st_cb_texture.c revision 8fda97afb8b7a03415dbca6d83691d2d6461126c
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/image.h"
35#include "main/imports.h"
36#include "main/macros.h"
37#include "main/mipmap.h"
38#include "main/pixel.h"
39#include "main/texcompress.h"
40#include "main/texformat.h"
41#include "main/texgetimage.h"
42#include "main/teximage.h"
43#include "main/texobj.h"
44#include "main/texstore.h"
45
46#include "state_tracker/st_context.h"
47#include "state_tracker/st_cb_fbo.h"
48#include "state_tracker/st_cb_texture.h"
49#include "state_tracker/st_format.h"
50#include "state_tracker/st_public.h"
51#include "state_tracker/st_texture.h"
52#include "state_tracker/st_gen_mipmap.h"
53#include "state_tracker/st_inlines.h"
54#include "state_tracker/st_atom.h"
55
56#include "pipe/p_context.h"
57#include "pipe/p_defines.h"
58#include "pipe/p_inlines.h"
59#include "pipe/p_shader_tokens.h"
60#include "util/u_tile.h"
61#include "util/u_blit.h"
62#include "util/u_surface.h"
63#include "util/u_math.h"
64
65
66#define DBG if (0) printf
67
68
69static enum pipe_texture_target
70gl_target_to_pipe(GLenum target)
71{
72   switch (target) {
73   case GL_TEXTURE_1D:
74      return PIPE_TEXTURE_1D;
75
76   case GL_TEXTURE_2D:
77   case GL_TEXTURE_RECTANGLE_NV:
78      return PIPE_TEXTURE_2D;
79
80   case GL_TEXTURE_3D:
81      return PIPE_TEXTURE_3D;
82
83   case GL_TEXTURE_CUBE_MAP_ARB:
84      return PIPE_TEXTURE_CUBE;
85
86   default:
87      assert(0);
88      return 0;
89   }
90}
91
92
93/**
94 * Return nominal bytes per texel for a compressed format, 0 for non-compressed
95 * format.
96 */
97static GLuint
98compressed_num_bytes(GLuint mesaFormat)
99{
100   switch(mesaFormat) {
101#if FEATURE_texture_fxt1
102   case MESA_FORMAT_RGB_FXT1:
103   case MESA_FORMAT_RGBA_FXT1:
104#endif
105#if FEATURE_texture_s3tc
106   case MESA_FORMAT_RGB_DXT1:
107   case MESA_FORMAT_RGBA_DXT1:
108      return 2;
109   case MESA_FORMAT_RGBA_DXT3:
110   case MESA_FORMAT_RGBA_DXT5:
111      return 4;
112#endif
113   default:
114      return 0;
115   }
116}
117
118
119static GLboolean
120is_compressed_mesa_format(const struct gl_texture_format *format)
121{
122   switch (format->MesaFormat) {
123   case MESA_FORMAT_RGB_DXT1:
124   case MESA_FORMAT_RGBA_DXT1:
125   case MESA_FORMAT_RGBA_DXT3:
126   case MESA_FORMAT_RGBA_DXT5:
127   case MESA_FORMAT_SRGB_DXT1:
128   case MESA_FORMAT_SRGBA_DXT1:
129   case MESA_FORMAT_SRGBA_DXT3:
130   case MESA_FORMAT_SRGBA_DXT5:
131      return GL_TRUE;
132   default:
133      return GL_FALSE;
134   }
135}
136
137
138/** called via ctx->Driver.NewTextureImage() */
139static struct gl_texture_image *
140st_NewTextureImage(GLcontext * ctx)
141{
142   DBG("%s\n", __FUNCTION__);
143   (void) ctx;
144   return (struct gl_texture_image *) ST_CALLOC_STRUCT(st_texture_image);
145}
146
147
148/** called via ctx->Driver.NewTextureObject() */
149static struct gl_texture_object *
150st_NewTextureObject(GLcontext * ctx, GLuint name, GLenum target)
151{
152   struct st_texture_object *obj = ST_CALLOC_STRUCT(st_texture_object);
153
154   DBG("%s\n", __FUNCTION__);
155   _mesa_initialize_texture_object(&obj->base, name, target);
156
157   return &obj->base;
158}
159
160/** called via ctx->Driver.DeleteTextureImage() */
161static void
162st_DeleteTextureObject(GLcontext *ctx,
163                       struct gl_texture_object *texObj)
164{
165   struct st_texture_object *stObj = st_texture_object(texObj);
166   if (stObj->pt)
167      pipe_texture_reference(&stObj->pt, NULL);
168
169   _mesa_delete_texture_object(ctx, texObj);
170}
171
172
173/** called via ctx->Driver.FreeTexImageData() */
174static void
175st_FreeTextureImageData(GLcontext * ctx, struct gl_texture_image *texImage)
176{
177   struct st_texture_image *stImage = st_texture_image(texImage);
178
179   DBG("%s\n", __FUNCTION__);
180
181   if (stImage->pt) {
182      pipe_texture_reference(&stImage->pt, NULL);
183   }
184
185   if (texImage->Data) {
186      _mesa_align_free(texImage->Data);
187      texImage->Data = NULL;
188   }
189}
190
191
192/**
193 * From linux kernel i386 header files, copes with odd sizes better
194 * than COPY_DWORDS would:
195 * XXX Put this in src/mesa/main/imports.h ???
196 */
197#if defined(PIPE_CC_GCC) && defined(PIPE_ARCH_X86)
198static INLINE void *
199__memcpy(void *to, const void *from, size_t n)
200{
201   int d0, d1, d2;
202   __asm__ __volatile__("rep ; movsl\n\t"
203                        "testb $2,%b4\n\t"
204                        "je 1f\n\t"
205                        "movsw\n"
206                        "1:\ttestb $1,%b4\n\t"
207                        "je 2f\n\t"
208                        "movsb\n" "2:":"=&c"(d0), "=&D"(d1), "=&S"(d2)
209                        :"0"(n / 4), "q"(n), "1"((long) to), "2"((long) from)
210                        :"memory");
211   return (to);
212}
213#else
214#define __memcpy(a,b,c) memcpy(a,b,c)
215#endif
216
217
218/**
219 * The system memcpy (at least on ubuntu 5.10) has problems copying
220 * to agp (writecombined) memory from a source which isn't 64-byte
221 * aligned - there is a 4x performance falloff.
222 *
223 * The x86 __memcpy is immune to this but is slightly slower
224 * (10%-ish) than the system memcpy.
225 *
226 * The sse_memcpy seems to have a slight cliff at 64/32 bytes, but
227 * isn't much faster than x86_memcpy for agp copies.
228 *
229 * TODO: switch dynamically.
230 */
231static void *
232do_memcpy(void *dest, const void *src, size_t n)
233{
234   if ((((unsigned long) src) & 63) || (((unsigned long) dest) & 63)) {
235      return __memcpy(dest, src, n);
236   }
237   else
238      return memcpy(dest, src, n);
239}
240
241
242/**
243 * Return default texture usage bitmask for the given texture format.
244 */
245static GLuint
246default_usage(enum pipe_format fmt)
247{
248   GLuint usage = PIPE_TEXTURE_USAGE_SAMPLER;
249   if (pf_is_depth_stencil(fmt))
250      usage |= PIPE_TEXTURE_USAGE_DEPTH_STENCIL;
251   else
252      usage |= PIPE_TEXTURE_USAGE_RENDER_TARGET;
253   return usage;
254}
255
256
257/**
258 * Allocate a pipe_texture object for the given st_texture_object using
259 * the given st_texture_image to guess the mipmap size/levels.
260 *
261 * [comments...]
262 * Otherwise, store it in memory if (Border != 0) or (any dimension ==
263 * 1).
264 *
265 * Otherwise, if max_level >= level >= min_level, create texture with
266 * space for images from min_level down to max_level.
267 *
268 * Otherwise, create texture with space for images from (level 0)..(1x1).
269 * Consider pruning this texture at a validation if the saving is worth it.
270 */
271static void
272guess_and_alloc_texture(struct st_context *st,
273			struct st_texture_object *stObj,
274			const struct st_texture_image *stImage)
275{
276   GLuint firstLevel;
277   GLuint lastLevel;
278   GLuint width = stImage->base.Width2;  /* size w/out border */
279   GLuint height = stImage->base.Height2;
280   GLuint depth = stImage->base.Depth2;
281   GLuint i, usage;
282   enum pipe_format fmt;
283
284   DBG("%s\n", __FUNCTION__);
285
286   assert(!stObj->pt);
287
288   if (stObj->pt &&
289       (GLint) stImage->level > stObj->base.BaseLevel &&
290       (stImage->base.Width == 1 ||
291        (stObj->base.Target != GL_TEXTURE_1D &&
292         stImage->base.Height == 1) ||
293        (stObj->base.Target == GL_TEXTURE_3D &&
294         stImage->base.Depth == 1)))
295      return;
296
297   /* If this image disrespects BaseLevel, allocate from level zero.
298    * Usually BaseLevel == 0, so it's unlikely to happen.
299    */
300   if ((GLint) stImage->level < stObj->base.BaseLevel)
301      firstLevel = 0;
302   else
303      firstLevel = stObj->base.BaseLevel;
304
305
306   /* Figure out image dimensions at start level.
307    */
308   for (i = stImage->level; i > firstLevel; i--) {
309      if (width != 1)
310         width <<= 1;
311      if (height != 1)
312         height <<= 1;
313      if (depth != 1)
314         depth <<= 1;
315   }
316
317   if (width == 0 || height == 0 || depth == 0) {
318      /* no texture needed */
319      return;
320   }
321
322   /* Guess a reasonable value for lastLevel.  This is probably going
323    * to be wrong fairly often and might mean that we have to look at
324    * resizable buffers, or require that buffers implement lazy
325    * pagetable arrangements.
326    */
327   if ((stObj->base.MinFilter == GL_NEAREST ||
328        stObj->base.MinFilter == GL_LINEAR ||
329        stImage->base._BaseFormat == GL_DEPTH_COMPONENT ||
330        stImage->base._BaseFormat == GL_DEPTH_STENCIL_EXT) &&
331       stImage->level == firstLevel) {
332      lastLevel = firstLevel;
333   }
334   else {
335      GLuint l2width = util_logbase2(width);
336      GLuint l2height = util_logbase2(height);
337      GLuint l2depth = util_logbase2(depth);
338      lastLevel = firstLevel + MAX2(MAX2(l2width, l2height), l2depth);
339   }
340
341   fmt = st_mesa_format_to_pipe_format(stImage->base.TexFormat->MesaFormat);
342
343   usage = default_usage(fmt);
344
345   stObj->pt = st_texture_create(st,
346                                 gl_target_to_pipe(stObj->base.Target),
347                                 fmt,
348                                 lastLevel,
349                                 width,
350                                 height,
351                                 depth,
352                                 usage);
353
354   DBG("%s - success\n", __FUNCTION__);
355}
356
357
358/**
359 * Adjust pixel unpack params and image dimensions to strip off the
360 * texture border.
361 * Gallium doesn't support texture borders.  They've seldem been used
362 * and seldom been implemented correctly anyway.
363 * \param unpackNew  returns the new pixel unpack parameters
364 */
365static void
366strip_texture_border(GLint border,
367                     GLint *width, GLint *height, GLint *depth,
368                     const struct gl_pixelstore_attrib *unpack,
369                     struct gl_pixelstore_attrib *unpackNew)
370{
371   assert(border > 0);  /* sanity check */
372
373   *unpackNew = *unpack;
374
375   if (unpackNew->RowLength == 0)
376      unpackNew->RowLength = *width;
377
378   if (depth && unpackNew->ImageHeight == 0)
379      unpackNew->ImageHeight = *height;
380
381   unpackNew->SkipPixels += border;
382   if (height)
383      unpackNew->SkipRows += border;
384   if (depth)
385      unpackNew->SkipImages += border;
386
387   assert(*width >= 3);
388   *width = *width - 2 * border;
389   if (height && *height >= 3)
390      *height = *height - 2 * border;
391   if (depth && *depth >= 3)
392      *depth = *depth - 2 * border;
393}
394
395
396/**
397 * Try to do texture compression via rendering.  If the Gallium driver
398 * can render into a compressed surface this will allow us to do texture
399 * compression.
400 * \return GL_TRUE for success, GL_FALSE for failure
401 */
402static GLboolean
403compress_with_blit(GLcontext * ctx,
404                   GLenum target, GLint level,
405                   GLint xoffset, GLint yoffset, GLint zoffset,
406                   GLint width, GLint height, GLint depth,
407                   GLenum format, GLenum type, const void *pixels,
408                   const struct gl_pixelstore_attrib *unpack,
409                   struct gl_texture_image *texImage)
410{
411   const GLuint dstImageOffsets[1] = {0};
412   struct st_texture_image *stImage = st_texture_image(texImage);
413   struct pipe_screen *screen = ctx->st->pipe->screen;
414   const struct gl_texture_format *mesa_format;
415   struct pipe_texture templ;
416   struct pipe_texture *src_tex;
417   struct pipe_surface *dst_surface;
418   struct pipe_transfer *tex_xfer;
419   void *map;
420
421
422   if (!stImage->pt) {
423      /* XXX: Can this happen? Should we assert? */
424      return GL_FALSE;
425   }
426
427   /* get destination surface (in the compressed texture) */
428   dst_surface = screen->get_tex_surface(screen, stImage->pt,
429                                         stImage->face, stImage->level, 0,
430                                         PIPE_BUFFER_USAGE_GPU_WRITE);
431   if (!dst_surface) {
432      /* can't render into this format (or other problem) */
433      return GL_FALSE;
434   }
435
436   /* Choose format for the temporary RGBA texture image.
437    */
438   mesa_format = st_ChooseTextureFormat(ctx, GL_RGBA, format, type);
439   assert(mesa_format);
440   if (!mesa_format)
441      return GL_FALSE;
442
443   /* Create the temporary source texture
444    */
445   memset(&templ, 0, sizeof(templ));
446   templ.target = PIPE_TEXTURE_2D;
447   templ.format = st_mesa_format_to_pipe_format(mesa_format->MesaFormat);
448   pf_get_block(templ.format, &templ.block);
449   templ.width[0] = width;
450   templ.height[0] = height;
451   templ.depth[0] = 1;
452   templ.last_level = 0;
453   templ.tex_usage = PIPE_TEXTURE_USAGE_SAMPLER;
454   src_tex = screen->texture_create(screen, &templ);
455
456   if (!src_tex)
457      return GL_FALSE;
458
459   /* Put user's tex data into the temporary texture
460    */
461   tex_xfer = st_cond_flush_get_tex_transfer(st_context(ctx), src_tex,
462					     0, 0, 0, /* face, level are zero */
463					     PIPE_TRANSFER_WRITE,
464					     0, 0, width, height); /* x, y, w, h */
465   map = screen->transfer_map(screen, tex_xfer);
466
467   mesa_format->StoreImage(ctx, 2, GL_RGBA, mesa_format,
468                           map,              /* dest ptr */
469                           0, 0, 0,          /* dest x/y/z offset */
470                           tex_xfer->stride, /* dest row stride (bytes) */
471                           dstImageOffsets,  /* image offsets (for 3D only) */
472                           width, height, 1, /* size */
473                           format, type,     /* source format/type */
474                           pixels,           /* source data */
475                           unpack);          /* source data packing */
476
477   screen->transfer_unmap(screen, tex_xfer);
478   screen->tex_transfer_destroy(tex_xfer);
479
480   /* copy / compress image */
481   util_blit_pixels_tex(ctx->st->blit,
482                        src_tex,          /* pipe_texture (src) */
483                        0, 0,             /* src x0, y0 */
484                        width, height,    /* src x1, y1 */
485                        dst_surface,      /* pipe_surface (dst) */
486                        xoffset, yoffset, /* dst x0, y0 */
487                        xoffset + width,  /* dst x1 */
488                        yoffset + height, /* dst y1 */
489                        0.0,              /* z */
490                        PIPE_TEX_MIPFILTER_NEAREST);
491
492   pipe_surface_reference(&dst_surface, NULL);
493   pipe_texture_reference(&src_tex, NULL);
494
495   return GL_TRUE;
496}
497
498
499/**
500 * Do glTexImage1/2/3D().
501 */
502static void
503st_TexImage(GLcontext * ctx,
504            GLint dims,
505            GLenum target, GLint level,
506            GLint internalFormat,
507            GLint width, GLint height, GLint depth,
508            GLint border,
509            GLenum format, GLenum type, const void *pixels,
510            const struct gl_pixelstore_attrib *unpack,
511            struct gl_texture_object *texObj,
512            struct gl_texture_image *texImage,
513            GLsizei imageSize, GLboolean compressed_src)
514{
515   struct pipe_screen *screen = ctx->st->pipe->screen;
516   struct st_texture_object *stObj = st_texture_object(texObj);
517   struct st_texture_image *stImage = st_texture_image(texImage);
518   GLint postConvWidth, postConvHeight;
519   GLint texelBytes, sizeInBytes;
520   GLuint dstRowStride = 0;
521   struct gl_pixelstore_attrib unpackNB;
522   enum pipe_transfer_usage transfer_usage = 0;
523
524   DBG("%s target %s level %d %dx%dx%d border %d\n", __FUNCTION__,
525       _mesa_lookup_enum_by_nr(target), level, width, height, depth, border);
526
527   /* switch to "normal" */
528   if (stObj->surface_based) {
529      _mesa_clear_texture_object(ctx, texObj);
530      stObj->surface_based = GL_FALSE;
531   }
532
533   /* gallium does not support texture borders, strip it off */
534   if (border) {
535      strip_texture_border(border, &width, &height, &depth, unpack, &unpackNB);
536      unpack = &unpackNB;
537      texImage->Width = width;
538      texImage->Height = height;
539      texImage->Depth = depth;
540      texImage->Border = 0;
541      border = 0;
542   }
543
544   postConvWidth = width;
545   postConvHeight = height;
546
547   stImage->face = _mesa_tex_target_to_face(target);
548   stImage->level = level;
549
550#if FEATURE_convolve
551   if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) {
552      _mesa_adjust_image_for_convolution(ctx, dims, &postConvWidth,
553                                         &postConvHeight);
554   }
555#endif
556
557   /* choose the texture format */
558   texImage->TexFormat = st_ChooseTextureFormat(ctx, internalFormat,
559                                                format, type);
560
561   _mesa_set_fetch_functions(texImage, dims);
562
563   if (texImage->TexFormat->TexelBytes == 0) {
564      /* must be a compressed format */
565      texelBytes = 0;
566      texImage->IsCompressed = GL_TRUE;
567      texImage->CompressedSize =
568	 ctx->Driver.CompressedTextureSize(ctx, texImage->Width,
569					   texImage->Height, texImage->Depth,
570					   texImage->TexFormat->MesaFormat);
571   }
572   else {
573      texelBytes = texImage->TexFormat->TexelBytes;
574
575      /* Minimum pitch of 32 bytes */
576      if (postConvWidth * texelBytes < 32) {
577	 postConvWidth = 32 / texelBytes;
578	 texImage->RowStride = postConvWidth;
579      }
580
581      /* we'll set RowStride elsewhere when the texture is a "mapped" state */
582      /*assert(texImage->RowStride == postConvWidth);*/
583   }
584
585   /* Release the reference to a potentially orphaned buffer.
586    * Release any old malloced memory.
587    */
588   if (stImage->pt) {
589      pipe_texture_reference(&stImage->pt, NULL);
590      assert(!texImage->Data);
591   }
592   else if (texImage->Data) {
593      _mesa_align_free(texImage->Data);
594   }
595
596   if (width == 0 || height == 0 || depth == 0) {
597      /* stop after freeing old image */
598      return;
599   }
600
601   /* If this is the only mipmap level in the texture, could call
602    * bmBufferData with NULL data to free the old block and avoid
603    * waiting on any outstanding fences.
604    */
605   if (stObj->pt) {
606      if (stObj->teximage_realloc ||
607          level > (GLint) stObj->pt->last_level ||
608          (stObj->pt->last_level == level &&
609           stObj->pt->target != PIPE_TEXTURE_CUBE &&
610           !st_texture_match_image(stObj->pt, &stImage->base,
611                                   stImage->face, stImage->level))) {
612         DBG("release it\n");
613         pipe_texture_reference(&stObj->pt, NULL);
614         assert(!stObj->pt);
615         stObj->teximage_realloc = FALSE;
616      }
617   }
618
619   if (!stObj->pt) {
620      guess_and_alloc_texture(ctx->st, stObj, stImage);
621      if (!stObj->pt) {
622         /* Probably out of memory.
623          * Try flushing any pending rendering, then retry.
624          */
625         st_finish(ctx->st);
626         guess_and_alloc_texture(ctx->st, stObj, stImage);
627         if (!stObj->pt) {
628            _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
629            return;
630         }
631      }
632   }
633
634   assert(!stImage->pt);
635
636   if (stObj->pt &&
637       st_texture_match_image(stObj->pt, &stImage->base,
638                                 stImage->face, stImage->level)) {
639
640      pipe_texture_reference(&stImage->pt, stObj->pt);
641      assert(stImage->pt);
642   }
643
644   if (!stImage->pt)
645      DBG("XXX: Image did not fit into texture - storing in local memory!\n");
646
647   /* st_CopyTexImage calls this function with pixels == NULL, with
648    * the expectation that the texture will be set up but nothing
649    * more will be done.  This is where those calls return:
650    */
651   if (compressed_src) {
652      pixels = _mesa_validate_pbo_compressed_teximage(ctx, imageSize, pixels,
653						      unpack,
654						      "glCompressedTexImage");
655   }
656   else {
657      pixels = _mesa_validate_pbo_teximage(ctx, dims, width, height, 1,
658					   format, type,
659					   pixels, unpack, "glTexImage");
660   }
661
662   /* Note: we can't check for pixels==NULL until after we've allocated
663    * memory for the texture.
664    */
665
666   /* See if we can do texture compression with a blit/render.
667    */
668   if (!compressed_src &&
669       !ctx->Mesa_DXTn &&
670       is_compressed_mesa_format(texImage->TexFormat) &&
671       screen->is_format_supported(screen,
672                                   stImage->pt->format,
673                                   stImage->pt->target,
674                                   PIPE_TEXTURE_USAGE_RENDER_TARGET, 0)) {
675      if (!pixels)
676         goto done;
677
678      if (compress_with_blit(ctx, target, level, 0, 0, 0, width, height, depth,
679                             format, type, pixels, unpack, texImage)) {
680         goto done;
681      }
682   }
683
684   if (stImage->pt) {
685      if (format == GL_DEPTH_COMPONENT &&
686          pf_is_depth_and_stencil(stImage->pt->format))
687         transfer_usage = PIPE_TRANSFER_READ_WRITE;
688      else
689         transfer_usage = PIPE_TRANSFER_WRITE;
690
691      texImage->Data = st_texture_image_map(ctx->st, stImage, 0,
692                                            transfer_usage, 0, 0,
693                                            stImage->base.Width,
694                                            stImage->base.Height);
695      if(stImage->transfer)
696         dstRowStride = stImage->transfer->stride;
697   }
698   else {
699      /* Allocate regular memory and store the image there temporarily.   */
700      if (texImage->IsCompressed) {
701         sizeInBytes = texImage->CompressedSize;
702         dstRowStride =
703            _mesa_compressed_row_stride(texImage->TexFormat->MesaFormat, width);
704         assert(dims != 3);
705      }
706      else {
707         dstRowStride = postConvWidth * texelBytes;
708         sizeInBytes = depth * dstRowStride * postConvHeight;
709      }
710
711      texImage->Data = _mesa_align_malloc(sizeInBytes, 16);
712   }
713
714   if (!texImage->Data) {
715      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
716      return;
717   }
718
719   if (!pixels)
720      goto done;
721
722   DBG("Upload image %dx%dx%d row_len %x pitch %x\n",
723       width, height, depth, width * texelBytes, dstRowStride);
724
725   /* Copy data.  Would like to know when it's ok for us to eg. use
726    * the blitter to copy.  Or, use the hardware to do the format
727    * conversion and copy:
728    */
729   if (compressed_src) {
730      memcpy(texImage->Data, pixels, imageSize);
731   }
732   else {
733      const GLuint srcImageStride =
734         _mesa_image_image_stride(unpack, width, height, format, type);
735      GLint i;
736      const GLubyte *src = (const GLubyte *) pixels;
737
738      for (i = 0; i < depth; i++) {
739	 if (!texImage->TexFormat->StoreImage(ctx, dims,
740					      texImage->_BaseFormat,
741					      texImage->TexFormat,
742					      texImage->Data,
743					      0, 0, 0, /* dstX/Y/Zoffset */
744					      dstRowStride,
745					      texImage->ImageOffsets,
746					      width, height, 1,
747					      format, type, src, unpack)) {
748	    _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
749	 }
750
751	 if (stImage->pt && i + 1 < depth) {
752            /* unmap this slice */
753	    st_texture_image_unmap(ctx->st, stImage);
754            /* map next slice of 3D texture */
755	    texImage->Data = st_texture_image_map(ctx->st, stImage, i + 1,
756                                                  transfer_usage, 0, 0,
757                                                  stImage->base.Width,
758                                                  stImage->base.Height);
759	    src += srcImageStride;
760	 }
761      }
762   }
763
764done:
765   _mesa_unmap_teximage_pbo(ctx, unpack);
766
767   if (stImage->pt && texImage->Data) {
768      st_texture_image_unmap(ctx->st, stImage);
769      texImage->Data = NULL;
770   }
771}
772
773
774static void
775st_TexImage3D(GLcontext * ctx,
776              GLenum target, GLint level,
777              GLint internalFormat,
778              GLint width, GLint height, GLint depth,
779              GLint border,
780              GLenum format, GLenum type, const void *pixels,
781              const struct gl_pixelstore_attrib *unpack,
782              struct gl_texture_object *texObj,
783              struct gl_texture_image *texImage)
784{
785   st_TexImage(ctx, 3, target, level, internalFormat, width, height, depth,
786               border, format, type, pixels, unpack, texObj, texImage,
787               0, GL_FALSE);
788}
789
790
791static void
792st_TexImage2D(GLcontext * ctx,
793              GLenum target, GLint level,
794              GLint internalFormat,
795              GLint width, GLint height, GLint border,
796              GLenum format, GLenum type, const void *pixels,
797              const struct gl_pixelstore_attrib *unpack,
798              struct gl_texture_object *texObj,
799              struct gl_texture_image *texImage)
800{
801   st_TexImage(ctx, 2, target, level, internalFormat, width, height, 1, border,
802               format, type, pixels, unpack, texObj, texImage, 0, GL_FALSE);
803}
804
805
806static void
807st_TexImage1D(GLcontext * ctx,
808              GLenum target, GLint level,
809              GLint internalFormat,
810              GLint width, GLint border,
811              GLenum format, GLenum type, const void *pixels,
812              const struct gl_pixelstore_attrib *unpack,
813              struct gl_texture_object *texObj,
814              struct gl_texture_image *texImage)
815{
816   st_TexImage(ctx, 1, target, level, internalFormat, width, 1, 1, border,
817               format, type, pixels, unpack, texObj, texImage, 0, GL_FALSE);
818}
819
820
821static void
822st_CompressedTexImage2D(GLcontext *ctx, GLenum target, GLint level,
823                        GLint internalFormat,
824                        GLint width, GLint height, GLint border,
825                        GLsizei imageSize, const GLvoid *data,
826                        struct gl_texture_object *texObj,
827                        struct gl_texture_image *texImage)
828{
829   st_TexImage(ctx, 2, target, level, internalFormat, width, height, 1, border,
830               0, 0, data, &ctx->Unpack, texObj, texImage, imageSize, GL_TRUE);
831}
832
833
834
835/**
836 * glGetTexImage() helper: decompress a compressed texture by rendering
837 * a textured quad.  Store the results in the user's buffer.
838 */
839static void
840decompress_with_blit(GLcontext * ctx, GLenum target, GLint level,
841                     GLenum format, GLenum type, GLvoid *pixels,
842                     struct gl_texture_object *texObj,
843                     struct gl_texture_image *texImage)
844{
845   struct pipe_screen *screen = ctx->st->pipe->screen;
846   struct st_texture_image *stImage = st_texture_image(texImage);
847   const GLuint width = texImage->Width;
848   const GLuint height = texImage->Height;
849   struct pipe_surface *dst_surface;
850   struct pipe_texture *dst_texture;
851   struct pipe_transfer *tex_xfer;
852
853   /* create temp / dest surface */
854   if (!util_create_rgba_surface(screen, width, height,
855                                 &dst_texture, &dst_surface)) {
856      _mesa_problem(ctx, "util_create_rgba_surface() failed "
857                    "in decompress_with_blit()");
858      return;
859   }
860
861   /* blit/render/decompress */
862   util_blit_pixels_tex(ctx->st->blit,
863                        stImage->pt,      /* pipe_texture (src) */
864                        0, 0,             /* src x0, y0 */
865                        width, height,    /* src x1, y1 */
866                        dst_surface,      /* pipe_surface (dst) */
867                        0, 0,             /* dst x0, y0 */
868                        width, height,    /* dst x1, y1 */
869                        0.0,              /* z */
870                        PIPE_TEX_MIPFILTER_NEAREST);
871
872   /* map the dst_surface so we can read from it */
873   tex_xfer = st_cond_flush_get_tex_transfer(st_context(ctx),
874					     dst_texture, 0, 0, 0,
875					     PIPE_TRANSFER_READ,
876					     0, 0, width, height);
877
878   pixels = _mesa_map_pbo_dest(ctx, &ctx->Pack, pixels);
879
880   /* copy/pack data into user buffer */
881   if (st_equal_formats(stImage->pt->format, format, type)) {
882      /* memcpy */
883      const uint bytesPerRow = width * pf_get_size(stImage->pt->format);
884      ubyte *map = screen->transfer_map(screen, tex_xfer);
885      GLuint row;
886      for (row = 0; row < height; row++) {
887         GLvoid *dest = _mesa_image_address2d(&ctx->Pack, pixels, width,
888                                              height, format, type, row, 0);
889         memcpy(dest, map, bytesPerRow);
890         map += tex_xfer->stride;
891      }
892      screen->transfer_unmap(screen, tex_xfer);
893   }
894   else {
895      /* format translation via floats */
896      GLuint row;
897      for (row = 0; row < height; row++) {
898         const GLbitfield transferOps = 0x0; /* bypassed for glGetTexImage() */
899         GLfloat rgba[4 * MAX_WIDTH];
900         GLvoid *dest = _mesa_image_address2d(&ctx->Pack, pixels, width,
901                                              height, format, type, row, 0);
902
903         /* get float[4] rgba row from surface */
904         pipe_get_tile_rgba(tex_xfer, 0, row, width, 1, rgba);
905
906         _mesa_pack_rgba_span_float(ctx, width, (GLfloat (*)[4]) rgba, format,
907                                    type, dest, &ctx->Pack, transferOps);
908      }
909   }
910
911   _mesa_unmap_pbo_dest(ctx, &ctx->Pack);
912
913   /* destroy the temp / dest surface */
914   util_destroy_rgba_surface(dst_texture, dst_surface);
915}
916
917
918
919/**
920 * Need to map texture image into memory before copying image data,
921 * then unmap it.
922 */
923static void
924st_get_tex_image(GLcontext * ctx, GLenum target, GLint level,
925                 GLenum format, GLenum type, GLvoid * pixels,
926                 struct gl_texture_object *texObj,
927                 struct gl_texture_image *texImage, GLboolean compressed_dst)
928{
929   struct st_texture_image *stImage = st_texture_image(texImage);
930   const GLuint dstImageStride =
931      _mesa_image_image_stride(&ctx->Pack, texImage->Width, texImage->Height,
932                               format, type);
933   GLuint depth, i;
934   GLubyte *dest;
935
936   if (stImage->pt &&
937       pf_is_compressed(stImage->pt->format) &&
938       !compressed_dst) {
939      /* Need to decompress the texture.
940       * We'll do this by rendering a textured quad.
941       * Note that we only expect RGBA formats (no Z/depth formats).
942       */
943      decompress_with_blit(ctx, target, level, format, type, pixels,
944                           texObj, texImage);
945      return;
946   }
947
948   /* Map */
949   if (stImage->pt) {
950      /* Image is stored in hardware format in a buffer managed by the
951       * kernel.  Need to explicitly map and unmap it.
952       */
953      unsigned face = _mesa_tex_target_to_face(target);
954
955      st_teximage_flush_before_map(ctx->st, stImage->pt, face, level,
956				   PIPE_TRANSFER_READ);
957
958      texImage->Data = st_texture_image_map(ctx->st, stImage, 0,
959                                            PIPE_TRANSFER_READ, 0, 0,
960                                            stImage->base.Width,
961                                            stImage->base.Height);
962      texImage->RowStride = stImage->transfer->stride / stImage->pt->block.size;
963   }
964   else {
965      /* Otherwise, the image should actually be stored in
966       * texImage->Data.  This is pretty confusing for
967       * everybody, I'd much prefer to separate the two functions of
968       * texImage->Data - storage for texture images in main memory
969       * and access (ie mappings) of images.  In other words, we'd
970       * create a new texImage->Map field and leave Data simply for
971       * storage.
972       */
973      assert(texImage->Data);
974   }
975
976   depth = texImage->Depth;
977   texImage->Depth = 1;
978
979   dest = (GLubyte *) pixels;
980
981   for (i = 0; i < depth; i++) {
982      if (compressed_dst) {
983	 _mesa_get_compressed_teximage(ctx, target, level, dest,
984				       texObj, texImage);
985      }
986      else {
987	 _mesa_get_teximage(ctx, target, level, format, type, dest,
988			    texObj, texImage);
989      }
990
991      if (stImage->pt && i + 1 < depth) {
992         /* unmap this slice */
993	 st_texture_image_unmap(ctx->st, stImage);
994         /* map next slice of 3D texture */
995	 texImage->Data = st_texture_image_map(ctx->st, stImage, i + 1,
996                                               PIPE_TRANSFER_READ, 0, 0,
997                                               stImage->base.Width,
998                                               stImage->base.Height);
999	 dest += dstImageStride;
1000      }
1001   }
1002
1003   texImage->Depth = depth;
1004
1005   /* Unmap */
1006   if (stImage->pt) {
1007      st_texture_image_unmap(ctx->st, stImage);
1008      texImage->Data = NULL;
1009   }
1010}
1011
1012
1013static void
1014st_GetTexImage(GLcontext * ctx, GLenum target, GLint level,
1015               GLenum format, GLenum type, GLvoid * pixels,
1016               struct gl_texture_object *texObj,
1017               struct gl_texture_image *texImage)
1018{
1019   st_get_tex_image(ctx, target, level, format, type, pixels, texObj, texImage,
1020                    GL_FALSE);
1021}
1022
1023
1024static void
1025st_GetCompressedTexImage(GLcontext *ctx, GLenum target, GLint level,
1026                         GLvoid *pixels,
1027                         struct gl_texture_object *texObj,
1028                         struct gl_texture_image *texImage)
1029{
1030   st_get_tex_image(ctx, target, level, 0, 0, pixels, texObj, texImage,
1031                    GL_TRUE);
1032}
1033
1034
1035
1036static void
1037st_TexSubimage(GLcontext *ctx, GLint dims, GLenum target, GLint level,
1038               GLint xoffset, GLint yoffset, GLint zoffset,
1039               GLint width, GLint height, GLint depth,
1040               GLenum format, GLenum type, const void *pixels,
1041               const struct gl_pixelstore_attrib *packing,
1042               struct gl_texture_object *texObj,
1043               struct gl_texture_image *texImage)
1044{
1045   struct pipe_screen *screen = ctx->st->pipe->screen;
1046   struct st_texture_image *stImage = st_texture_image(texImage);
1047   GLuint dstRowStride;
1048   const GLuint srcImageStride =
1049      _mesa_image_image_stride(packing, width, height, format, type);
1050   GLint i;
1051   const GLubyte *src;
1052   /* init to silence warning only: */
1053   enum pipe_transfer_usage transfer_usage = PIPE_TRANSFER_WRITE;
1054
1055   DBG("%s target %s level %d offset %d,%d %dx%d\n", __FUNCTION__,
1056       _mesa_lookup_enum_by_nr(target),
1057       level, xoffset, yoffset, width, height);
1058
1059   pixels =
1060      _mesa_validate_pbo_teximage(ctx, dims, width, height, depth, format,
1061                                  type, pixels, packing, "glTexSubImage2D");
1062   if (!pixels)
1063      return;
1064
1065   /* See if we can do texture compression with a blit/render.
1066    */
1067   if (!ctx->Mesa_DXTn &&
1068       is_compressed_mesa_format(texImage->TexFormat) &&
1069       screen->is_format_supported(screen,
1070                                   stImage->pt->format,
1071                                   stImage->pt->target,
1072                                   PIPE_TEXTURE_USAGE_RENDER_TARGET, 0)) {
1073      if (compress_with_blit(ctx, target, level,
1074                             xoffset, yoffset, zoffset,
1075                             width, height, depth,
1076                             format, type, pixels, packing, texImage)) {
1077         goto done;
1078      }
1079   }
1080
1081   /* Map buffer if necessary.  Need to lock to prevent other contexts
1082    * from uploading the buffer under us.
1083    */
1084   if (stImage->pt) {
1085      unsigned face = _mesa_tex_target_to_face(target);
1086
1087      if (format == GL_DEPTH_COMPONENT &&
1088          pf_is_depth_and_stencil(stImage->pt->format))
1089         transfer_usage = PIPE_TRANSFER_READ_WRITE;
1090      else
1091         transfer_usage = PIPE_TRANSFER_WRITE;
1092
1093      st_teximage_flush_before_map(ctx->st, stImage->pt, face, level,
1094				   transfer_usage);
1095      texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset,
1096                                            transfer_usage,
1097                                            xoffset, yoffset,
1098                                            width, height);
1099   }
1100
1101   if (!texImage->Data) {
1102      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
1103      goto done;
1104   }
1105
1106   src = (const GLubyte *) pixels;
1107   dstRowStride = stImage->transfer->stride;
1108
1109   for (i = 0; i < depth; i++) {
1110      if (!texImage->TexFormat->StoreImage(ctx, dims, texImage->_BaseFormat,
1111					   texImage->TexFormat,
1112					   texImage->Data,
1113					   0, 0, 0,
1114					   dstRowStride,
1115					   texImage->ImageOffsets,
1116					   width, height, 1,
1117					   format, type, src, packing)) {
1118	 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
1119      }
1120
1121      if (stImage->pt && i + 1 < depth) {
1122         /* unmap this slice */
1123	 st_texture_image_unmap(ctx->st, stImage);
1124         /* map next slice of 3D texture */
1125	 texImage->Data = st_texture_image_map(ctx->st, stImage,
1126                                               zoffset + i + 1,
1127                                               transfer_usage,
1128                                               xoffset, yoffset,
1129                                               width, height);
1130	 src += srcImageStride;
1131      }
1132   }
1133
1134done:
1135   _mesa_unmap_teximage_pbo(ctx, packing);
1136
1137   if (stImage->pt) {
1138      st_texture_image_unmap(ctx->st, stImage);
1139      texImage->Data = NULL;
1140   }
1141}
1142
1143
1144
1145static void
1146st_TexSubImage3D(GLcontext *ctx, GLenum target, GLint level,
1147                 GLint xoffset, GLint yoffset, GLint zoffset,
1148                 GLsizei width, GLsizei height, GLsizei depth,
1149                 GLenum format, GLenum type, const GLvoid *pixels,
1150                 const struct gl_pixelstore_attrib *packing,
1151                 struct gl_texture_object *texObj,
1152                 struct gl_texture_image *texImage)
1153{
1154   st_TexSubimage(ctx, 3, target, level, xoffset, yoffset, zoffset,
1155                  width, height, depth, format, type,
1156                  pixels, packing, texObj, texImage);
1157}
1158
1159
1160static void
1161st_TexSubImage2D(GLcontext *ctx, GLenum target, GLint level,
1162                 GLint xoffset, GLint yoffset,
1163                 GLsizei width, GLsizei height,
1164                 GLenum format, GLenum type, const GLvoid * pixels,
1165                 const struct gl_pixelstore_attrib *packing,
1166                 struct gl_texture_object *texObj,
1167                 struct gl_texture_image *texImage)
1168{
1169   st_TexSubimage(ctx, 2, target, level, xoffset, yoffset, 0,
1170                  width, height, 1, format, type,
1171                  pixels, packing, texObj, texImage);
1172}
1173
1174
1175static void
1176st_TexSubImage1D(GLcontext *ctx, GLenum target, GLint level,
1177                 GLint xoffset, GLsizei width, GLenum format, GLenum type,
1178                 const GLvoid * pixels,
1179                 const struct gl_pixelstore_attrib *packing,
1180                 struct gl_texture_object *texObj,
1181                 struct gl_texture_image *texImage)
1182{
1183   st_TexSubimage(ctx, 1, target, level, xoffset, 0, 0, width, 1, 1,
1184                  format, type, pixels, packing, texObj, texImage);
1185}
1186
1187
1188static void
1189st_CompressedTexSubImage1D(GLcontext *ctx, GLenum target, GLint level,
1190                           GLint xoffset, GLsizei width,
1191                           GLenum format,
1192                           GLsizei imageSize, const GLvoid *data,
1193                           struct gl_texture_object *texObj,
1194                           struct gl_texture_image *texImage)
1195{
1196   assert(0);
1197}
1198
1199
1200static void
1201st_CompressedTexSubImage2D(GLcontext *ctx, GLenum target, GLint level,
1202                           GLint xoffset, GLint yoffset,
1203                           GLsizei width, GLint height,
1204                           GLenum format,
1205                           GLsizei imageSize, const GLvoid *data,
1206                           struct gl_texture_object *texObj,
1207                           struct gl_texture_image *texImage)
1208{
1209   struct st_texture_image *stImage = st_texture_image(texImage);
1210   struct pipe_format_block block;
1211   int srcBlockStride;
1212   int dstBlockStride;
1213   int y;
1214
1215   if (stImage->pt) {
1216      unsigned face = _mesa_tex_target_to_face(target);
1217
1218      st_teximage_flush_before_map(ctx->st, stImage->pt, face, level,
1219				   PIPE_TRANSFER_WRITE);
1220      texImage->Data = st_texture_image_map(ctx->st, stImage, 0,
1221                                            PIPE_TRANSFER_WRITE,
1222                                            xoffset, yoffset,
1223                                            width, height);
1224
1225      block = stImage->pt->block;
1226      srcBlockStride = pf_get_stride(&block, width);
1227      dstBlockStride = stImage->transfer->stride;
1228   } else {
1229      assert(stImage->pt);
1230      /* TODO find good values for block and strides */
1231      /* TODO also adjust texImage->data for yoffset/xoffset */
1232      return;
1233   }
1234
1235   if (!texImage->Data) {
1236      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCompressedTexSubImage");
1237      return;
1238   }
1239
1240   assert(xoffset % block.width == 0);
1241   assert(yoffset % block.height == 0);
1242   assert(width % block.width == 0);
1243   assert(height % block.height == 0);
1244
1245   for (y = 0; y < height; y += block.height) {
1246      /* don't need to adjust for xoffset and yoffset as st_texture_image_map does that */
1247      const char *src = (const char*)data + srcBlockStride * pf_get_nblocksy(&block, y);
1248      char *dst = (char*)texImage->Data + dstBlockStride * pf_get_nblocksy(&block, y);
1249      memcpy(dst, src, pf_get_stride(&block, width));
1250   }
1251
1252   if (stImage->pt) {
1253      st_texture_image_unmap(ctx->st, stImage);
1254      texImage->Data = NULL;
1255   }
1256}
1257
1258
1259static void
1260st_CompressedTexSubImage3D(GLcontext *ctx, GLenum target, GLint level,
1261                           GLint xoffset, GLint yoffset, GLint zoffset,
1262                           GLsizei width, GLint height, GLint depth,
1263                           GLenum format,
1264                           GLsizei imageSize, const GLvoid *data,
1265                           struct gl_texture_object *texObj,
1266                           struct gl_texture_image *texImage)
1267{
1268   assert(0);
1269}
1270
1271
1272
1273/**
1274 * Do a CopyTexSubImage operation using a read transfer from the source,
1275 * a write transfer to the destination and get_tile()/put_tile() to access
1276 * the pixels/texels.
1277 *
1278 * Note: srcY=0=TOP of renderbuffer
1279 */
1280static void
1281fallback_copy_texsubimage(GLcontext *ctx, GLenum target, GLint level,
1282                          struct st_renderbuffer *strb,
1283                          struct st_texture_image *stImage,
1284                          GLenum baseFormat,
1285                          GLint destX, GLint destY, GLint destZ,
1286                          GLint srcX, GLint srcY,
1287                          GLsizei width, GLsizei height)
1288{
1289   struct pipe_context *pipe = ctx->st->pipe;
1290   struct pipe_screen *screen = pipe->screen;
1291   struct pipe_transfer *src_trans;
1292   GLvoid *texDest;
1293   enum pipe_transfer_usage transfer_usage;
1294
1295   assert(width <= MAX_WIDTH);
1296
1297   if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
1298      srcY = strb->Base.Height - srcY - height;
1299   }
1300
1301   src_trans = st_cond_flush_get_tex_transfer( st_context(ctx),
1302					       strb->texture,
1303					       0, 0, 0,
1304					       PIPE_TRANSFER_READ,
1305					       srcX, srcY,
1306					       width, height);
1307
1308   if (baseFormat == GL_DEPTH_COMPONENT &&
1309       pf_is_depth_and_stencil(stImage->pt->format))
1310      transfer_usage = PIPE_TRANSFER_READ_WRITE;
1311   else
1312      transfer_usage = PIPE_TRANSFER_WRITE;
1313
1314   st_teximage_flush_before_map(ctx->st, stImage->pt, 0, 0,
1315				transfer_usage);
1316
1317   texDest = st_texture_image_map(ctx->st, stImage, 0, transfer_usage,
1318                                  destX, destY, width, height);
1319
1320   if (baseFormat == GL_DEPTH_COMPONENT ||
1321       baseFormat == GL_DEPTH24_STENCIL8) {
1322      const GLboolean scaleOrBias = (ctx->Pixel.DepthScale != 1.0F ||
1323                                     ctx->Pixel.DepthBias != 0.0F);
1324      GLint row, yStep;
1325
1326      /* determine bottom-to-top vs. top-to-bottom order for src buffer */
1327      if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
1328         srcY = height - 1;
1329         yStep = -1;
1330      }
1331      else {
1332         srcY = 0;
1333         yStep = 1;
1334      }
1335
1336      /* To avoid a large temp memory allocation, do copy row by row */
1337      for (row = 0; row < height; row++, srcY += yStep) {
1338         uint data[MAX_WIDTH];
1339         pipe_get_tile_z(src_trans, 0, srcY, width, 1, data);
1340         if (scaleOrBias) {
1341            _mesa_scale_and_bias_depth_uint(ctx, width, data);
1342         }
1343         pipe_put_tile_z(stImage->transfer, 0, row, width, 1, data);
1344      }
1345   }
1346   else {
1347      /* RGBA format */
1348      GLfloat *tempSrc =
1349         (GLfloat *) _mesa_malloc(width * height * 4 * sizeof(GLfloat));
1350
1351      if (tempSrc && texDest) {
1352         const GLint dims = 2;
1353         const GLint dstRowStride = stImage->transfer->stride;
1354         struct gl_texture_image *texImage = &stImage->base;
1355         struct gl_pixelstore_attrib unpack = ctx->DefaultPacking;
1356
1357         if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
1358            unpack.Invert = GL_TRUE;
1359         }
1360
1361         /* get float/RGBA image from framebuffer */
1362         /* XXX this usually involves a lot of int/float conversion.
1363          * try to avoid that someday.
1364          */
1365         pipe_get_tile_rgba(src_trans, 0, 0, width, height, tempSrc);
1366
1367         /* Store into texture memory.
1368          * Note that this does some special things such as pixel transfer
1369          * ops and format conversion.  In particular, if the dest tex format
1370          * is actually RGBA but the user created the texture as GL_RGB we
1371          * need to fill-in/override the alpha channel with 1.0.
1372          */
1373         texImage->TexFormat->StoreImage(ctx, dims,
1374                                         texImage->_BaseFormat,
1375                                         texImage->TexFormat,
1376                                         texDest,
1377                                         0, 0, 0,
1378                                         dstRowStride,
1379                                         texImage->ImageOffsets,
1380                                         width, height, 1,
1381                                         GL_RGBA, GL_FLOAT, tempSrc, /* src */
1382                                         &unpack);
1383      }
1384      else {
1385         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
1386      }
1387
1388      if (tempSrc)
1389         _mesa_free(tempSrc);
1390   }
1391
1392   st_texture_image_unmap(ctx->st, stImage);
1393   screen->tex_transfer_destroy(src_trans);
1394}
1395
1396
1397static unsigned
1398compatible_src_dst_formats(const struct gl_renderbuffer *src,
1399                           const struct gl_texture_image *dst)
1400{
1401   const GLenum srcFormat = src->_BaseFormat;
1402   const GLenum dstLogicalFormat = dst->_BaseFormat;
1403
1404   if (srcFormat == dstLogicalFormat) {
1405      /* This is the same as matching_base_formats, which should
1406       * always pass, as it did previously.
1407       */
1408      return TGSI_WRITEMASK_XYZW;
1409   }
1410   else if (srcFormat == GL_RGBA &&
1411            dstLogicalFormat == GL_RGB) {
1412      /* Add a single special case to cope with RGBA->RGB transfers,
1413       * setting A to 1.0 to cope with situations where the RGB
1414       * destination is actually stored as RGBA.
1415       */
1416      return TGSI_WRITEMASK_XYZ; /* A ==> 1.0 */
1417   }
1418   else {
1419      /* Otherwise fail.
1420       */
1421      return 0;
1422   }
1423}
1424
1425
1426
1427/**
1428 * Do a CopyTex[Sub]Image1/2/3D() using a hardware (blit) path if possible.
1429 * Note that the region to copy has already been clipped so we know we
1430 * won't read from outside the source renderbuffer's bounds.
1431 *
1432 * Note: srcY=0=Bottom of renderbuffer (GL convention)
1433 */
1434static void
1435st_copy_texsubimage(GLcontext *ctx,
1436                    GLenum target, GLint level,
1437                    GLint destX, GLint destY, GLint destZ,
1438                    GLint srcX, GLint srcY,
1439                    GLsizei width, GLsizei height)
1440{
1441   struct gl_texture_unit *texUnit =
1442      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1443   struct gl_texture_object *texObj =
1444      _mesa_select_tex_object(ctx, texUnit, target);
1445   struct gl_texture_image *texImage =
1446      _mesa_select_tex_image(ctx, texObj, target, level);
1447   struct st_texture_image *stImage = st_texture_image(texImage);
1448   const GLenum texBaseFormat = texImage->InternalFormat;
1449   struct gl_framebuffer *fb = ctx->ReadBuffer;
1450   struct st_renderbuffer *strb;
1451   struct pipe_context *pipe = ctx->st->pipe;
1452   struct pipe_screen *screen = pipe->screen;
1453   enum pipe_format dest_format, src_format;
1454   GLboolean use_fallback = GL_TRUE;
1455   GLboolean matching_base_formats;
1456   GLuint format_writemask;
1457   struct pipe_surface *dest_surface = NULL;
1458   GLboolean do_flip = (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP);
1459
1460   /* any rendering in progress must flushed before we grab the fb image */
1461   st_flush(ctx->st, PIPE_FLUSH_RENDER_CACHE, NULL);
1462
1463   /* make sure finalize_textures has been called?
1464    */
1465   if (0) st_validate_state(ctx->st);
1466
1467   /* determine if copying depth or color data */
1468   if (texBaseFormat == GL_DEPTH_COMPONENT ||
1469       texBaseFormat == GL_DEPTH24_STENCIL8) {
1470      strb = st_renderbuffer(fb->_DepthBuffer);
1471   }
1472   else if (texBaseFormat == GL_DEPTH_STENCIL_EXT) {
1473      strb = st_renderbuffer(fb->_StencilBuffer);
1474   }
1475   else {
1476      /* texBaseFormat == GL_RGB, GL_RGBA, GL_ALPHA, etc */
1477      strb = st_renderbuffer(fb->_ColorReadBuffer);
1478   }
1479
1480   if (!strb || !strb->surface || !stImage->pt) {
1481      debug_printf("%s: null strb or stImage\n", __FUNCTION__);
1482      return;
1483   }
1484
1485   if (srcX < 0) {
1486      width -= -srcX;
1487      destX += -srcX;
1488      srcX = 0;
1489   }
1490
1491   if (srcY < 0) {
1492      height -= -srcY;
1493      destY += -srcY;
1494      srcY = 0;
1495   }
1496
1497   if (destX < 0) {
1498      width -= -destX;
1499      srcX += -destX;
1500      destX = 0;
1501   }
1502
1503   if (destY < 0) {
1504      height -= -destY;
1505      srcY += -destY;
1506      destY = 0;
1507   }
1508
1509   if (width < 0 || height < 0)
1510      return;
1511
1512
1513   assert(strb);
1514   assert(strb->surface);
1515   assert(stImage->pt);
1516
1517   src_format = strb->surface->format;
1518   dest_format = stImage->pt->format;
1519
1520   /*
1521    * Determine if the src framebuffer and dest texture have the same
1522    * base format.  We need this to detect a case such as the framebuffer
1523    * being GL_RGBA but the texture being GL_RGB.  If the actual hardware
1524    * texture format stores RGBA we need to set A=1 (overriding the
1525    * framebuffer's alpha values).  We can't do that with the blit or
1526    * textured-quad paths.
1527    */
1528   matching_base_formats = (strb->Base._BaseFormat == texImage->_BaseFormat);
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
1696static void
1697copy_image_data_to_texture(struct st_context *st,
1698			   struct st_texture_object *stObj,
1699                           GLuint dstLevel,
1700			   struct st_texture_image *stImage)
1701{
1702   if (stImage->pt) {
1703      /* Copy potentially with the blitter:
1704       */
1705      st_texture_image_copy(st->pipe,
1706                            stObj->pt, dstLevel,  /* dest texture, level */
1707                            stImage->pt, /* src texture */
1708                            stImage->face
1709                            );
1710
1711      pipe_texture_reference(&stImage->pt, NULL);
1712   }
1713   else if (stImage->base.Data) {
1714      assert(stImage->base.Data != NULL);
1715
1716      /* More straightforward upload.
1717       */
1718
1719      st_teximage_flush_before_map(st, stObj->pt, stImage->face, dstLevel,
1720				   PIPE_TRANSFER_WRITE);
1721
1722
1723      st_texture_image_data(st,
1724                            stObj->pt,
1725                            stImage->face,
1726                            dstLevel,
1727                            stImage->base.Data,
1728                            stImage->base.RowStride *
1729                            stObj->pt->block.size,
1730                            stImage->base.RowStride *
1731                            stImage->base.Height *
1732                            stObj->pt->block.size);
1733      _mesa_align_free(stImage->base.Data);
1734      stImage->base.Data = NULL;
1735   }
1736
1737   pipe_texture_reference(&stImage->pt, stObj->pt);
1738}
1739
1740
1741/**
1742 * Called during state validation.  When this function is finished,
1743 * the texture object should be ready for rendering.
1744 * \return GL_TRUE for success, GL_FALSE for failure (out of mem)
1745 */
1746GLboolean
1747st_finalize_texture(GLcontext *ctx,
1748		    struct pipe_context *pipe,
1749		    struct gl_texture_object *tObj,
1750		    GLboolean *needFlush)
1751{
1752   struct st_texture_object *stObj = st_texture_object(tObj);
1753   const GLuint nr_faces = (stObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
1754   GLuint cpp, face;
1755   struct st_texture_image *firstImage;
1756
1757   *needFlush = GL_FALSE;
1758
1759   if (stObj->base._Complete) {
1760      /* The texture is complete and we know exactly how many mipmap levels
1761       * are present/needed.  This is conditional because we may be called
1762       * from the st_generate_mipmap() function when the texture object is
1763       * incomplete.  In that case, we'll have set stObj->lastLevel before
1764       * we get here.
1765       */
1766      stObj->lastLevel = stObj->base._MaxLevel - stObj->base.BaseLevel;
1767   }
1768
1769   firstImage = st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]);
1770
1771   /* If both firstImage and stObj point to a texture which can contain
1772    * all active images, favour firstImage.  Note that because of the
1773    * completeness requirement, we know that the image dimensions
1774    * will match.
1775    */
1776   if (firstImage->pt &&
1777       firstImage->pt != stObj->pt &&
1778       firstImage->pt->last_level >= stObj->lastLevel) {
1779      pipe_texture_reference(&stObj->pt, firstImage->pt);
1780   }
1781
1782   /* FIXME: determine format block instead of cpp */
1783   if (firstImage->base.IsCompressed) {
1784      cpp = compressed_num_bytes(firstImage->base.TexFormat->MesaFormat);
1785   }
1786   else {
1787      cpp = firstImage->base.TexFormat->TexelBytes;
1788   }
1789
1790   /* If we already have a gallium texture, check that it matches the texture
1791    * object's format, target, size, num_levels, etc.
1792    */
1793   if (stObj->pt) {
1794      const enum pipe_format fmt =
1795         st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat);
1796      if (stObj->pt->target != gl_target_to_pipe(stObj->base.Target) ||
1797          stObj->pt->format != fmt ||
1798          stObj->pt->last_level < stObj->lastLevel ||
1799          stObj->pt->width[0] != firstImage->base.Width2 ||
1800          stObj->pt->height[0] != firstImage->base.Height2 ||
1801          stObj->pt->depth[0] != firstImage->base.Depth2 ||
1802          /* Nominal bytes per pixel: */
1803          stObj->pt->block.size / stObj->pt->block.width != cpp)
1804      {
1805         pipe_texture_reference(&stObj->pt, NULL);
1806         ctx->st->dirty.st |= ST_NEW_FRAMEBUFFER;
1807      }
1808   }
1809
1810   /* May need to create a new gallium texture:
1811    */
1812   if (!stObj->pt) {
1813      const enum pipe_format fmt =
1814         st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat);
1815      GLuint usage = default_usage(fmt);
1816
1817      stObj->pt = st_texture_create(ctx->st,
1818                                    gl_target_to_pipe(stObj->base.Target),
1819                                    fmt,
1820                                    stObj->lastLevel,
1821                                    firstImage->base.Width2,
1822                                    firstImage->base.Height2,
1823                                    firstImage->base.Depth2,
1824                                    usage);
1825
1826      if (!stObj->pt) {
1827         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
1828         return GL_FALSE;
1829      }
1830   }
1831
1832   /* Pull in any images not in the object's texture:
1833    */
1834   for (face = 0; face < nr_faces; face++) {
1835      GLuint level;
1836      for (level = 0; level <= stObj->lastLevel; level++) {
1837         struct st_texture_image *stImage =
1838            st_texture_image(stObj->base.Image[face][stObj->base.BaseLevel + level]);
1839
1840         /* Need to import images in main memory or held in other textures.
1841          */
1842         if (stImage && stObj->pt != stImage->pt) {
1843            copy_image_data_to_texture(ctx->st, stObj, level, stImage);
1844	    *needFlush = GL_TRUE;
1845         }
1846      }
1847   }
1848
1849   return GL_TRUE;
1850}
1851
1852
1853/**
1854 * Returns pointer to a default/dummy texture.
1855 * This is typically used when the current shader has tex/sample instructions
1856 * but the user has not provided a (any) texture(s).
1857 */
1858struct gl_texture_object *
1859st_get_default_texture(struct st_context *st)
1860{
1861   if (!st->default_texture) {
1862      static const GLenum target = GL_TEXTURE_2D;
1863      GLubyte pixels[16][16][4];
1864      struct gl_texture_object *texObj;
1865      struct gl_texture_image *texImg;
1866      GLuint i, j;
1867
1868      /* The ARB_fragment_program spec says (0,0,0,1) should be returned
1869       * when attempting to sample incomplete textures.
1870       */
1871      for (i = 0; i < 16; i++) {
1872         for (j = 0; j < 16; j++) {
1873            pixels[i][j][0] = 0;
1874            pixels[i][j][1] = 0;
1875            pixels[i][j][2] = 0;
1876            pixels[i][j][3] = 255;
1877         }
1878      }
1879
1880      texObj = st->ctx->Driver.NewTextureObject(st->ctx, 0, target);
1881
1882      texImg = _mesa_get_tex_image(st->ctx, texObj, target, 0);
1883
1884      _mesa_init_teximage_fields(st->ctx, target, texImg,
1885                                 16, 16, 1, 0,  /* w, h, d, border */
1886                                 GL_RGBA);
1887
1888      st_TexImage(st->ctx, 2, target,
1889                  0, GL_RGBA,    /* level, intformat */
1890                  16, 16, 1, 0,  /* w, h, d, border */
1891                  GL_RGBA, GL_UNSIGNED_BYTE, pixels,
1892                  &st->ctx->DefaultPacking,
1893                  texObj, texImg,
1894                  0, 0);
1895
1896      texObj->MinFilter = GL_NEAREST;
1897      texObj->MagFilter = GL_NEAREST;
1898      texObj->_Complete = GL_TRUE;
1899
1900      st->default_texture = texObj;
1901   }
1902   return st->default_texture;
1903}
1904
1905
1906void
1907st_init_texture_functions(struct dd_function_table *functions)
1908{
1909   functions->ChooseTextureFormat = st_ChooseTextureFormat;
1910   functions->TexImage1D = st_TexImage1D;
1911   functions->TexImage2D = st_TexImage2D;
1912   functions->TexImage3D = st_TexImage3D;
1913   functions->TexSubImage1D = st_TexSubImage1D;
1914   functions->TexSubImage2D = st_TexSubImage2D;
1915   functions->TexSubImage3D = st_TexSubImage3D;
1916   functions->CompressedTexSubImage1D = st_CompressedTexSubImage1D;
1917   functions->CompressedTexSubImage2D = st_CompressedTexSubImage2D;
1918   functions->CompressedTexSubImage3D = st_CompressedTexSubImage3D;
1919   functions->CopyTexImage1D = st_CopyTexImage1D;
1920   functions->CopyTexImage2D = st_CopyTexImage2D;
1921   functions->CopyTexSubImage1D = st_CopyTexSubImage1D;
1922   functions->CopyTexSubImage2D = st_CopyTexSubImage2D;
1923   functions->CopyTexSubImage3D = st_CopyTexSubImage3D;
1924   functions->GenerateMipmap = st_generate_mipmap;
1925
1926   functions->GetTexImage = st_GetTexImage;
1927
1928   /* compressed texture functions */
1929   functions->CompressedTexImage2D = st_CompressedTexImage2D;
1930   functions->GetCompressedTexImage = st_GetCompressedTexImage;
1931   functions->CompressedTextureSize = _mesa_compressed_texture_size;
1932
1933   functions->NewTextureObject = st_NewTextureObject;
1934   functions->NewTextureImage = st_NewTextureImage;
1935   functions->DeleteTexture = st_DeleteTextureObject;
1936   functions->FreeTexImageData = st_FreeTextureImageData;
1937   functions->UpdateTexturePalette = 0;
1938
1939   functions->TextureMemCpy = do_memcpy;
1940
1941   /* XXX Temporary until we can query pipe's texture sizes */
1942   functions->TestProxyTexImage = _mesa_test_proxy_teximage;
1943}
1944