st_cb_texture.c revision a4bec69e7271eda0137874973aa8c7d44175fedf
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#if FEATURE_convolve
30#include "main/convolve.h"
31#endif
32#include "main/enums.h"
33#include "main/image.h"
34#include "main/imports.h"
35#include "main/macros.h"
36#include "main/mipmap.h"
37#include "main/pixel.h"
38#include "main/texcompress.h"
39#include "main/texformat.h"
40#include "main/texgetimage.h"
41#include "main/teximage.h"
42#include "main/texobj.h"
43#include "main/texstore.h"
44
45#include "state_tracker/st_context.h"
46#include "state_tracker/st_cb_fbo.h"
47#include "state_tracker/st_cb_texture.h"
48#include "state_tracker/st_format.h"
49#include "state_tracker/st_public.h"
50#include "state_tracker/st_texture.h"
51#include "state_tracker/st_gen_mipmap.h"
52
53#include "pipe/p_context.h"
54#include "pipe/p_defines.h"
55#include "pipe/p_inlines.h"
56#include "util/u_tile.h"
57#include "util/u_blit.h"
58
59
60#define DBG if (0) printf
61
62
63static enum pipe_texture_target
64gl_target_to_pipe(GLenum target)
65{
66   switch (target) {
67   case GL_TEXTURE_1D:
68      return PIPE_TEXTURE_1D;
69
70   case GL_TEXTURE_2D:
71   case GL_TEXTURE_RECTANGLE_NV:
72      return PIPE_TEXTURE_2D;
73
74   case GL_TEXTURE_3D:
75      return PIPE_TEXTURE_3D;
76
77   case GL_TEXTURE_CUBE_MAP_ARB:
78      return PIPE_TEXTURE_CUBE;
79
80   default:
81      assert(0);
82      return 0;
83   }
84}
85
86
87/**
88 * Return nominal bytes per texel for a compressed format, 0 for non-compressed
89 * format.
90 */
91static int
92compressed_num_bytes(GLuint mesaFormat)
93{
94   switch(mesaFormat) {
95#if FEATURE_texture_fxt1
96   case MESA_FORMAT_RGB_FXT1:
97   case MESA_FORMAT_RGBA_FXT1:
98#endif
99#if FEATURE_texture_s3tc
100   case MESA_FORMAT_RGB_DXT1:
101   case MESA_FORMAT_RGBA_DXT1:
102      return 2;
103   case MESA_FORMAT_RGBA_DXT3:
104   case MESA_FORMAT_RGBA_DXT5:
105      return 4;
106#endif
107   default:
108      return 0;
109   }
110}
111
112
113/** called via ctx->Driver.NewTextureImage() */
114static struct gl_texture_image *
115st_NewTextureImage(GLcontext * ctx)
116{
117   DBG("%s\n", __FUNCTION__);
118   (void) ctx;
119   return (struct gl_texture_image *) ST_CALLOC_STRUCT(st_texture_image);
120}
121
122
123/** called via ctx->Driver.NewTextureObject() */
124static struct gl_texture_object *
125st_NewTextureObject(GLcontext * ctx, GLuint name, GLenum target)
126{
127   struct st_texture_object *obj = ST_CALLOC_STRUCT(st_texture_object);
128
129   DBG("%s\n", __FUNCTION__);
130   _mesa_initialize_texture_object(&obj->base, name, target);
131
132   return &obj->base;
133}
134
135/** called via ctx->Driver.DeleteTextureImage() */
136static void
137st_DeleteTextureObject(GLcontext *ctx,
138                       struct gl_texture_object *texObj)
139{
140   struct st_texture_object *stObj = st_texture_object(texObj);
141   if (stObj->pt)
142      pipe_texture_reference(&stObj->pt, NULL);
143
144   _mesa_delete_texture_object(ctx, texObj);
145}
146
147
148/** called via ctx->Driver.FreeTexImageData() */
149static void
150st_FreeTextureImageData(GLcontext * ctx, struct gl_texture_image *texImage)
151{
152   struct st_texture_image *stImage = st_texture_image(texImage);
153
154   DBG("%s\n", __FUNCTION__);
155
156   if (stImage->pt) {
157      pipe_texture_reference(&stImage->pt, NULL);
158   }
159
160   if (texImage->Data) {
161      _mesa_align_free(texImage->Data);
162      texImage->Data = NULL;
163   }
164}
165
166
167/**
168 * From linux kernel i386 header files, copes with odd sizes better
169 * than COPY_DWORDS would:
170 * XXX Put this in src/mesa/main/imports.h ???
171 */
172#if defined(i386) || defined(__i386__)
173static INLINE void *
174__memcpy(void *to, const void *from, size_t n)
175{
176   int d0, d1, d2;
177   __asm__ __volatile__("rep ; movsl\n\t"
178                        "testb $2,%b4\n\t"
179                        "je 1f\n\t"
180                        "movsw\n"
181                        "1:\ttestb $1,%b4\n\t"
182                        "je 2f\n\t"
183                        "movsb\n" "2:":"=&c"(d0), "=&D"(d1), "=&S"(d2)
184                        :"0"(n / 4), "q"(n), "1"((long) to), "2"((long) from)
185                        :"memory");
186   return (to);
187}
188#else
189#define __memcpy(a,b,c) memcpy(a,b,c)
190#endif
191
192
193/**
194 * The system memcpy (at least on ubuntu 5.10) has problems copying
195 * to agp (writecombined) memory from a source which isn't 64-byte
196 * aligned - there is a 4x performance falloff.
197 *
198 * The x86 __memcpy is immune to this but is slightly slower
199 * (10%-ish) than the system memcpy.
200 *
201 * The sse_memcpy seems to have a slight cliff at 64/32 bytes, but
202 * isn't much faster than x86_memcpy for agp copies.
203 *
204 * TODO: switch dynamically.
205 */
206static void *
207do_memcpy(void *dest, const void *src, size_t n)
208{
209   if ((((unsigned long) src) & 63) || (((unsigned long) dest) & 63)) {
210      return __memcpy(dest, src, n);
211   }
212   else
213      return memcpy(dest, src, n);
214}
215
216
217static int
218logbase2(int n)
219{
220   GLint i = 1, log2 = 0;
221   while (n > i) {
222      i *= 2;
223      log2++;
224   }
225   return log2;
226}
227
228
229/**
230 * Allocate a pipe_texture object for the given st_texture_object using
231 * the given st_texture_image to guess the mipmap size/levels.
232 *
233 * [comments...]
234 * Otherwise, store it in memory if (Border != 0) or (any dimension ==
235 * 1).
236 *
237 * Otherwise, if max_level >= level >= min_level, create texture with
238 * space for images from min_level down to max_level.
239 *
240 * Otherwise, create texture with space for images from (level 0)..(1x1).
241 * Consider pruning this texture at a validation if the saving is worth it.
242 */
243static void
244guess_and_alloc_texture(struct st_context *st,
245			struct st_texture_object *stObj,
246			const struct st_texture_image *stImage)
247{
248   GLuint firstLevel;
249   GLuint lastLevel;
250   GLuint width = stImage->base.Width2;  /* size w/out border */
251   GLuint height = stImage->base.Height2;
252   GLuint depth = stImage->base.Depth2;
253   GLuint i, comp_byte = 0;
254   enum pipe_format fmt;
255
256   DBG("%s\n", __FUNCTION__);
257
258   assert(!stObj->pt);
259
260   if (stObj->pt &&
261       (GLint) stImage->level > stObj->base.BaseLevel &&
262       (stImage->base.Width == 1 ||
263        (stObj->base.Target != GL_TEXTURE_1D &&
264         stImage->base.Height == 1) ||
265        (stObj->base.Target == GL_TEXTURE_3D &&
266         stImage->base.Depth == 1)))
267      return;
268
269   /* If this image disrespects BaseLevel, allocate from level zero.
270    * Usually BaseLevel == 0, so it's unlikely to happen.
271    */
272   if ((GLint) stImage->level < stObj->base.BaseLevel)
273      firstLevel = 0;
274   else
275      firstLevel = stObj->base.BaseLevel;
276
277
278   /* Figure out image dimensions at start level.
279    */
280   for (i = stImage->level; i > firstLevel; i--) {
281      if (width != 1)
282         width <<= 1;
283      if (height != 1)
284         height <<= 1;
285      if (depth != 1)
286         depth <<= 1;
287   }
288
289   if (width == 0 || height == 0 || depth == 0) {
290      /* no texture needed */
291      return;
292   }
293
294   /* Guess a reasonable value for lastLevel.  This is probably going
295    * to be wrong fairly often and might mean that we have to look at
296    * resizable buffers, or require that buffers implement lazy
297    * pagetable arrangements.
298    */
299   if ((stObj->base.MinFilter == GL_NEAREST ||
300        stObj->base.MinFilter == GL_LINEAR) &&
301       stImage->level == firstLevel) {
302      lastLevel = firstLevel;
303   }
304   else {
305      GLuint l2width = logbase2(width);
306      GLuint l2height = logbase2(height);
307      GLuint l2depth = logbase2(depth);
308      lastLevel = firstLevel + MAX2(MAX2(l2width, l2height), l2depth);
309   }
310
311   if (stImage->base.IsCompressed)
312      comp_byte = compressed_num_bytes(stImage->base.TexFormat->MesaFormat);
313
314   fmt = st_mesa_format_to_pipe_format(stImage->base.TexFormat->MesaFormat);
315   stObj->pt = st_texture_create(st,
316                                 gl_target_to_pipe(stObj->base.Target),
317                                 fmt,
318                                 lastLevel,
319                                 width,
320                                 height,
321                                 depth,
322                                 comp_byte,
323                                 ( (pf_is_depth_stencil(fmt) ?
324                                   PIPE_TEXTURE_USAGE_DEPTH_STENCIL :
325                                   PIPE_TEXTURE_USAGE_RENDER_TARGET) |
326                                   PIPE_TEXTURE_USAGE_SAMPLER ));
327
328   DBG("%s - success\n", __FUNCTION__);
329}
330
331
332/**
333 * Adjust pixel unpack params and image dimensions to strip off the
334 * texture border.
335 * Gallium doesn't support texture borders.  They've seldem been used
336 * and seldom been implemented correctly anyway.
337 * \param unpackNew  returns the new pixel unpack parameters
338 */
339static void
340strip_texture_border(GLint border,
341                     GLint *width, GLint *height, GLint *depth,
342                     const struct gl_pixelstore_attrib *unpack,
343                     struct gl_pixelstore_attrib *unpackNew)
344{
345   assert(border > 0);  /* sanity check */
346
347   *unpackNew = *unpack;
348
349   if (unpackNew->RowLength == 0)
350      unpackNew->RowLength = *width;
351
352   if (depth && unpackNew->ImageHeight == 0)
353      unpackNew->ImageHeight = *height;
354
355   unpackNew->SkipPixels += border;
356   if (height)
357      unpackNew->SkipRows += border;
358   if (depth)
359      unpackNew->SkipImages += border;
360
361   assert(*width >= 3);
362   *width = *width - 2 * border;
363   if (height && *height >= 3)
364      *height = *height - 2 * border;
365   if (depth && *depth >= 3)
366      *depth = *depth - 2 * border;
367}
368
369
370/**
371 * Do glTexImage1/2/3D().
372 */
373static void
374st_TexImage(GLcontext * ctx,
375            GLint dims,
376            GLenum target, GLint level,
377            GLint internalFormat,
378            GLint width, GLint height, GLint depth,
379            GLint border,
380            GLenum format, GLenum type, const void *pixels,
381            const struct gl_pixelstore_attrib *unpack,
382            struct gl_texture_object *texObj,
383            struct gl_texture_image *texImage,
384            GLsizei imageSize, int compressed)
385{
386   struct st_texture_object *stObj = st_texture_object(texObj);
387   struct st_texture_image *stImage = st_texture_image(texImage);
388   GLint postConvWidth, postConvHeight;
389   GLint texelBytes, sizeInBytes;
390   GLuint dstRowStride;
391   struct gl_pixelstore_attrib unpackNB;
392
393   DBG("%s target %s level %d %dx%dx%d border %d\n", __FUNCTION__,
394       _mesa_lookup_enum_by_nr(target), level, width, height, depth, border);
395
396   /* gallium does not support texture borders, strip it off */
397   if (border) {
398      strip_texture_border(border, &width, &height, &depth,
399                           unpack, &unpackNB);
400      unpack = &unpackNB;
401      texImage->Width = width;
402      texImage->Height = height;
403      texImage->Depth = depth;
404      texImage->Border = 0;
405      border = 0;
406   }
407
408   postConvWidth = width;
409   postConvHeight = height;
410
411   stImage->face = _mesa_tex_target_to_face(target);
412   stImage->level = level;
413
414#if FEATURE_convolve
415   if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) {
416      _mesa_adjust_image_for_convolution(ctx, dims, &postConvWidth,
417                                         &postConvHeight);
418   }
419#endif
420
421   /* choose the texture format */
422   texImage->TexFormat = st_ChooseTextureFormat(ctx, internalFormat,
423                                                format, type);
424
425   _mesa_set_fetch_functions(texImage, dims);
426
427   if (texImage->TexFormat->TexelBytes == 0) {
428      /* must be a compressed format */
429      texelBytes = 0;
430      texImage->IsCompressed = GL_TRUE;
431      texImage->CompressedSize =
432	 ctx->Driver.CompressedTextureSize(ctx, texImage->Width,
433					   texImage->Height, texImage->Depth,
434					   texImage->TexFormat->MesaFormat);
435   }
436   else {
437      texelBytes = texImage->TexFormat->TexelBytes;
438
439      /* Minimum pitch of 32 bytes */
440      if (postConvWidth * texelBytes < 32) {
441	 postConvWidth = 32 / texelBytes;
442	 texImage->RowStride = postConvWidth;
443      }
444
445      /* we'll set RowStride elsewhere when the texture is a "mapped" state */
446      /*assert(texImage->RowStride == postConvWidth);*/
447   }
448
449   /* Release the reference to a potentially orphaned buffer.
450    * Release any old malloced memory.
451    */
452   if (stImage->pt) {
453      pipe_texture_reference(&stImage->pt, NULL);
454      assert(!texImage->Data);
455   }
456   else if (texImage->Data) {
457      _mesa_align_free(texImage->Data);
458   }
459
460   if (width == 0 || height == 0 || depth == 0) {
461      /* stop after freeing old image */
462      return;
463   }
464
465   /* If this is the only mipmap level in the texture, could call
466    * bmBufferData with NULL data to free the old block and avoid
467    * waiting on any outstanding fences.
468    */
469   if (stObj->pt) {
470      if (stObj->teximage_realloc ||
471          level > (GLint) stObj->pt->last_level ||
472          (stObj->pt->last_level == level &&
473           stObj->pt->target != PIPE_TEXTURE_CUBE &&
474           !st_texture_match_image(stObj->pt, &stImage->base,
475                                   stImage->face, stImage->level))) {
476         DBG("release it\n");
477         pipe_texture_reference(&stObj->pt, NULL);
478         assert(!stObj->pt);
479         stObj->teximage_realloc = FALSE;
480      }
481   }
482
483   if (!stObj->pt) {
484      guess_and_alloc_texture(ctx->st, stObj, stImage);
485      if (!stObj->pt) {
486         /* Probably out of memory.
487          * Try flushing any pending rendering, then retry.
488          */
489         st_finish(ctx->st);
490         guess_and_alloc_texture(ctx->st, stObj, stImage);
491         if (!stObj->pt) {
492            _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
493            return;
494         }
495      }
496   }
497
498   assert(!stImage->pt);
499
500   if (stObj->pt &&
501       st_texture_match_image(stObj->pt, &stImage->base,
502                                 stImage->face, stImage->level)) {
503
504      pipe_texture_reference(&stImage->pt, stObj->pt);
505      assert(stImage->pt);
506   }
507
508   if (!stImage->pt)
509      DBG("XXX: Image did not fit into texture - storing in local memory!\n");
510
511   /* st_CopyTexImage calls this function with pixels == NULL, with
512    * the expectation that the texture will be set up but nothing
513    * more will be done.  This is where those calls return:
514    */
515   if (compressed) {
516      pixels = _mesa_validate_pbo_compressed_teximage(ctx, imageSize, pixels,
517						      unpack,
518						      "glCompressedTexImage");
519   } else {
520      pixels = _mesa_validate_pbo_teximage(ctx, dims, width, height, 1,
521					   format, type,
522					   pixels, unpack, "glTexImage");
523   }
524   if (!pixels)
525      return;
526
527   if (stImage->pt) {
528      texImage->Data = st_texture_image_map(ctx->st, stImage, 0,
529                                            PIPE_TRANSFER_WRITE, 0, 0,
530                                            stImage->base.Width,
531                                            stImage->base.Height);
532      dstRowStride = stImage->transfer->stride;
533   }
534   else {
535      /* Allocate regular memory and store the image there temporarily.   */
536      if (texImage->IsCompressed) {
537         sizeInBytes = texImage->CompressedSize;
538         dstRowStride =
539            _mesa_compressed_row_stride(texImage->TexFormat->MesaFormat, width);
540         assert(dims != 3);
541      }
542      else {
543         dstRowStride = postConvWidth * texelBytes;
544         sizeInBytes = depth * dstRowStride * postConvHeight;
545      }
546
547      texImage->Data = _mesa_align_malloc(sizeInBytes, 16);
548   }
549
550   if (!texImage->Data) {
551      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
552      return;
553   }
554
555   DBG("Upload image %dx%dx%d row_len %x pitch %x\n",
556       width, height, depth, width * texelBytes, dstRowStride);
557
558   /* Copy data.  Would like to know when it's ok for us to eg. use
559    * the blitter to copy.  Or, use the hardware to do the format
560    * conversion and copy:
561    */
562   if (compressed) {
563      memcpy(texImage->Data, pixels, imageSize);
564   }
565   else {
566      GLuint srcImageStride = _mesa_image_image_stride(unpack, width, height,
567						       format, type);
568      int i;
569      const GLubyte *src = (const GLubyte *) pixels;
570
571      for (i = 0; i++ < depth;) {
572	 if (!texImage->TexFormat->StoreImage(ctx, dims,
573					      texImage->_BaseFormat,
574					      texImage->TexFormat,
575					      texImage->Data,
576					      0, 0, 0, /* dstX/Y/Zoffset */
577					      dstRowStride,
578					      texImage->ImageOffsets,
579					      width, height, 1,
580					      format, type, src, unpack)) {
581	    _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
582	 }
583
584	 if (stImage->pt && i < depth) {
585	    st_texture_image_unmap(ctx->st, stImage);
586	    texImage->Data = st_texture_image_map(ctx->st, stImage, i,
587                                                  PIPE_TRANSFER_WRITE, 0, 0,
588                                                  stImage->base.Width,
589                                                  stImage->base.Height);
590	    src += srcImageStride;
591	 }
592      }
593   }
594
595   _mesa_unmap_teximage_pbo(ctx, unpack);
596
597   if (stImage->pt) {
598      st_texture_image_unmap(ctx->st, stImage);
599      texImage->Data = NULL;
600   }
601
602   if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
603      ctx->Driver.GenerateMipmap(ctx, target, texObj);
604   }
605}
606
607
608static void
609st_TexImage3D(GLcontext * ctx,
610              GLenum target, GLint level,
611              GLint internalFormat,
612              GLint width, GLint height, GLint depth,
613              GLint border,
614              GLenum format, GLenum type, const void *pixels,
615              const struct gl_pixelstore_attrib *unpack,
616              struct gl_texture_object *texObj,
617              struct gl_texture_image *texImage)
618{
619   st_TexImage(ctx, 3, target, level,
620                 internalFormat, width, height, depth, border,
621                 format, type, pixels, unpack, texObj, texImage, 0, 0);
622}
623
624
625static void
626st_TexImage2D(GLcontext * ctx,
627              GLenum target, GLint level,
628              GLint internalFormat,
629              GLint width, GLint height, GLint border,
630              GLenum format, GLenum type, const void *pixels,
631              const struct gl_pixelstore_attrib *unpack,
632              struct gl_texture_object *texObj,
633              struct gl_texture_image *texImage)
634{
635   st_TexImage(ctx, 2, target, level,
636                 internalFormat, width, height, 1, border,
637                 format, type, pixels, unpack, texObj, texImage, 0, 0);
638}
639
640
641static void
642st_TexImage1D(GLcontext * ctx,
643              GLenum target, GLint level,
644              GLint internalFormat,
645              GLint width, GLint border,
646              GLenum format, GLenum type, const void *pixels,
647              const struct gl_pixelstore_attrib *unpack,
648              struct gl_texture_object *texObj,
649              struct gl_texture_image *texImage)
650{
651   st_TexImage(ctx, 1, target, level,
652                 internalFormat, width, 1, 1, border,
653                 format, type, pixels, unpack, texObj, texImage, 0, 0);
654}
655
656
657static void
658st_CompressedTexImage2D(GLcontext *ctx, GLenum target, GLint level,
659                        GLint internalFormat,
660                        GLint width, GLint height, GLint border,
661                        GLsizei imageSize, const GLvoid *data,
662                        struct gl_texture_object *texObj,
663                        struct gl_texture_image *texImage)
664{
665   st_TexImage(ctx, 2, target, level,
666		 internalFormat, width, height, 1, border,
667		 0, 0, data, &ctx->Unpack, texObj, texImage, imageSize, 1);
668}
669
670
671/**
672 * Need to map texture image into memory before copying image data,
673 * then unmap it.
674 */
675static void
676st_get_tex_image(GLcontext * ctx, GLenum target, GLint level,
677                 GLenum format, GLenum type, GLvoid * pixels,
678                 struct gl_texture_object *texObj,
679                 struct gl_texture_image *texImage, int compressed)
680{
681   struct st_texture_image *stImage = st_texture_image(texImage);
682   GLuint dstImageStride = _mesa_image_image_stride(&ctx->Pack,
683                                                    texImage->Width,
684						    texImage->Height,
685                                                    format, type);
686   GLuint depth;
687   GLuint i;
688   GLubyte *dest;
689
690   /* Map */
691   if (stImage->pt) {
692      /* Image is stored in hardware format in a buffer managed by the
693       * kernel.  Need to explicitly map and unmap it.
694       */
695      texImage->Data = st_texture_image_map(ctx->st, stImage, 0,
696                                            PIPE_TRANSFER_READ, 0, 0,
697                                            stImage->base.Width,
698                                            stImage->base.Height);
699      texImage->RowStride = stImage->transfer->stride / stImage->pt->block.size;
700   }
701   else {
702      /* Otherwise, the image should actually be stored in
703       * texImage->Data.  This is pretty confusing for
704       * everybody, I'd much prefer to separate the two functions of
705       * texImage->Data - storage for texture images in main memory
706       * and access (ie mappings) of images.  In other words, we'd
707       * create a new texImage->Map field and leave Data simply for
708       * storage.
709       */
710      assert(texImage->Data);
711   }
712
713   depth = texImage->Depth;
714   texImage->Depth = 1;
715
716   dest = (GLubyte *) pixels;
717
718   for (i = 0; i++ < depth;) {
719      if (compressed) {
720	 _mesa_get_compressed_teximage(ctx, target, level, dest,
721				       texObj, texImage);
722      } else {
723	 _mesa_get_teximage(ctx, target, level, format, type, dest,
724			    texObj, texImage);
725      }
726
727      if (stImage->pt && i < depth) {
728	 st_texture_image_unmap(ctx->st, stImage);
729	 texImage->Data = st_texture_image_map(ctx->st, stImage, i,
730                                               PIPE_TRANSFER_READ, 0, 0,
731                                               stImage->base.Width,
732                                               stImage->base.Height);
733	 dest += dstImageStride;
734      }
735   }
736
737   texImage->Depth = depth;
738
739   /* Unmap */
740   if (stImage->pt) {
741      st_texture_image_unmap(ctx->st, stImage);
742      texImage->Data = NULL;
743   }
744}
745
746
747static void
748st_GetTexImage(GLcontext * ctx, GLenum target, GLint level,
749               GLenum format, GLenum type, GLvoid * pixels,
750               struct gl_texture_object *texObj,
751               struct gl_texture_image *texImage)
752{
753   st_get_tex_image(ctx, target, level, format, type, pixels,
754                    texObj, texImage, 0);
755}
756
757
758static void
759st_GetCompressedTexImage(GLcontext *ctx, GLenum target, GLint level,
760                         GLvoid *pixels,
761                         struct gl_texture_object *texObj,
762                         struct gl_texture_image *texImage)
763{
764   st_get_tex_image(ctx, target, level, 0, 0, pixels,
765                    (struct gl_texture_object *) texObj,
766                    (struct gl_texture_image *) texImage, 1);
767}
768
769
770
771static void
772st_TexSubimage(GLcontext * ctx,
773               GLint dims,
774               GLenum target, GLint level,
775               GLint xoffset, GLint yoffset, GLint zoffset,
776               GLint width, GLint height, GLint depth,
777               GLenum format, GLenum type, const void *pixels,
778               const struct gl_pixelstore_attrib *packing,
779               struct gl_texture_object *texObj,
780               struct gl_texture_image *texImage)
781{
782   struct st_texture_image *stImage = st_texture_image(texImage);
783   GLuint dstRowStride;
784   GLuint srcImageStride = _mesa_image_image_stride(packing, width, height,
785						    format, type);
786   int i;
787   const GLubyte *src;
788
789   DBG("%s target %s level %d offset %d,%d %dx%d\n", __FUNCTION__,
790       _mesa_lookup_enum_by_nr(target),
791       level, xoffset, yoffset, width, height);
792
793   pixels =
794      _mesa_validate_pbo_teximage(ctx, dims, width, height, depth, format,
795                                  type, pixels, packing, "glTexSubImage2D");
796   if (!pixels)
797      return;
798
799   /* Map buffer if necessary.  Need to lock to prevent other contexts
800    * from uploading the buffer under us.
801    */
802   if (stImage->pt) {
803      texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset,
804                                            PIPE_TRANSFER_WRITE,
805                                            xoffset, yoffset,
806                                            width, height);
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   dstRowStride = stImage->transfer->stride;
816
817   for (i = 0; i++ < depth;) {
818      if (!texImage->TexFormat->StoreImage(ctx, dims, texImage->_BaseFormat,
819					   texImage->TexFormat,
820					   texImage->Data,
821					   0, 0, 0,
822					   dstRowStride,
823					   texImage->ImageOffsets,
824					   width, height, 1,
825					   format, type, src, packing)) {
826	 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
827      }
828
829      if (stImage->pt && i < depth) {
830         /* map next slice of 3D texture */
831	 st_texture_image_unmap(ctx->st, stImage);
832	 texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset + i,
833                                               PIPE_TRANSFER_WRITE,
834                                               xoffset, yoffset,
835                                               width, 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 - srcY - height;
938   }
939
940   src_trans = screen->get_tex_transfer( 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;
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_destroy(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      boolean do_flip = (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP);
1092
1093      if (src_format == dest_format && !do_flip) {
1094         /* use surface_copy() / blit */
1095
1096
1097         dest_surface = screen->get_tex_surface(screen, stImage->pt,
1098                                                stImage->face, stImage->level,
1099                                                destZ,
1100                                                PIPE_BUFFER_USAGE_GPU_WRITE);
1101
1102         /* for surface_copy(), y=0=top, always */
1103         pipe->surface_copy(pipe,
1104                            /* dest */
1105                            dest_surface,
1106                            destX, destY,
1107                            /* src */
1108                            strb->surface,
1109                            srcX, srcY,
1110                            /* size */
1111                            width, height);
1112         use_fallback = GL_FALSE;
1113      }
1114      else if (screen->is_format_supported(screen, src_format,
1115                                           PIPE_TEXTURE_2D,
1116                                           PIPE_TEXTURE_USAGE_SAMPLER,
1117                                           0) &&
1118               screen->is_format_supported(screen, dest_format,
1119                                           PIPE_TEXTURE_2D,
1120                                           PIPE_TEXTURE_USAGE_RENDER_TARGET,
1121                                           0)) {
1122         /* draw textured quad to do the copy */
1123         int srcY0, srcY1;
1124
1125         dest_surface = screen->get_tex_surface(screen, stImage->pt,
1126                                                stImage->face, stImage->level,
1127                                                destZ,
1128                                                PIPE_BUFFER_USAGE_GPU_WRITE);
1129
1130         if (do_flip) {
1131            srcY1 = strb->Base.Height - srcY - height;
1132            srcY0 = srcY1 + height;
1133         }
1134         else {
1135            srcY0 = srcY;
1136            srcY1 = srcY0 + height;
1137         }
1138         util_blit_pixels(ctx->st->blit,
1139                          strb->surface,
1140                          srcX, srcY0,
1141                          srcX + width, srcY1,
1142                          dest_surface,
1143                          destX, destY,
1144                          destX + width, destY + height,
1145                          0.0, PIPE_TEX_MIPFILTER_NEAREST);
1146         use_fallback = GL_FALSE;
1147      }
1148
1149      if (dest_surface)
1150         pipe_surface_reference(&dest_surface, NULL);
1151   }
1152
1153   if (use_fallback) {
1154      /* software fallback */
1155      fallback_copy_texsubimage(ctx, target, level,
1156                                strb, stImage, texBaseFormat,
1157                                destX, destY, destZ,
1158                                srcX, srcY, width, height);
1159   }
1160
1161   if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
1162      ctx->Driver.GenerateMipmap(ctx, target, texObj);
1163   }
1164}
1165
1166
1167
1168static void
1169st_CopyTexImage1D(GLcontext * ctx, GLenum target, GLint level,
1170                  GLenum internalFormat,
1171                  GLint x, GLint y, GLsizei width, GLint border)
1172{
1173   struct gl_texture_unit *texUnit =
1174      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1175   struct gl_texture_object *texObj =
1176      _mesa_select_tex_object(ctx, texUnit, target);
1177   struct gl_texture_image *texImage =
1178      _mesa_select_tex_image(ctx, texObj, target, level);
1179
1180#if 0
1181   if (border)
1182      goto fail;
1183#endif
1184
1185   /* Setup or redefine the texture object, texture and texture
1186    * image.  Don't populate yet.
1187    */
1188   ctx->Driver.TexImage1D(ctx, target, level, internalFormat,
1189                          width, border,
1190                          GL_RGBA, CHAN_TYPE, NULL,
1191                          &ctx->DefaultPacking, texObj, texImage);
1192
1193   st_copy_texsubimage(ctx, target, level,
1194                       0, 0, 0,  /* destX,Y,Z */
1195                       x, y, width, 1);  /* src X, Y, size */
1196}
1197
1198
1199static void
1200st_CopyTexImage2D(GLcontext * ctx, GLenum target, GLint level,
1201                  GLenum internalFormat,
1202                  GLint x, GLint y, GLsizei width, GLsizei height,
1203                  GLint border)
1204{
1205   struct gl_texture_unit *texUnit =
1206      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1207   struct gl_texture_object *texObj =
1208      _mesa_select_tex_object(ctx, texUnit, target);
1209   struct gl_texture_image *texImage =
1210      _mesa_select_tex_image(ctx, texObj, target, level);
1211
1212   /* Setup or redefine the texture object, texture and texture
1213    * image.  Don't populate yet.
1214    */
1215   ctx->Driver.TexImage2D(ctx, target, level, internalFormat,
1216                          width, height, border,
1217                          GL_RGBA, CHAN_TYPE, NULL,
1218                          &ctx->DefaultPacking, texObj, texImage);
1219
1220   st_copy_texsubimage(ctx, target, level,
1221                       0, 0, 0,  /* destX,Y,Z */
1222                       x, y, width, height);  /* src X, Y, size */
1223}
1224
1225
1226static void
1227st_CopyTexSubImage1D(GLcontext * ctx, GLenum target, GLint level,
1228                     GLint xoffset, GLint x, GLint y, GLsizei width)
1229{
1230   const GLint yoffset = 0, zoffset = 0;
1231   const GLsizei height = 1;
1232   st_copy_texsubimage(ctx, target, level,
1233                       xoffset, yoffset, zoffset,  /* destX,Y,Z */
1234                       x, y, width, height);  /* src X, Y, size */
1235}
1236
1237
1238static void
1239st_CopyTexSubImage2D(GLcontext * ctx, GLenum target, GLint level,
1240                     GLint xoffset, GLint yoffset,
1241                     GLint x, GLint y, GLsizei width, GLsizei height)
1242{
1243   const GLint zoffset = 0;
1244   st_copy_texsubimage(ctx, target, level,
1245                       xoffset, yoffset, zoffset,  /* destX,Y,Z */
1246                       x, y, width, height);  /* src X, Y, size */
1247}
1248
1249
1250static void
1251st_CopyTexSubImage3D(GLcontext * ctx, GLenum target, GLint level,
1252                     GLint xoffset, GLint yoffset, GLint zoffset,
1253                     GLint x, GLint y, GLsizei width, GLsizei height)
1254{
1255   st_copy_texsubimage(ctx, target, level,
1256                       xoffset, yoffset, zoffset,  /* destX,Y,Z */
1257                       x, y, width, height);  /* src X, Y, size */
1258}
1259
1260
1261/**
1262 * Compute which mipmap levels that really need to be sent to the hardware.
1263 * This depends on the base image size, GL_TEXTURE_MIN_LOD,
1264 * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL.
1265 */
1266static void
1267calculate_first_last_level(struct st_texture_object *stObj)
1268{
1269   struct gl_texture_object *tObj = &stObj->base;
1270
1271   /* These must be signed values.  MinLod and MaxLod can be negative numbers,
1272    * and having firstLevel and lastLevel as signed prevents the need for
1273    * extra sign checks.
1274    */
1275   int firstLevel;
1276   int lastLevel;
1277
1278   /* Yes, this looks overly complicated, but it's all needed.
1279    */
1280   switch (tObj->Target) {
1281   case GL_TEXTURE_1D:
1282   case GL_TEXTURE_2D:
1283   case GL_TEXTURE_3D:
1284   case GL_TEXTURE_CUBE_MAP:
1285      if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) {
1286         /* GL_NEAREST and GL_LINEAR only care about GL_TEXTURE_BASE_LEVEL.
1287          */
1288         firstLevel = lastLevel = tObj->BaseLevel;
1289      }
1290      else {
1291         firstLevel = 0;
1292         lastLevel = MIN2(tObj->MaxLevel,
1293                          (int) tObj->Image[0][tObj->BaseLevel]->WidthLog2);
1294      }
1295      break;
1296   case GL_TEXTURE_RECTANGLE_NV:
1297   case GL_TEXTURE_4D_SGIS:
1298      firstLevel = lastLevel = 0;
1299      break;
1300   default:
1301      return;
1302   }
1303
1304   stObj->lastLevel = lastLevel;
1305}
1306
1307
1308static void
1309copy_image_data_to_texture(struct st_context *st,
1310			   struct st_texture_object *stObj,
1311                           GLuint dstLevel,
1312			   struct st_texture_image *stImage)
1313{
1314   if (stImage->pt) {
1315      /* Copy potentially with the blitter:
1316       */
1317      st_texture_image_copy(st->pipe,
1318                            stObj->pt, dstLevel,  /* dest texture, level */
1319                            stImage->pt, /* src texture */
1320                            stImage->face
1321                            );
1322
1323      pipe_texture_reference(&stImage->pt, NULL);
1324   }
1325   else if (stImage->base.Data) {
1326      assert(stImage->base.Data != NULL);
1327
1328      /* More straightforward upload.
1329       */
1330      st_texture_image_data(st->pipe,
1331                               stObj->pt,
1332                               stImage->face,
1333                               dstLevel,
1334                               stImage->base.Data,
1335                               stImage->base.RowStride *
1336                               stObj->pt->block.size,
1337                               stImage->base.RowStride *
1338                               stImage->base.Height *
1339                               stObj->pt->block.size);
1340      _mesa_align_free(stImage->base.Data);
1341      stImage->base.Data = NULL;
1342   }
1343
1344   pipe_texture_reference(&stImage->pt, stObj->pt);
1345}
1346
1347
1348/**
1349 * Called during state validation.  When this function is finished,
1350 * the texture object should be ready for rendering.
1351 * \return GL_TRUE for success, GL_FALSE for failure (out of mem)
1352 */
1353GLboolean
1354st_finalize_texture(GLcontext *ctx,
1355		    struct pipe_context *pipe,
1356		    struct gl_texture_object *tObj,
1357		    GLboolean *needFlush)
1358{
1359   struct st_texture_object *stObj = st_texture_object(tObj);
1360   const GLuint nr_faces = (stObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
1361   int comp_byte = 0;
1362   int cpp;
1363   GLuint face;
1364   struct st_texture_image *firstImage;
1365
1366   *needFlush = GL_FALSE;
1367
1368   /* We know/require this is true by now:
1369    */
1370   assert(stObj->base._Complete);
1371
1372   /* What levels must the texture include at a minimum?
1373    */
1374   calculate_first_last_level(stObj);
1375   firstImage = st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]);
1376
1377   /* If both firstImage and stObj point to a texture which can contain
1378    * all active images, favour firstImage.  Note that because of the
1379    * completeness requirement, we know that the image dimensions
1380    * will match.
1381    */
1382   if (firstImage->pt &&
1383       firstImage->pt != stObj->pt &&
1384       firstImage->pt->last_level >= stObj->lastLevel) {
1385
1386      pipe_texture_reference(&stObj->pt, firstImage->pt);
1387   }
1388
1389   /* FIXME: determine format block instead of cpp */
1390   if (firstImage->base.IsCompressed) {
1391      comp_byte = compressed_num_bytes(firstImage->base.TexFormat->MesaFormat);
1392      cpp = comp_byte;
1393   }
1394   else {
1395      cpp = firstImage->base.TexFormat->TexelBytes;
1396   }
1397
1398   /* If we already have a gallium texture, check that it matches the texture
1399    * object's format, target, size, num_levels, etc.
1400    */
1401   if (stObj->pt) {
1402      const enum pipe_format fmt =
1403         st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat);
1404      if (stObj->pt->target != gl_target_to_pipe(stObj->base.Target) ||
1405          stObj->pt->format != fmt ||
1406          stObj->pt->last_level < stObj->lastLevel ||
1407          stObj->pt->width[0] != firstImage->base.Width2 ||
1408          stObj->pt->height[0] != firstImage->base.Height2 ||
1409          stObj->pt->depth[0] != firstImage->base.Depth2 ||
1410          stObj->pt->block.size/stObj->pt->block.width != cpp || /* Nominal bytes per pixel */
1411          stObj->pt->compressed != firstImage->base.IsCompressed) {
1412         pipe_texture_reference(&stObj->pt, NULL);
1413         ctx->st->dirty.st |= ST_NEW_FRAMEBUFFER;
1414      }
1415   }
1416
1417   /* May need to create a new gallium texture:
1418    */
1419   if (!stObj->pt) {
1420      const enum pipe_format fmt =
1421         st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat);
1422      stObj->pt = st_texture_create(ctx->st,
1423                                    gl_target_to_pipe(stObj->base.Target),
1424                                    fmt,
1425                                    stObj->lastLevel,
1426                                    firstImage->base.Width2,
1427                                    firstImage->base.Height2,
1428                                    firstImage->base.Depth2,
1429                                    comp_byte,
1430                                    ( (pf_is_depth_stencil(fmt) ?
1431                                      PIPE_TEXTURE_USAGE_DEPTH_STENCIL :
1432                                      PIPE_TEXTURE_USAGE_RENDER_TARGET) |
1433                                      PIPE_TEXTURE_USAGE_SAMPLER ));
1434
1435      if (!stObj->pt) {
1436         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
1437         return GL_FALSE;
1438      }
1439   }
1440
1441   /* Pull in any images not in the object's texture:
1442    */
1443   for (face = 0; face < nr_faces; face++) {
1444      GLuint level;
1445      for (level = 0; level <= stObj->lastLevel; level++) {
1446         struct st_texture_image *stImage =
1447            st_texture_image(stObj->base.Image[face][stObj->base.BaseLevel + level]);
1448
1449         /* Need to import images in main memory or held in other textures.
1450          */
1451         if (stImage && stObj->pt != stImage->pt) {
1452            copy_image_data_to_texture(ctx->st, stObj, level, stImage);
1453	    *needFlush = GL_TRUE;
1454         }
1455      }
1456   }
1457
1458   return GL_TRUE;
1459}
1460
1461
1462/**
1463 * Returns pointer to a default/dummy texture.
1464 * This is typically used when the current shader has tex/sample instructions
1465 * but the user has not provided a (any) texture(s).
1466 */
1467struct gl_texture_object *
1468st_get_default_texture(struct st_context *st)
1469{
1470   if (!st->default_texture) {
1471      static const GLenum target = GL_TEXTURE_2D;
1472      GLubyte pixels[16][16][4];
1473      struct gl_texture_object *texObj;
1474      struct gl_texture_image *texImg;
1475      GLuint i, j;
1476
1477      /* The ARB_fragment_program spec says (0,0,0,1) should be returned
1478       * when attempting to sample incomplete textures.
1479       */
1480      for (i = 0; i < 16; i++) {
1481         for (j = 0; j < 16; j++) {
1482            pixels[i][j][0] = 0;
1483            pixels[i][j][1] = 0;
1484            pixels[i][j][2] = 0;
1485            pixels[i][j][3] = 255;
1486         }
1487      }
1488
1489      texObj = st->ctx->Driver.NewTextureObject(st->ctx, 0, target);
1490
1491      texImg = _mesa_get_tex_image(st->ctx, texObj, target, 0);
1492
1493      _mesa_init_teximage_fields(st->ctx, target, texImg,
1494                                 16, 16, 1, 0,  /* w, h, d, border */
1495                                 GL_RGBA);
1496
1497      st_TexImage(st->ctx, 2, target,
1498                  0, GL_RGBA,    /* level, intformat */
1499                  16, 16, 1, 0,  /* w, h, d, border */
1500                  GL_RGBA, GL_UNSIGNED_BYTE, pixels,
1501                  &st->ctx->DefaultPacking,
1502                  texObj, texImg,
1503                  0, 0);
1504
1505      texObj->MinFilter = GL_NEAREST;
1506      texObj->MagFilter = GL_NEAREST;
1507      texObj->_Complete = GL_TRUE;
1508
1509      st->default_texture = texObj;
1510   }
1511   return st->default_texture;
1512}
1513
1514
1515void
1516st_init_texture_functions(struct dd_function_table *functions)
1517{
1518   functions->ChooseTextureFormat = st_ChooseTextureFormat;
1519   functions->TexImage1D = st_TexImage1D;
1520   functions->TexImage2D = st_TexImage2D;
1521   functions->TexImage3D = st_TexImage3D;
1522   functions->TexSubImage1D = st_TexSubImage1D;
1523   functions->TexSubImage2D = st_TexSubImage2D;
1524   functions->TexSubImage3D = st_TexSubImage3D;
1525   functions->CopyTexImage1D = st_CopyTexImage1D;
1526   functions->CopyTexImage2D = st_CopyTexImage2D;
1527   functions->CopyTexSubImage1D = st_CopyTexSubImage1D;
1528   functions->CopyTexSubImage2D = st_CopyTexSubImage2D;
1529   functions->CopyTexSubImage3D = st_CopyTexSubImage3D;
1530   functions->GenerateMipmap = st_generate_mipmap;
1531
1532   functions->GetTexImage = st_GetTexImage;
1533
1534   /* compressed texture functions */
1535   functions->CompressedTexImage2D = st_CompressedTexImage2D;
1536   functions->GetCompressedTexImage = st_GetCompressedTexImage;
1537   functions->CompressedTextureSize = _mesa_compressed_texture_size;
1538
1539   functions->NewTextureObject = st_NewTextureObject;
1540   functions->NewTextureImage = st_NewTextureImage;
1541   functions->DeleteTexture = st_DeleteTextureObject;
1542   functions->FreeTexImageData = st_FreeTextureImageData;
1543   functions->UpdateTexturePalette = 0;
1544
1545   functions->TextureMemCpy = do_memcpy;
1546
1547   /* XXX Temporary until we can query pipe's texture sizes */
1548   functions->TestProxyTexImage = _mesa_test_proxy_teximage;
1549}
1550