, pixels,
515						      unpack,
516						      "glCompressedTexImage");
517   } else {
518      pixels = _mesa_validate_pbo_teximage(ctx, dims, width, height, 1,
519					   format, type,
520					   pixels, unpack, "glTexImage");
521   }
522   if (!pixels)
523      return;
524
525   if (stImage->pt) {
526      texImage->Data = st_texture_image_map(ctx->st, stImage, 0,
527                                            PIPE_TRANSFER_WRITE, 0, 0,
528                                            stImage->base.Width,
529                                            stImage->base.Height);
530      dstRowStride = stImage->transfer->stride;
531   }
532   else {
533      /* Allocate regular memory and store the image there temporarily.   */
534      if (texImage->IsCompressed) {
535         sizeInBytes = texImage->CompressedSize;
536         dstRowStride =
537            _mesa_compressed_row_stride(texImage->TexFormat->MesaFormat, width);
538         assert(dims != 3);
539      }
540      else {
541         dstRowStride = postConvWidth * texelBytes;
542         sizeInBytes = depth * dstRowStride * postConvHeight;
543      }
544
545      texImage->Data = _mesa_align_malloc(sizeInBytes, 16);
546   }
547
548   if (!texImage->Data) {
549      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
550      return;
551   }
552
553   DBG("Upload image %dx%dx%d row_len %x pitch %x\n",
554       width, height, depth, width * texelBytes, dstRowStride);
555
556   /* Copy data.  Would like to know when it's ok for us to eg. use
557    * the blitter to copy.  Or, use the hardware to do the format
558    * conversion and copy:
559    */
560   if (compressed) {
561      memcpy(texImage->Data, pixels, imageSize);
562   }
563   else {
564      GLuint srcImageStride = _mesa_image_image_stride(unpack, width, height,
565						       format, type);
566      int i;
567      const GLubyte *src = (const GLubyte *) pixels;
568
569      for (i = 0; i++ < depth;) {
570	 if (!texImage->TexFormat->StoreImage(ctx, dims,
571					      texImage->_BaseFormat,
572					      texImage->TexFormat,
573					      texImage->Data,
574					      0, 0, 0, /* dstX/Y/Zoffset */
575					      dstRowStride,
576					      texImage->ImageOffsets,
577					      width, height, 1,
578					      format, type, src, unpack)) {
579	    _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
580	 }
581
582	 if (stImage->pt && i < depth) {
583	    st_texture_image_unmap(ctx->st, stImage);
584	    texImage->Data = st_texture_image_map(ctx->st, stImage, i,
585                                                  PIPE_TRANSFER_WRITE, 0, 0,
586                                                  stImage->base.Width,
587                                                  stImage->base.Height);
588	    src += srcImageStride;
589	 }
590      }
591   }
592
593   _mesa_unmap_teximage_pbo(ctx, unpack);
594
595   if (stImage->pt) {
596      st_texture_image_unmap(ctx->st, stImage);
597      texImage->Data = NULL;
598   }
599
600   if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
601      ctx->Driver.GenerateMipmap(ctx, target, texObj);
602   }
603}
604
605
606static void
607st_TexImage3D(GLcontext * ctx,
608              GLenum target, GLint level,
609              GLint internalFormat,
610              GLint width, GLint height, GLint depth,
611              GLint border,
612              GLenum format, GLenum type, const void *pixels,
613              const struct gl_pixelstore_attrib *unpack,
614              struct gl_texture_object *texObj,
615              struct gl_texture_image *texImage)
616{
617   st_TexImage(ctx, 3, target, level,
618                 internalFormat, width, height, depth, border,
619                 format, type, pixels, unpack, texObj, texImage, 0, 0);
620}
621
622
623static void
624st_TexImage2D(GLcontext * ctx,
625              GLenum target, GLint level,
626              GLint internalFormat,
627              GLint width, GLint height, GLint border,
628              GLenum format, GLenum type, const void *pixels,
629              const struct gl_pixelstore_attrib *unpack,
630              struct gl_texture_object *texObj,
631              struct gl_texture_image *texImage)
632{
633   st_TexImage(ctx, 2, target, level,
634                 internalFormat, width, height, 1, border,
635                 format, type, pixels, unpack, texObj, texImage, 0, 0);
636}
637
638
639static void
640st_TexImage1D(GLcontext * ctx,
641              GLenum target, GLint level,
642              GLint internalFormat,
643              GLint width, GLint border,
644              GLenum format, GLenum type, const void *pixels,
645              const struct gl_pixelstore_attrib *unpack,
646              struct gl_texture_object *texObj,
647              struct gl_texture_image *texImage)
648{
649   st_TexImage(ctx, 1, target, level,
650                 internalFormat, width, 1, 1, border,
651                 format, type, pixels, unpack, texObj, texImage, 0, 0);
652}
653
654
655static void
656st_CompressedTexImage2D(GLcontext *ctx, GLenum target, GLint level,
657                        GLint internalFormat,
658                        GLint width, GLint height, GLint border,
659                        GLsizei imageSize, const GLvoid *data,
660                        struct gl_texture_object *texObj,
661                        struct gl_texture_image *texImage)
662{
663   st_TexImage(ctx, 2, target, level,
664		 internalFormat, width, height, 1, border,
665		 0, 0, data, &ctx->Unpack, texObj, texImage, imageSize, 1);
666}
667
668
669/**
670 * Need to map texture image into memory before copying image data,
671 * then unmap it.
672 */
673static void
674st_get_tex_image(GLcontext * ctx, GLenum target, GLint level,
675                 GLenum format, GLenum type, GLvoid * pixels,
676                 struct gl_texture_object *texObj,
677                 struct gl_texture_image *texImage, int compressed)
678{
679   struct st_texture_image *stImage = st_texture_image(texImage);
680   GLuint dstImageStride = _mesa_image_image_stride(&ctx->Pack,
681                                                    texImage->Width,
682						    texImage->Height,
683                                                    format, type);
684   GLuint depth;
685   GLuint i;
686   GLubyte *dest;
687
688   /* Map */
689   if (stImage->pt) {
690      /* Image is stored in hardware format in a buffer managed by the
691       * kernel.  Need to explicitly map and unmap it.
692       */
693      texImage->Data = st_texture_image_map(ctx->st, stImage, 0,
694                                            PIPE_TRANSFER_READ, 0, 0,
695                                            stImage->base.Width,
696                                            stImage->base.Height);
697      texImage->RowStride = stImage->transfer->stride / stImage->pt->block.size;
698   }
699   else {
700      /* Otherwise, the image should actually be stored in
701       * texImage->Data.  This is pretty confusing for
702       * everybody, I'd much prefer to separate the two functions of
703       * texImage->Data - storage for texture images in main memory
704       * and access (ie mappings) of images.  In other words, we'd
705       * create a new texImage->Map field and leave Data simply for
706       * storage.
707       */
708      assert(texImage->Data);
709   }
710
711   depth = texImage->Depth;
712   texImage->Depth = 1;
713
714   dest = (GLubyte *) pixels;
715
716   for (i = 0; i++ < depth;) {
717      if (compressed) {
718	 _mesa_get_compressed_teximage(ctx, target, level, dest,
719				       texObj, texImage);
720      } else {
721	 _mesa_get_teximage(ctx, target, level, format, type, dest,
722			    texObj, texImage);
723      }
724
725      if (stImage->pt && i < depth) {
726	 st_texture_image_unmap(ctx->st, stImage);
727	 texImage->Data = st_texture_image_map(ctx->st, stImage, i,
728                                               PIPE_TRANSFER_READ, 0, 0,
729                                               stImage->base.Width,
730                                               stImage->base.Height);
731	 dest += dstImageStride;
732      }
733   }
734
735   texImage->Depth = depth;
736
737   /* Unmap */
738   if (stImage->pt) {
739      st_texture_image_unmap(ctx->st, stImage);
740      texImage->Data = NULL;
741   }
742}
743
744
745static void
746st_GetTexImage(GLcontext * ctx, GLenum target, GLint level,
747               GLenum format, GLenum type, GLvoid * pixels,
748               struct gl_texture_object *texObj,
749               struct gl_texture_image *texImage)
750{
751   st_get_tex_image(ctx, target, level, format, type, pixels,
752                    texObj, texImage, 0);
753}
754
755
756static void
757st_GetCompressedTexImage(GLcontext *ctx, GLenum target, GLint level,
758                         GLvoid *pixels,
759                         struct gl_texture_object *texObj,
760                         struct gl_texture_image *texImage)
761{
762   st_get_tex_image(ctx, target, level, 0, 0, pixels,
763                    (struct gl_texture_object *) texObj,
764                    (struct gl_texture_image *) texImage, 1);
765}
766
767
768
769static void
770st_TexSubimage(GLcontext * ctx,
771               GLint dims,
772               GLenum target, GLint level,
773               GLint xoffset, GLint yoffset, GLint zoffset,
774               GLint width, GLint height, GLint depth,
775               GLenum format, GLenum type, const void *pixels,
776               const struct gl_pixelstore_attrib *packing,
777               struct gl_texture_object *texObj,
778               struct gl_texture_image *texImage)
779{
780   struct st_texture_image *stImage = st_texture_image(texImage);
781   GLuint dstRowStride;
782   GLuint srcImageStride = _mesa_image_image_stride(packing, width, height,
783						    format, type);
784   int i;
785   const GLubyte *src;
786
787   DBG("%s target %s level %d offset %d,%d %dx%d\n", __FUNCTION__,
788       _mesa_lookup_enum_by_nr(target),
789       level, xoffset, yoffset, width, height);
790
791   pixels =
792      _mesa_validate_pbo_teximage(ctx, dims, width, height, depth, format,
793                                  type, pixels, packing, "glTexSubImage2D");
794   if (!pixels)
795      return;
796
797   /* Map buffer if necessary.  Need to lock to prevent other contexts
798    * from uploading the buffer under us.
799    */
800   if (stImage->pt) {
801      texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset,
802                                            PIPE_TRANSFER_WRITE,
803                                            xoffset, yoffset,
804                                            stImage->base.Width,
805                                            stImage->base.Height);
806      dstRowStride = stImage->transfer->stride;
807   }
808
809   if (!texImage->Data) {
810      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
811      return;
812   }
813
814   src = (const GLubyte *) pixels;
815
816   for (i = 0; i++ < depth;) {
817      if (!texImage->TexFormat->StoreImage(ctx, dims, texImage->_BaseFormat,
818					   texImage->TexFormat,
819					   texImage->Data,
820					   xoffset, yoffset, 0,
821					   dstRowStride,
822					   texImage->ImageOffsets,
823					   width, height, 1,
824					   format, type, src, packing)) {
825	 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
826      }
827
828      if (stImage->pt && i < depth) {
829         /* map next slice of 3D texture */
830	 st_texture_image_unmap(ctx->st, stImage);
831	 texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset + i,
832                                               PIPE_TRANSFER_WRITE,
833                                               xoffset, yoffset,
834                                               stImage->base.Width,
835                                               stImage->base.Height);
836	 src += srcImageStride;
837      }
838   }
839
840   if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
841      ctx->Driver.GenerateMipmap(ctx, target, texObj);
842   }
843
844   _mesa_unmap_teximage_pbo(ctx, packing);
845
846   if (stImage->pt) {
847      st_texture_image_unmap(ctx->st, stImage);
848      texImage->Data = NULL;
849   }
850}
851
852
853
854static void
855st_TexSubImage3D(GLcontext * ctx,
856                   GLenum target,
857                   GLint level,
858                   GLint xoffset, GLint yoffset, GLint zoffset,
859                   GLsizei width, GLsizei height, GLsizei depth,
860                   GLenum format, GLenum type,
861                   const GLvoid * pixels,
862                   const struct gl_pixelstore_attrib *packing,
863                   struct gl_texture_object *texObj,
864                   struct gl_texture_image *texImage)
865{
866   st_TexSubimage(ctx, 3, target, level,
867                  xoffset, yoffset, zoffset,
868                  width, height, depth,
869                  format, type, pixels, packing, texObj, texImage);
870}
871
872
873static void
874st_TexSubImage2D(GLcontext * ctx,
875                   GLenum target,
876                   GLint level,
877                   GLint xoffset, GLint yoffset,
878                   GLsizei width, GLsizei height,
879                   GLenum format, GLenum type,
880                   const GLvoid * pixels,
881                   const struct gl_pixelstore_attrib *packing,
882                   struct gl_texture_object *texObj,
883                   struct gl_texture_image *texImage)
884{
885   st_TexSubimage(ctx, 2, target, level,
886                  xoffset, yoffset, 0,
887                  width, height, 1,
888                  format, type, pixels, packing, texObj, texImage);
889}
890
891
892static void
893st_TexSubImage1D(GLcontext * ctx,
894                   GLenum target,
895                   GLint level,
896                   GLint xoffset,
897                   GLsizei width,
898                   GLenum format, GLenum type,
899                   const GLvoid * pixels,
900                   const struct gl_pixelstore_attrib *packing,
901                   struct gl_texture_object *texObj,
902                   struct gl_texture_image *texImage)
903{
904   st_TexSubimage(ctx, 1, target, level,
905                  xoffset, 0, 0,
906                  width, 1, 1,
907                  format, type, pixels, packing, texObj, texImage);
908}
909
910
911
912/**
913 * Do a CopyTexSubImage operation using a read transfer from the source, a write
914 * transfer to the destination and get_tile()/put_tile() to access the pixels/texels.
915 *
916 * Note: srcY=0=TOP of renderbuffer
917 */
918static void
919fallback_copy_texsubimage(GLcontext *ctx,
920                          GLenum target,
921                          GLint level,
922                          struct st_renderbuffer *strb,
923                          struct st_texture_image *stImage,
924                          GLenum baseFormat,
925                          GLint destX, GLint destY, GLint destZ,
926                          GLint srcX, GLint srcY,
927                          GLsizei width, GLsizei height)
928{
929   struct pipe_context *pipe = ctx->st->pipe;
930   struct pipe_screen *screen = pipe->screen;
931   struct pipe_transfer *src_trans;
932   GLvoid *texDest;
933
934   assert(width <= MAX_WIDTH);
935
936   if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
937      srcY = strb->Base.Height - 1 - srcY;
938   }
939
940   src_trans = pipe->screen->get_tex_transfer( pipe->screen,
941                                               strb->texture,
942                                               0, 0, 0,
943                                               PIPE_TRANSFER_READ,
944                                               srcX, srcY,
945                                               width, height);
946
947   texDest = st_texture_image_map(ctx->st, stImage, 0, PIPE_TRANSFER_WRITE,
948                                  destX, destY, width, height);
949
950   if (baseFormat == GL_DEPTH_COMPONENT) {
951      const GLboolean scaleOrBias = (ctx->Pixel.DepthScale != 1.0F ||
952                                     ctx->Pixel.DepthBias != 0.0F);
953      GLint row, yStep;
954
955      /* determine bottom-to-top vs. top-to-bottom order for src buffer */
956      if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
957         srcY = height - 1 - srcY;
958         yStep = -1;
959      }
960      else {
961         srcY = 0;
962         yStep = 1;
963      }
964
965      /* To avoid a large temp memory allocation, do copy row by row */
966      for (row = 0; row < height; row++, srcY += yStep) {
967         uint data[MAX_WIDTH];
968         pipe_get_tile_z(src_trans, 0, srcY, width, 1, data);
969         if (scaleOrBias) {
970            _mesa_scale_and_bias_depth_uint(ctx, width, data);
971         }
972         pipe_put_tile_z(stImage->transfer, 0, row, width, 1, data);
973      }
974   }
975   else {
976      /* RGBA format */
977      GLfloat *tempSrc =
978         (GLfloat *) _mesa_malloc(width * height * 4 * sizeof(GLfloat));
979
980      if (tempSrc && texDest) {
981         const GLint dims = 2;
982         struct gl_texture_image *texImage = &stImage->base;
983         GLint dstRowStride = stImage->transfer->stride;
984         struct gl_pixelstore_attrib unpack = ctx->DefaultPacking;
985
986         if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
987            unpack.Invert = GL_TRUE;
988         }
989
990         /* get float/RGBA image from framebuffer */
991         /* XXX this usually involves a lot of int/float conversion.
992          * try to avoid that someday.
993          */
994         pipe_get_tile_rgba(src_trans, 0, 0, width, height, tempSrc);
995
996         /* Store into texture memory.
997          * Note that this does some special things such as pixel transfer
998          * ops and format conversion.  In particular, if the dest tex format
999          * is actually RGBA but the user created the texture as GL_RGB we
1000          * need to fill-in/override the alpha channel with 1.0.
1001          */
1002         texImage->TexFormat->StoreImage(ctx, dims,
1003                                         texImage->_BaseFormat,
1004                                         texImage->TexFormat,
1005                                         texDest,
1006                                         0, 0, 0,
1007                                         dstRowStride,
1008                                         texImage->ImageOffsets,
1009                                         width, height, 1,
1010                                         GL_RGBA, GL_FLOAT, tempSrc, /* src */
1011                                         &unpack);
1012      }
1013      else {
1014         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
1015      }
1016
1017      if (tempSrc)
1018         _mesa_free(tempSrc);
1019   }
1020
1021   st_texture_image_unmap(ctx->st, stImage);
1022   screen->tex_transfer_release(screen, &src_trans);
1023}
1024
1025
1026/**
1027 * Do a CopyTex[Sub]Image1/2/3D() using a hardware (blit) path if possible.
1028 * Note that the region to copy has already been clipped so we know we
1029 * won't read from outside the source renderbuffer's bounds.
1030 *
1031 * Note: srcY=0=Bottom of renderbuffer (GL convention)
1032 */
1033static void
1034st_copy_texsubimage(GLcontext *ctx,
1035                    GLenum target, GLint level,
1036                    GLint destX, GLint destY, GLint destZ,
1037                    GLint srcX, GLint srcY,
1038                    GLsizei width, GLsizei height)
1039{
1040   struct gl_texture_unit *texUnit =
1041      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1042   struct gl_texture_object *texObj =
1043      _mesa_select_tex_object(ctx, texUnit, target);
1044   struct gl_texture_image *texImage =
1045      _mesa_select_tex_image(ctx, texObj, target, level);
1046   struct st_texture_image *stImage = st_texture_image(texImage);
1047   const GLenum texBaseFormat = texImage->InternalFormat;
1048   struct gl_framebuffer *fb = ctx->ReadBuffer;
1049   struct st_renderbuffer *strb;
1050   struct pipe_context *pipe = ctx->st->pipe;
1051   struct pipe_screen *screen = pipe->screen;
1052   enum pipe_format dest_format, src_format;
1053   GLboolean use_fallback = GL_TRUE;
1054   GLboolean matching_base_formats;
1055
1056   /* any rendering in progress must complete before we grab the fb image */
1057   st_finish(ctx->st);
1058
1059   /* determine if copying depth or color data */
1060   if (texBaseFormat == GL_DEPTH_COMPONENT) {
1061      strb = st_renderbuffer(fb->_DepthBuffer);
1062   }
1063   else if (texBaseFormat == GL_DEPTH_STENCIL_EXT) {
1064      strb = st_renderbuffer(fb->_StencilBuffer);
1065   }
1066   else {
1067      /* texBaseFormat == GL_RGB, GL_RGBA, GL_ALPHA, etc */
1068      strb = st_renderbuffer(fb->_ColorReadBuffer);
1069   }
1070
1071   assert(strb);
1072   assert(strb->surface);
1073   assert(stImage->pt);
1074
1075   src_format = strb->surface->format;
1076   dest_format = stImage->pt->format;
1077
1078   /*
1079    * Determine if the src framebuffer and dest texture have the same
1080    * base format.  We need this to detect a case such as the framebuffer
1081    * being GL_RGBA but the texture being GL_RGB.  If the actual hardware
1082    * texture format stores RGBA we need to set A=1 (overriding the
1083    * framebuffer's alpha values).  We can't do that with the blit or
1084    * textured-quad paths.
1085    */
1086   matching_base_formats = (strb->Base._BaseFormat == texImage->_BaseFormat);
1087
1088   if (matching_base_formats && ctx->_ImageTransferState == 0x0) {
1089      /* try potential hardware path */
1090      struct pipe_surface *dest_surface = NULL;
1091
1092      if (src_format == dest_format) {
1093         /* use surface_copy() / blit */
1094         boolean do_flip = (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP);
1095
1096         dest_surface = screen->get_tex_surface(screen, stImage->pt,
1097                                                stImage->face, stImage->level,
1098                                                destZ,
1099                                                PIPE_BUFFER_USAGE_GPU_WRITE);
1100         if (do_flip)
1101            srcY = strb->surface->height - srcY - height;
1102
1103         /* for surface_copy(), y=0=top, always */
1104         pipe->surface_copy(pipe,
1105                            do_flip,
1106                            /* dest */
1107                            dest_surface,
1108                            destX, destY,
1109                            /* src */
1110                            strb->surface,
1111                            srcX, srcY,
1112                            /* size */
1113                            width, height);
1114         use_fallback = GL_FALSE;
1115      }
1116      else if (screen->is_format_supported(screen, src_format,
1117                                           PIPE_TEXTURE_2D,
1118                                           PIPE_TEXTURE_USAGE_SAMPLER,
1119                                           0) &&
1120               screen->is_format_supported(screen, dest_format,
1121                                           PIPE_TEXTURE_2D,
1122                                           PIPE_TEXTURE_USAGE_RENDER_TARGET,
1123                                           0)) {
1124         /* draw textured quad to do the copy */
1125         boolean do_flip = (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP);
1126         int srcY0, srcY1;
1127
1128         dest_surface = screen->get_tex_surface(screen, stImage->pt,
1129                                                stImage->face, stImage->level,
1130                                                destZ,
1131                                                PIPE_BUFFER_USAGE_GPU_WRITE);
1132
1133         if (do_flip) {
1134            srcY1 = strb->Base.Height - srcY - height;
1135            srcY0 = srcY1 + height;
1136         }
1137         else {
1138            srcY0 = srcY;
1139            srcY1 = srcY0 + height;
1140         }
1141         util_blit_pixels(ctx->st->blit,
1142                          strb->surface,
1143                          srcX, srcY0,
1144                          srcX + width, srcY1,
1145                          dest_surface,
1146                          destX, destY,
1147                          destX + width, destY + height,
1148                          0.0, PIPE_TEX_MIPFILTER_NEAREST);
1149         use_fallback = GL_FALSE;
1150      }
1151
1152      if (dest_surface)
1153         pipe_surface_reference(&dest_surface, NULL);
1154   }
1155
1156   if (use_fallback) {
1157      /* software fallback */
1158      fallback_copy_texsubimage(ctx, target, level,
1159                                strb, stImage, texBaseFormat,
1160                                destX, destY, destZ,
1161                                srcX, srcY, width, height);
1162   }
1163
1164   if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
1165      ctx->Driver.GenerateMipmap(ctx, target, texObj);
1166   }
1167}
1168
1169
1170
1171static void
1172st_CopyTexImage1D(GLcontext * ctx, GLenum target, GLint level,
1173                  GLenum internalFormat,
1174                  GLint x, GLint y, GLsizei width, GLint border)
1175{
1176   struct gl_texture_unit *texUnit =
1177      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1178   struct gl_texture_object *texObj =
1179      _mesa_select_tex_object(ctx, texUnit, target);
1180   struct gl_texture_image *texImage =
1181      _mesa_select_tex_image(ctx, texObj, target, level);
1182
1183#if 0
1184   if (border)
1185      goto fail;
1186#endif
1187
1188   /* Setup or redefine the texture object, texture and texture
1189    * image.  Don't populate yet.
1190    */
1191   ctx->Driver.TexImage1D(ctx, target, level, internalFormat,
1192                          width, border,
1193                          GL_RGBA, CHAN_TYPE, NULL,
1194                          &ctx->DefaultPacking, texObj, texImage);
1195
1196   st_copy_texsubimage(ctx, target, level,
1197                       0, 0, 0,  /* destX,Y,Z */
1198                       x, y, width, 1);  /* src X, Y, size */
1199}
1200
1201
1202static void
1203st_CopyTexImage2D(GLcontext * ctx, GLenum target, GLint level,
1204                  GLenum internalFormat,
1205                  GLint x, GLint y, GLsizei width, GLsizei height,
1206                  GLint border)
1207{
1208   struct gl_texture_unit *texUnit =
1209      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1210   struct gl_texture_object *texObj =
1211      _mesa_select_tex_object(ctx, texUnit, target);
1212   struct gl_texture_image *texImage =
1213      _mesa_select_tex_image(ctx, texObj, target, level);
1214
1215   /* Setup or redefine the texture object, texture and texture
1216    * image.  Don't populate yet.
1217    */
1218   ctx->Driver.TexImage2D(ctx, target, level, internalFormat,
1219                          width, height, border,
1220                          GL_RGBA, CHAN_TYPE, NULL,
1221                          &ctx->DefaultPacking, texObj, texImage);
1222
1223   st_copy_texsubimage(ctx, target, level,
1224                       0, 0, 0,  /* destX,Y,Z */
1225                       x, y, width, height);  /* src X, Y, size */
1226}
1227
1228
1229static void
1230st_CopyTexSubImage1D(GLcontext * ctx, GLenum target, GLint level,
1231                     GLint xoffset, GLint x, GLint y, GLsizei width)
1232{
1233   const GLint yoffset = 0, zoffset = 0;
1234   const GLsizei height = 1;
1235   st_copy_texsubimage(ctx, target, level,
1236                       xoffset, yoffset, zoffset,  /* destX,Y,Z */
1237                       x, y, width, height);  /* src X, Y, size */
1238}
1239
1240
1241static void
1242st_CopyTexSubImage2D(GLcontext * ctx, GLenum target, GLint level,
1243                     GLint xoffset, GLint yoffset,
1244                     GLint x, GLint y, GLsizei width, GLsizei height)
1245{
1246   const GLint zoffset = 0;
1247   st_copy_texsubimage(ctx, target, level,
1248                       xoffset, yoffset, zoffset,  /* destX,Y,Z */
1249                       x, y, width, height);  /* src X, Y, size */
1250}
1251
1252
1253static void
1254st_CopyTexSubImage3D(GLcontext * ctx, GLenum target, GLint level,
1255                     GLint xoffset, GLint yoffset, GLint zoffset,
1256                     GLint x, GLint y, GLsizei width, GLsizei height)
1257{
1258   st_copy_texsubimage(ctx, target, level,
1259                       xoffset, yoffset, zoffset,  /* destX,Y,Z */
1260                       x, y, width, height);  /* src X, Y, size */
1261}
1262
1263
1264/**
1265 * Compute which mipmap levels that really need to be sent to the hardware.
1266 * This depends on the base image size, GL_TEXTURE_MIN_LOD,
1267 * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL.
1268 */
1269static void
1270calculate_first_last_level(struct st_texture_object *stObj)
1271{
1272   struct gl_texture_object *tObj = &stObj->base;
1273
1274   /* These must be signed values.  MinLod and MaxLod can be negative numbers,
1275    * and having firstLevel and lastLevel as signed prevents the need for
1276    * extra sign checks.
1277    */
1278   int firstLevel;
1279   int lastLevel;
1280
1281   /* Yes, this looks overly complicated, but it's all needed.
1282    */
1283   switch (tObj->Target) {
1284   case GL_TEXTURE_1D:
1285   case GL_TEXTURE_2D:
1286   case GL_TEXTURE_3D:
1287   case GL_TEXTURE_CUBE_MAP:
1288      if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) {
1289         /* GL_NEAREST and GL_LINEAR only care about GL_TEXTURE_BASE_LEVEL.
1290          */
1291         firstLevel = lastLevel = tObj->BaseLevel;
1292      }
1293      else {
1294         firstLevel = 0;
1295         lastLevel = MIN2(tObj->MaxLevel,
1296                          (int) tObj->Image[0][tObj->BaseLevel]->WidthLog2);
1297      }
1298      break;
1299   case GL_TEXTURE_RECTANGLE_NV:
1300   case GL_TEXTURE_4D_SGIS:
1301      firstLevel = lastLevel = 0;
1302      break;
1303   default:
1304      return;
1305   }
1306
1307   stObj->lastLevel = lastLevel;
1308}
1309
1310
1311static void
1312copy_image_data_to_texture(struct st_context *st,
1313			   struct st_texture_object *stObj,
1314                           GLuint dstLevel,
1315			   struct st_texture_image *stImage)
1316{
1317   if (stImage->pt) {
1318      /* Copy potentially with the blitter:
1319       */
1320      st_texture_image_copy(st->pipe,
1321                            stObj->pt, dstLevel,  /* dest texture, level */
1322                            stImage->pt, /* src texture */
1323                            stImage->face
1324                            );
1325
1326      pipe_texture_reference(&stImage->pt, NULL);
1327   }
1328   else if (stImage->base.Data) {
1329      assert(stImage->base.Data != NULL);
1330
1331      /* More straightforward upload.
1332       */
1333      st_texture_image_data(st->pipe,
1334                               stObj->pt,
1335                               stImage->face,
1336                               dstLevel,
1337                               stImage->base.Data,
1338                               stImage->base.RowStride *
1339                               stObj->pt->block.size,
1340                               stImage->base.RowStride *
1341                               stImage->base.Height *
1342                               stObj->pt->block.size);
1343      _mesa_align_free(stImage->base.Data);
1344      stImage->base.Data = NULL;
1345   }
1346
1347   pipe_texture_reference(&stImage->pt, stObj->pt);
1348}
1349
1350
1351/**
1352 * Called during state validation.  When this function is finished,
1353 * the texture object should be ready for rendering.
1354 * \return GL_TRUE for success, GL_FALSE for failure (out of mem)
1355 */
1356GLboolean
1357st_finalize_texture(GLcontext *ctx,
1358		    struct pipe_context *pipe,
1359		    struct gl_texture_object *tObj,
1360		    GLboolean *needFlush)
1361{
1362   struct st_texture_object *stObj = st_texture_object(tObj);
1363   const GLuint nr_faces = (stObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
1364   int comp_byte = 0;
1365   int cpp;
1366   GLuint face;
1367   struct st_texture_image *firstImage;
1368
1369   *needFlush = GL_FALSE;
1370
1371   /* We know/require this is true by now:
1372    */
1373   assert(stObj->base._Complete);
1374
1375   /* What levels must the texture include at a minimum?
1376    */
1377   calculate_first_last_level(stObj);
1378   firstImage = st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]);
1379
1380   /* If both firstImage and stObj point to a texture which can contain
1381    * all active images, favour firstImage.  Note that because of the
1382    * completeness requirement, we know that the image dimensions
1383    * will match.
1384    */
1385   if (firstImage->pt &&
1386       firstImage->pt != stObj->pt &&
1387       firstImage->pt->last_level >= stObj->lastLevel) {
1388
1389      pipe_texture_reference(&stObj->pt, firstImage->pt);
1390   }
1391
1392   /* FIXME: determine format block instead of cpp */
1393   if (firstImage->base.IsCompressed) {
1394      comp_byte = compressed_num_bytes(firstImage->base.TexFormat->MesaFormat);
1395      cpp = comp_byte;
1396   }
1397   else {
1398      cpp = firstImage->base.TexFormat->TexelBytes;
1399   }
1400
1401   /* If we already have a gallium texture, check that it matches the texture
1402    * object's format, target, size, num_levels, etc.
1403    */
1404   if (stObj->pt) {
1405      const enum pipe_format fmt =
1406         st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat);
1407      if (stObj->pt->target != gl_target_to_pipe(stObj->base.Target) ||
1408          stObj->pt->format != fmt ||
1409          stObj->pt->last_level < stObj->lastLevel ||
1410          stObj->pt->width[0] != firstImage->base.Width2 ||
1411          stObj->pt->height[0] != firstImage->base.Height2 ||
1412          stObj->pt->depth[0] != firstImage->base.Depth2 ||
1413          stObj->pt->block.size != cpp ||
1414          stObj->pt->block.width != 1 ||
1415          stObj->pt->block.height != 1 ||
1416          stObj->pt->compressed != firstImage->base.IsCompressed) {
1417         pipe_texture_release(&stObj->pt);
1418         ctx->st->dirty.st |= ST_NEW_FRAMEBUFFER;
1419      }
1420   }
1421
1422   /* May need to create a new gallium texture:
1423    */
1424   if (!stObj->pt) {
1425      const enum pipe_format fmt =
1426         st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat);
1427      stObj->pt = st_texture_create(ctx->st,
1428                                    gl_target_to_pipe(stObj->base.Target),
1429                                    fmt,
1430                                    stObj->lastLevel,
1431                                    firstImage->base.Width2,
1432                                    firstImage->base.Height2,
1433                                    firstImage->base.Depth2,
1434                                    comp_byte,
1435                                    ( (pf_is_depth_stencil(fmt) ?
1436                                      PIPE_TEXTURE_USAGE_DEPTH_STENCIL :
1437                                      PIPE_TEXTURE_USAGE_RENDER_TARGET) |
1438                                      PIPE_TEXTURE_USAGE_SAMPLER ));
1439
1440      if (!stObj->pt) {
1441         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
1442         return GL_FALSE;
1443      }
1444   }
1445
1446   /* Pull in any images not in the object's texture:
1447    */
1448   for (face = 0; face < nr_faces; face++) {
1449      GLuint level;
1450      for (level = 0; level <= stObj->lastLevel; level++) {
1451         struct st_texture_image *stImage =
1452            st_texture_image(stObj->base.Image[face][stObj->base.BaseLevel + level]);
1453
1454         /* Need to import images in main memory or held in other textures.
1455          */
1456         if (stImage && stObj->pt != stImage->pt) {
1457            copy_image_data_to_texture(ctx->st, stObj, level, stImage);
1458	    *needFlush = GL_TRUE;
1459         }
1460      }
1461   }
1462
1463   return GL_TRUE;
1464}
1465
1466
1467/**
1468 * Returns pointer to a default/dummy texture.
1469 * This is typically used when the current shader has tex/sample instructions
1470 * but the user has not provided a (any) texture(s).
1471 */
1472struct gl_texture_object *
1473st_get_default_texture(struct st_context *st)
1474{
1475   if (!st->default_texture) {
1476      static const GLenum target = GL_TEXTURE_2D;
1477      GLubyte pixels[16][16][4];
1478      struct gl_texture_object *texObj;
1479      struct gl_texture_image *texImg;
1480
1481      /* init image to gray */
1482      memset(pixels, 127, sizeof(pixels));
1483
1484      texObj = st->ctx->Driver.NewTextureObject(st->ctx, 0, target);
1485
1486      texImg = _mesa_get_tex_image(st->ctx, texObj, target, 0);
1487
1488      _mesa_init_teximage_fields(st->ctx, target, texImg,
1489                                 16, 16, 1, 0,  /* w, h, d, border */
1490                                 GL_RGBA);
1491
1492      st_TexImage(st->ctx, 2, target,
1493                  0, GL_RGBA,    /* level, intformat */
1494                  16, 16, 1, 0,  /* w, h, d, border */
1495                  GL_RGBA, GL_UNSIGNED_BYTE, pixels,
1496                  &st->ctx->DefaultPacking,
1497                  texObj, texImg,
1498                  0, 0);
1499
1500      texObj->MinFilter = GL_NEAREST;
1501      texObj->MagFilter = GL_NEAREST;
1502      texObj->_Complete = GL_TRUE;
1503
1504      st->default_texture = texObj;
1505   }
1506   return st->default_texture;
1507}
1508
1509
1510void
1511st_init_texture_functions(struct dd_function_table *functions)
1512{
1513   functions->ChooseTextureFormat = st_ChooseTextureFormat;
1514   functions->TexImage1D = st_TexImage1D;
1515   functions->TexImage2D = st_TexImage2D;
1516   functions->TexImage3D = st_TexImage3D;
1517   functions->TexSubImage1D = st_TexSubImage1D;
1518   functions->TexSubImage2D = st_TexSubImage2D;
1519   functions->TexSubImage3D = st_TexSubImage3D;
1520   functions->CopyTexImage1D = st_CopyTexImage1D;
1521   functions->CopyTexImage2D = st_CopyTexImage2D;
1522   functions->CopyTexSubImage1D = st_CopyTexSubImage1D;
1523   functions->CopyTexSubImage2D = st_CopyTexSubImage2D;
1524   functions->CopyTexSubImage3D = st_CopyTexSubImage3D;
1525   functions->GenerateMipmap = st_generate_mipmap;
1526
1527   functions->GetTexImage = st_GetTexImage;
1528
1529   /* compressed texture functions */
1530   functions->CompressedTexImage2D = st_CompressedTexImage2D;
1531   functions->GetCompressedTexImage = st_GetCompressedTexImage;
1532   functions->CompressedTextureSize = _mesa_compressed_texture_size;
1533
1534   functions->NewTextureObject = st_NewTextureObject;
1535   functions->NewTextureImage = st_NewTextureImage;
1536   functions->DeleteTexture = st_DeleteTextureObject;
1537   functions->FreeTexImageData = st_FreeTextureImageData;
1538   functions->UpdateTexturePalette = 0;
1539
1540   functions->TextureMemCpy = do_memcpy;
1541
1542   /* XXX Temporary until we can query pipe's texture sizes */
1543   functions->TestProxyTexImage = _mesa_test_proxy_teximage;
1544}
1545