st_cb_texture.c revision de7277f81a0f4330f11ec429bf46e93d0a748dfe
1/**************************************************************************
2 *
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28#include "main/imports.h"
29#include "main/convolve.h"
30#include "main/enums.h"
31#include "main/image.h"
32#include "main/macros.h"
33#include "main/mipmap.h"
34#include "main/pixel.h"
35#include "main/texcompress.h"
36#include "main/texformat.h"
37#include "main/teximage.h"
38#include "main/texobj.h"
39#include "main/texstore.h"
40
41#include "state_tracker/st_context.h"
42#include "state_tracker/st_cb_fbo.h"
43#include "state_tracker/st_cb_texture.h"
44#include "state_tracker/st_format.h"
45#include "state_tracker/st_public.h"
46#include "state_tracker/st_texture.h"
47#include "state_tracker/st_gen_mipmap.h"
48
49#include "pipe/p_context.h"
50#include "pipe/p_defines.h"
51#include "pipe/p_inlines.h"
52#include "util/p_tile.h"
53#include "util/u_blit.h"
54
55
56#define DBG if (0) printf
57
58
59static INLINE struct st_texture_image *
60st_texture_image(struct gl_texture_image *img)
61{
62   return (struct st_texture_image *) img;
63}
64
65
66static enum pipe_texture_target
67gl_target_to_pipe(GLenum target)
68{
69   switch (target) {
70   case GL_TEXTURE_1D:
71      return PIPE_TEXTURE_1D;
72
73   case GL_TEXTURE_2D:
74   case GL_TEXTURE_RECTANGLE_NV:
75      return PIPE_TEXTURE_2D;
76
77   case GL_TEXTURE_3D:
78      return PIPE_TEXTURE_3D;
79
80   case GL_TEXTURE_CUBE_MAP_ARB:
81      return PIPE_TEXTURE_CUBE;
82
83   default:
84      assert(0);
85      return 0;
86   }
87}
88
89
90/**
91 * Return nominal bytes per texel for a compressed format, 0 for non-compressed
92 * format.
93 */
94static int
95compressed_num_bytes(GLuint mesaFormat)
96{
97   switch(mesaFormat) {
98   case MESA_FORMAT_RGB_FXT1:
99   case MESA_FORMAT_RGBA_FXT1:
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   default:
107      return 0;
108   }
109}
110
111
112static GLboolean
113st_IsTextureResident(GLcontext * ctx, struct gl_texture_object *texObj)
114{
115#if 0
116   struct intel_context *intel = intel_context(ctx);
117   struct st_texture_object *stObj = st_texture_object(texObj);
118
119   return
120      stObj->pt &&
121      stObj->pt->region &&
122      intel_is_region_resident(intel, stObj->pt->region);
123#endif
124   return 1;
125}
126
127
128static struct gl_texture_image *
129st_NewTextureImage(GLcontext * ctx)
130{
131   DBG("%s\n", __FUNCTION__);
132   (void) ctx;
133   return (struct gl_texture_image *) CALLOC_STRUCT(st_texture_image);
134}
135
136
137static struct gl_texture_object *
138st_NewTextureObject(GLcontext * ctx, GLuint name, GLenum target)
139{
140   struct st_texture_object *obj = CALLOC_STRUCT(st_texture_object);
141
142   DBG("%s\n", __FUNCTION__);
143   _mesa_initialize_texture_object(&obj->base, name, target);
144
145   return &obj->base;
146}
147
148static void
149st_DeleteTextureObject(GLcontext *ctx,
150                       struct gl_texture_object *texObj)
151{
152   struct st_texture_object *stObj = st_texture_object(texObj);
153   if (stObj->pt)
154      pipe_texture_release(&stObj->pt);
155
156   _mesa_delete_texture_object(ctx, texObj);
157}
158
159
160static void
161st_FreeTextureImageData(GLcontext * ctx, struct gl_texture_image *texImage)
162{
163   struct st_texture_image *stImage = st_texture_image(texImage);
164
165   DBG("%s\n", __FUNCTION__);
166
167   if (stImage->pt) {
168      pipe_texture_release(&stImage->pt);
169   }
170
171   if (texImage->Data) {
172      free(texImage->Data);
173      texImage->Data = NULL;
174   }
175}
176
177
178/* ================================================================
179 * From linux kernel i386 header files, copes with odd sizes better
180 * than COPY_DWORDS would:
181 * XXX Put this in src/mesa/main/imports.h ???
182 */
183#if defined(i386) || defined(__i386__)
184static INLINE void *
185__memcpy(void *to, const void *from, size_t n)
186{
187   int d0, d1, d2;
188   __asm__ __volatile__("rep ; movsl\n\t"
189                        "testb $2,%b4\n\t"
190                        "je 1f\n\t"
191                        "movsw\n"
192                        "1:\ttestb $1,%b4\n\t"
193                        "je 2f\n\t"
194                        "movsb\n" "2:":"=&c"(d0), "=&D"(d1), "=&S"(d2)
195                        :"0"(n / 4), "q"(n), "1"((long) to), "2"((long) from)
196                        :"memory");
197   return (to);
198}
199#else
200#define __memcpy(a,b,c) memcpy(a,b,c)
201#endif
202
203
204/* The system memcpy (at least on ubuntu 5.10) has problems copying
205 * to agp (writecombined) memory from a source which isn't 64-byte
206 * aligned - there is a 4x performance falloff.
207 *
208 * The x86 __memcpy is immune to this but is slightly slower
209 * (10%-ish) than the system memcpy.
210 *
211 * The sse_memcpy seems to have a slight cliff at 64/32 bytes, but
212 * isn't much faster than x86_memcpy for agp copies.
213 *
214 * TODO: switch dynamically.
215 */
216static void *
217do_memcpy(void *dest, const void *src, size_t n)
218{
219   if ((((unsigned) src) & 63) || (((unsigned) dest) & 63)) {
220      return __memcpy(dest, src, n);
221   }
222   else
223      return memcpy(dest, src, n);
224}
225
226
227/* Functions to store texture images.  Where possible, textures
228 * will be created or further instantiated with image data, otherwise
229 * images will be stored in malloc'd memory.  A validation step is
230 * required to pull those images into a texture, or otherwise
231 * decide a fallback is required.
232 */
233
234
235static int
236logbase2(int n)
237{
238   GLint i = 1;
239   GLint log2 = 0;
240
241   while (n > i) {
242      i *= 2;
243      log2++;
244   }
245
246   return log2;
247}
248
249
250/**
251 * Allocate a pipe_texture object for the given st_texture_object using
252 * the given st_texture_image to guess the mipmap size/levels.
253 *
254 * [comments...]
255 * Otherwise, store it in memory if (Border != 0) or (any dimension ==
256 * 1).
257 *
258 * Otherwise, if max_level >= level >= min_level, create texture with
259 * space for images from min_level down to max_level.
260 *
261 * Otherwise, create texture with space for images from (level 0)..(1x1).
262 * Consider pruning this texture at a validation if the saving is worth it.
263 */
264static void
265guess_and_alloc_texture(struct st_context *st,
266			struct st_texture_object *stObj,
267			const struct st_texture_image *stImage)
268{
269   GLuint firstLevel;
270   GLuint lastLevel;
271   GLuint width = stImage->base.Width2;  /* size w/out border */
272   GLuint height = stImage->base.Height2;
273   GLuint depth = stImage->base.Depth2;
274   GLuint i, comp_byte = 0;
275
276   DBG("%s\n", __FUNCTION__);
277
278   assert(!stObj->pt);
279
280   if (stObj->pt &&
281       stImage->level > stObj->base.BaseLevel &&
282       (stImage->base.Width == 1 ||
283        (stObj->base.Target != GL_TEXTURE_1D &&
284         stImage->base.Height == 1) ||
285        (stObj->base.Target == GL_TEXTURE_3D &&
286         stImage->base.Depth == 1)))
287      return;
288
289   /* If this image disrespects BaseLevel, allocate from level zero.
290    * Usually BaseLevel == 0, so it's unlikely to happen.
291    */
292   if (stImage->level < stObj->base.BaseLevel)
293      firstLevel = 0;
294   else
295      firstLevel = stObj->base.BaseLevel;
296
297
298   /* Figure out image dimensions at start level.
299    */
300   for (i = stImage->level; i > firstLevel; i--) {
301      if (width != 1)
302         width <<= 1;
303      if (height != 1)
304         height <<= 1;
305      if (depth != 1)
306         depth <<= 1;
307   }
308
309   /* Guess a reasonable value for lastLevel.  This is probably going
310    * to be wrong fairly often and might mean that we have to look at
311    * resizable buffers, or require that buffers implement lazy
312    * pagetable arrangements.
313    */
314   if ((stObj->base.MinFilter == GL_NEAREST ||
315        stObj->base.MinFilter == GL_LINEAR) &&
316       stImage->level == firstLevel) {
317      lastLevel = firstLevel;
318   }
319   else {
320      GLuint l2width = logbase2(width);
321      GLuint l2height = logbase2(height);
322      GLuint l2depth = logbase2(depth);
323      lastLevel = firstLevel + MAX2(MAX2(l2width, l2height), l2depth);
324   }
325
326   if (stImage->base.IsCompressed)
327      comp_byte = compressed_num_bytes(stImage->base.TexFormat->MesaFormat);
328
329   stObj->pt = st_texture_create(st,
330                                 gl_target_to_pipe(stObj->base.Target),
331                                 st_mesa_format_to_pipe_format(stImage->base.TexFormat->MesaFormat),
332                                 lastLevel,
333                                 width,
334                                 height,
335                                 depth,
336                                 comp_byte);
337
338   DBG("%s - success\n", __FUNCTION__);
339}
340
341
342/* There are actually quite a few combinations this will work for,
343 * more than what I've listed here.
344 */
345static GLboolean
346check_pbo_format(GLint internalFormat,
347                 GLenum format, GLenum type,
348                 const struct gl_texture_format *mesa_format)
349{
350   switch (internalFormat) {
351   case 4:
352   case GL_RGBA:
353      return (format == GL_BGRA &&
354              (type == GL_UNSIGNED_BYTE ||
355               type == GL_UNSIGNED_INT_8_8_8_8_REV) &&
356              mesa_format == &_mesa_texformat_argb8888);
357   case 3:
358   case GL_RGB:
359      return (format == GL_RGB &&
360              type == GL_UNSIGNED_SHORT_5_6_5 &&
361              mesa_format == &_mesa_texformat_rgb565);
362   case GL_YCBCR_MESA:
363      return (type == GL_UNSIGNED_SHORT_8_8_MESA || type == GL_UNSIGNED_BYTE);
364   default:
365      return GL_FALSE;
366   }
367}
368
369
370/* XXX: Do this for TexSubImage also:
371 */
372static GLboolean
373try_pbo_upload(GLcontext *ctx,
374               struct st_texture_image *stImage,
375               const struct gl_pixelstore_attrib *unpack,
376               GLint internalFormat,
377               GLint width, GLint height,
378               GLenum format, GLenum type, const void *pixels)
379{
380   return GL_FALSE;  /* XXX fix flushing/locking/blitting below */
381#if 000
382   struct intel_context *intel = intel_context(ctx);
383   struct intel_buffer_object *pbo = intel_buffer_object(unpack->BufferObj);
384   GLuint src_offset, src_stride;
385   GLuint dst_offset, dst_stride;
386
387   if (!pbo ||
388       ctx._ImageTransferState ||
389       unpack->SkipPixels || unpack->SkipRows) {
390      _mesa_printf("%s: failure 1\n", __FUNCTION__);
391      return GL_FALSE;
392   }
393
394   src_offset = (GLuint) pixels;
395
396   if (unpack->RowLength > 0)
397      src_stride = unpack->RowLength;
398   else
399      src_stride = width;
400
401   dst_offset = st_texture_image_offset(stImage->pt,
402                                           stImage->face,
403                                           stImage->level);
404
405   dst_stride = stImage->pt->pitch;
406
407   {
408      struct _DriBufferObject *src_buffer =
409         intel_bufferobj_buffer(intel, pbo, INTEL_READ);
410
411      /* Temporary hack: cast to _DriBufferObject:
412       */
413      struct _DriBufferObject *dst_buffer =
414         (struct _DriBufferObject *)stImage->pt->region->buffer;
415
416
417      intelEmitCopyBlit(intel,
418                        stImage->pt->cpp,
419                        src_stride, src_buffer, src_offset,
420                        dst_stride, dst_buffer, dst_offset,
421                        0, 0, 0, 0, width, height,
422			GL_COPY);
423   }
424
425   return GL_TRUE;
426#endif
427}
428
429
430/**
431 * Adjust pixel unpack params and image dimensions to strip off the
432 * texture border.
433 * Gallium doesn't support texture borders.  They've seldem been used
434 * and seldom been implemented correctly anyway.
435 * \param unpackNew  returns the new pixel unpack parameters
436 */
437static void
438strip_texture_border(GLint border,
439                     GLint *width, GLint *height, GLint *depth,
440                     const struct gl_pixelstore_attrib *unpack,
441                     struct gl_pixelstore_attrib *unpackNew)
442{
443   assert(border > 0);  /* sanity check */
444
445   *unpackNew = *unpack;
446
447   if (unpackNew->RowLength == 0)
448      unpackNew->RowLength = *width;
449
450   if (depth && unpackNew->ImageHeight == 0)
451      unpackNew->ImageHeight = *height;
452
453   unpackNew->SkipPixels += border;
454   if (height)
455      unpackNew->SkipRows += border;
456   if (depth)
457      unpackNew->SkipImages += border;
458
459   assert(*width >= 3);
460   *width = *width - 2 * border;
461   if (height && *height >= 3)
462      *height = *height - 2 * border;
463   if (depth && *depth >= 3)
464      *depth = *depth - 2 * border;
465}
466
467
468static void
469st_TexImage(GLcontext * ctx,
470            GLint dims,
471            GLenum target, GLint level,
472            GLint internalFormat,
473            GLint width, GLint height, GLint depth,
474            GLint border,
475            GLenum format, GLenum type, const void *pixels,
476            const struct gl_pixelstore_attrib *unpack,
477            struct gl_texture_object *texObj,
478            struct gl_texture_image *texImage,
479            GLsizei imageSize, int compressed)
480{
481   struct pipe_context *pipe = ctx->st->pipe;
482   struct st_texture_object *stObj = st_texture_object(texObj);
483   struct st_texture_image *stImage = st_texture_image(texImage);
484   GLint postConvWidth, postConvHeight;
485   GLint texelBytes, sizeInBytes;
486   GLuint dstRowStride;
487   struct gl_pixelstore_attrib unpackNB;
488
489   DBG("%s target %s level %d %dx%dx%d border %d\n", __FUNCTION__,
490       _mesa_lookup_enum_by_nr(target), level, width, height, depth, border);
491
492   /* gallium does not support texture borders, strip it off */
493   if (border) {
494      strip_texture_border(border, &width, &height, &depth,
495                           unpack, &unpackNB);
496      unpack = &unpackNB;
497      texImage->Width = width;
498      texImage->Height = height;
499      texImage->Depth = depth;
500      texImage->Border = 0;
501      border = 0;
502   }
503
504   postConvWidth = width;
505   postConvHeight = height;
506
507   stImage->face = _mesa_tex_target_to_face(target);
508   stImage->level = level;
509
510   if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) {
511      _mesa_adjust_image_for_convolution(ctx, dims, &postConvWidth,
512                                         &postConvHeight);
513   }
514
515   /* choose the texture format */
516   texImage->TexFormat = st_ChooseTextureFormat(ctx, internalFormat,
517                                                format, type);
518
519   _mesa_set_fetch_functions(texImage, dims);
520
521   if (texImage->TexFormat->TexelBytes == 0) {
522      /* must be a compressed format */
523      texelBytes = 0;
524      texImage->IsCompressed = GL_TRUE;
525      texImage->CompressedSize =
526	 ctx->Driver.CompressedTextureSize(ctx, texImage->Width,
527					   texImage->Height, texImage->Depth,
528					   texImage->TexFormat->MesaFormat);
529   }
530   else {
531      texelBytes = texImage->TexFormat->TexelBytes;
532
533      /* Minimum pitch of 32 bytes */
534      if (postConvWidth * texelBytes < 32) {
535	 postConvWidth = 32 / texelBytes;
536	 texImage->RowStride = postConvWidth;
537      }
538
539      /* we'll set RowStride elsewhere when the texture is a "mapped" state */
540      /*assert(texImage->RowStride == postConvWidth);*/
541   }
542
543   /* Release the reference to a potentially orphaned buffer.
544    * Release any old malloced memory.
545    */
546   if (stImage->pt) {
547      pipe_texture_release(&stImage->pt);
548      assert(!texImage->Data);
549   }
550   else if (texImage->Data) {
551      _mesa_align_free(texImage->Data);
552   }
553
554   /* If this is the only mipmap level in the texture, could call
555    * bmBufferData with NULL data to free the old block and avoid
556    * waiting on any outstanding fences.
557    */
558   if (stObj->pt &&
559       /*stObj->pt->first_level == level &&*/
560       stObj->pt->last_level == level &&
561       stObj->pt->target != PIPE_TEXTURE_CUBE &&
562       !st_texture_match_image(stObj->pt, &stImage->base,
563                                  stImage->face, stImage->level)) {
564
565      DBG("release it\n");
566      pipe_texture_release(&stObj->pt);
567      assert(!stObj->pt);
568   }
569
570   if (!stObj->pt) {
571      guess_and_alloc_texture(ctx->st, stObj, stImage);
572      if (!stObj->pt) {
573         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
574         return;
575      }
576   }
577
578   assert(!stImage->pt);
579
580   if (stObj->pt &&
581       st_texture_match_image(stObj->pt, &stImage->base,
582                                 stImage->face, stImage->level)) {
583
584      pipe_texture_reference(&stImage->pt, stObj->pt);
585      assert(stImage->pt);
586   }
587
588   if (!stImage->pt)
589      DBG("XXX: Image did not fit into texture - storing in local memory!\n");
590
591#if 0 /* XXX FIX when st_buffer_objects are in place */
592   /* PBO fastpaths:
593    */
594   if (dims <= 2 &&
595       stImage->pt &&
596       intel_buffer_object(unpack->BufferObj) &&
597       check_pbo_format(internalFormat, format,
598                        type, texImage->TexFormat)) {
599
600      DBG("trying pbo upload\n");
601
602
603
604      /* Otherwise, attempt to use the blitter for PBO image uploads.
605       */
606      if (try_pbo_upload(intel, stImage, unpack,
607                         internalFormat,
608                         width, height, format, type, pixels)) {
609         DBG("pbo upload succeeded\n");
610         return;
611      }
612
613      DBG("pbo upload failed\n");
614   }
615#else
616   (void) try_pbo_upload;
617   (void) check_pbo_format;
618#endif
619
620
621   /* st_CopyTexImage calls this function with pixels == NULL, with
622    * the expectation that the texture will be set up but nothing
623    * more will be done.  This is where those calls return:
624    */
625   if (compressed) {
626      pixels = _mesa_validate_pbo_compressed_teximage(ctx, imageSize, pixels,
627						      unpack,
628						      "glCompressedTexImage");
629   } else {
630      pixels = _mesa_validate_pbo_teximage(ctx, dims, width, height, 1,
631					   format, type,
632					   pixels, unpack, "glTexImage");
633   }
634   if (!pixels)
635      return;
636
637   if (stImage->pt) {
638      texImage->Data = st_texture_image_map(ctx->st, stImage, 0);
639      dstRowStride = stImage->surface->pitch * stImage->surface->cpp;
640   }
641   else {
642      /* Allocate regular memory and store the image there temporarily.   */
643      if (texImage->IsCompressed) {
644         sizeInBytes = texImage->CompressedSize;
645         dstRowStride =
646            _mesa_compressed_row_stride(texImage->TexFormat->MesaFormat, width);
647         assert(dims != 3);
648      }
649      else {
650         dstRowStride = postConvWidth * texelBytes;
651         sizeInBytes = depth * dstRowStride * postConvHeight;
652      }
653
654      texImage->Data = malloc(sizeInBytes);
655   }
656
657   DBG("Upload image %dx%dx%d row_len %x pitch %x\n",
658       width, height, depth, width * texelBytes, dstRowStride);
659
660   /* Copy data.  Would like to know when it's ok for us to eg. use
661    * the blitter to copy.  Or, use the hardware to do the format
662    * conversion and copy:
663    */
664   if (compressed) {
665      memcpy(texImage->Data, pixels, imageSize);
666   }
667   else {
668      GLuint srcImageStride = _mesa_image_image_stride(unpack, width, height,
669						       format, type);
670      int i;
671      const GLubyte *src = (const GLubyte *) pixels;
672
673      for (i = 0; i++ < depth;) {
674	 if (!texImage->TexFormat->StoreImage(ctx, dims,
675					      texImage->_BaseFormat,
676					      texImage->TexFormat,
677					      texImage->Data,
678					      0, 0, 0, /* dstX/Y/Zoffset */
679					      dstRowStride,
680					      texImage->ImageOffsets,
681					      width, height, 1,
682					      format, type, src, unpack)) {
683	    _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
684	 }
685
686	 if (stImage->pt && i < depth) {
687	    st_texture_image_unmap(stImage);
688	    texImage->Data = st_texture_image_map(ctx->st, stImage, i);
689	    src += srcImageStride;
690	 }
691      }
692   }
693
694   _mesa_unmap_teximage_pbo(ctx, unpack);
695
696   if (stImage->pt) {
697      st_texture_image_unmap(stImage);
698      texImage->Data = NULL;
699   }
700
701   if (stObj->pt)
702      pipe->texture_update(pipe, stObj->pt, stImage->face, (1 << level));
703
704   if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
705      ctx->Driver.GenerateMipmap(ctx, target, texObj);
706   }
707}
708
709
710static void
711st_TexImage3D(GLcontext * ctx,
712                GLenum target, GLint level,
713                GLint internalFormat,
714                GLint width, GLint height, GLint depth,
715                GLint border,
716                GLenum format, GLenum type, const void *pixels,
717                const struct gl_pixelstore_attrib *unpack,
718                struct gl_texture_object *texObj,
719                struct gl_texture_image *texImage)
720{
721   st_TexImage(ctx, 3, target, level,
722                 internalFormat, width, height, depth, border,
723                 format, type, pixels, unpack, texObj, texImage, 0, 0);
724}
725
726
727static void
728st_TexImage2D(GLcontext * ctx,
729                GLenum target, GLint level,
730                GLint internalFormat,
731                GLint width, GLint height, GLint border,
732                GLenum format, GLenum type, const void *pixels,
733                const struct gl_pixelstore_attrib *unpack,
734                struct gl_texture_object *texObj,
735                struct gl_texture_image *texImage)
736{
737   st_TexImage(ctx, 2, target, level,
738                 internalFormat, width, height, 1, border,
739                 format, type, pixels, unpack, texObj, texImage, 0, 0);
740}
741
742
743static void
744st_TexImage1D(GLcontext * ctx,
745                GLenum target, GLint level,
746                GLint internalFormat,
747                GLint width, GLint border,
748                GLenum format, GLenum type, const void *pixels,
749                const struct gl_pixelstore_attrib *unpack,
750                struct gl_texture_object *texObj,
751                struct gl_texture_image *texImage)
752{
753   st_TexImage(ctx, 1, target, level,
754                 internalFormat, width, 1, 1, border,
755                 format, type, pixels, unpack, texObj, texImage, 0, 0);
756}
757
758
759static void
760st_CompressedTexImage2D( GLcontext *ctx, GLenum target, GLint level,
761				GLint internalFormat,
762				GLint width, GLint height, GLint border,
763				GLsizei imageSize, const GLvoid *data,
764				struct gl_texture_object *texObj,
765				struct gl_texture_image *texImage )
766{
767   st_TexImage(ctx, 2, target, level,
768		 internalFormat, width, height, 1, border,
769		 0, 0, data, &ctx->Unpack, texObj, texImage, imageSize, 1);
770}
771
772
773/**
774 * Need to map texture image into memory before copying image data,
775 * then unmap it.
776 */
777static void
778st_get_tex_image(GLcontext * ctx, GLenum target, GLint level,
779                 GLenum format, GLenum type, GLvoid * pixels,
780                 struct gl_texture_object *texObj,
781                 struct gl_texture_image *texImage, int compressed)
782{
783   struct st_texture_image *stImage = st_texture_image(texImage);
784   GLuint dstImageStride = _mesa_image_image_stride(&ctx->Pack, texImage->Width,
785						    texImage->Height, format,
786						    type);
787   GLuint depth;
788   int i;
789   GLubyte *dest;
790
791   /* Map */
792   if (stImage->pt) {
793      /* Image is stored in hardware format in a buffer managed by the
794       * kernel.  Need to explicitly map and unmap it.
795       */
796      texImage->Data = st_texture_image_map(ctx->st, stImage, 0);
797      texImage->RowStride = stImage->surface->pitch;
798   }
799   else {
800      /* Otherwise, the image should actually be stored in
801       * texImage->Data.  This is pretty confusing for
802       * everybody, I'd much prefer to separate the two functions of
803       * texImage->Data - storage for texture images in main memory
804       * and access (ie mappings) of images.  In other words, we'd
805       * create a new texImage->Map field and leave Data simply for
806       * storage.
807       */
808      assert(texImage->Data);
809   }
810
811   depth = texImage->Depth;
812   texImage->Depth = 1;
813
814   dest = (GLubyte *) pixels;
815
816   for (i = 0; i++ < depth;) {
817      if (compressed) {
818	 _mesa_get_compressed_teximage(ctx, target, level, dest,
819				       texObj, texImage);
820      } else {
821	 _mesa_get_teximage(ctx, target, level, format, type, dest,
822			    texObj, texImage);
823      }
824
825      if (stImage->pt && i < depth) {
826	 st_texture_image_unmap(stImage);
827	 texImage->Data = st_texture_image_map(ctx->st, stImage, i);
828	 dest += dstImageStride;
829      }
830   }
831
832   texImage->Depth = depth;
833
834   /* Unmap */
835   if (stImage->pt) {
836      st_texture_image_unmap(stImage);
837      texImage->Data = NULL;
838   }
839}
840
841
842static void
843st_GetTexImage(GLcontext * ctx, GLenum target, GLint level,
844                 GLenum format, GLenum type, GLvoid * pixels,
845                 struct gl_texture_object *texObj,
846                 struct gl_texture_image *texImage)
847{
848   st_get_tex_image(ctx, target, level, format, type, pixels,
849                    texObj, texImage, 0);
850}
851
852
853static void
854st_GetCompressedTexImage(GLcontext *ctx, GLenum target, GLint level,
855			   GLvoid *pixels,
856			   const struct gl_texture_object *texObj,
857			   const struct gl_texture_image *texImage)
858{
859   st_get_tex_image(ctx, target, level, 0, 0, pixels,
860                    (struct gl_texture_object *) texObj,
861                    (struct gl_texture_image *) texImage, 1);
862}
863
864
865
866static void
867st_TexSubimage(GLcontext * ctx,
868                 GLint dims,
869                 GLenum target, GLint level,
870                 GLint xoffset, GLint yoffset, GLint zoffset,
871                 GLint width, GLint height, GLint depth,
872                 GLenum format, GLenum type, const void *pixels,
873                 const struct gl_pixelstore_attrib *packing,
874                 struct gl_texture_object *texObj,
875                 struct gl_texture_image *texImage)
876{
877   struct pipe_context *pipe = ctx->st->pipe;
878   struct st_texture_object *stObj = st_texture_object(texObj);
879   struct st_texture_image *stImage = st_texture_image(texImage);
880   GLuint dstRowStride;
881   GLuint srcImageStride = _mesa_image_image_stride(packing, width, height,
882						    format, type);
883   int i;
884   const GLubyte *src;
885
886   DBG("%s target %s level %d offset %d,%d %dx%d\n", __FUNCTION__,
887       _mesa_lookup_enum_by_nr(target),
888       level, xoffset, yoffset, width, height);
889
890   pixels =
891      _mesa_validate_pbo_teximage(ctx, dims, width, height, depth, format,
892                                  type, pixels, packing, "glTexSubImage2D");
893   if (!pixels)
894      return;
895
896   /* Map buffer if necessary.  Need to lock to prevent other contexts
897    * from uploading the buffer under us.
898    */
899   if (stImage->pt) {
900      texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset);
901      dstRowStride = stImage->surface->pitch * stImage->surface->cpp;
902   }
903
904   if (!texImage->Data) {
905      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
906      return;
907   }
908
909   src = (const GLubyte *) pixels;
910
911   for (i = 0; i++ < depth;) {
912      if (!texImage->TexFormat->StoreImage(ctx, dims, texImage->_BaseFormat,
913					   texImage->TexFormat,
914					   texImage->Data,
915					   xoffset, yoffset, 0,
916					   dstRowStride,
917					   texImage->ImageOffsets,
918					   width, height, 1,
919					   format, type, src, packing)) {
920	 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
921      }
922
923      if (stImage->pt && i < depth) {
924         /* map next slice of 3D texture */
925	 st_texture_image_unmap(stImage);
926	 texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset + i);
927	 src += srcImageStride;
928      }
929   }
930
931   if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
932      ctx->Driver.GenerateMipmap(ctx, target, texObj);
933   }
934
935   _mesa_unmap_teximage_pbo(ctx, packing);
936
937   if (stImage->pt) {
938      st_texture_image_unmap(stImage);
939      texImage->Data = NULL;
940   }
941
942   pipe->texture_update(pipe, stObj->pt, stImage->face, (1 << level));
943}
944
945
946
947static void
948st_TexSubImage3D(GLcontext * ctx,
949                   GLenum target,
950                   GLint level,
951                   GLint xoffset, GLint yoffset, GLint zoffset,
952                   GLsizei width, GLsizei height, GLsizei depth,
953                   GLenum format, GLenum type,
954                   const GLvoid * pixels,
955                   const struct gl_pixelstore_attrib *packing,
956                   struct gl_texture_object *texObj,
957                   struct gl_texture_image *texImage)
958{
959   st_TexSubimage(ctx, 3, target, level,
960                  xoffset, yoffset, zoffset,
961                  width, height, depth,
962                  format, type, pixels, packing, texObj, texImage);
963}
964
965
966
967static void
968st_TexSubImage2D(GLcontext * ctx,
969                   GLenum target,
970                   GLint level,
971                   GLint xoffset, GLint yoffset,
972                   GLsizei width, GLsizei height,
973                   GLenum format, GLenum type,
974                   const GLvoid * pixels,
975                   const struct gl_pixelstore_attrib *packing,
976                   struct gl_texture_object *texObj,
977                   struct gl_texture_image *texImage)
978{
979   st_TexSubimage(ctx, 2, target, level,
980                  xoffset, yoffset, 0,
981                  width, height, 1,
982                  format, type, pixels, packing, texObj, texImage);
983}
984
985
986static void
987st_TexSubImage1D(GLcontext * ctx,
988                   GLenum target,
989                   GLint level,
990                   GLint xoffset,
991                   GLsizei width,
992                   GLenum format, GLenum type,
993                   const GLvoid * pixels,
994                   const struct gl_pixelstore_attrib *packing,
995                   struct gl_texture_object *texObj,
996                   struct gl_texture_image *texImage)
997{
998   st_TexSubimage(ctx, 1, target, level,
999                  xoffset, 0, 0,
1000                  width, 1, 1,
1001                  format, type, pixels, packing, texObj, texImage);
1002}
1003
1004
1005
1006/**
1007 * Return 0 for GL_TEXTURE_CUBE_MAP_POSITIVE_X,
1008 *        1 for GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
1009 *        etc.
1010 * XXX duplicated from main/teximage.c
1011 */
1012static uint
1013texture_face(GLenum target)
1014{
1015   if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB &&
1016       target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB)
1017      return (GLuint) target - (GLuint) GL_TEXTURE_CUBE_MAP_POSITIVE_X;
1018   else
1019      return 0;
1020}
1021
1022
1023
1024/**
1025 * Do a CopyTexSubImage operation by mapping the source surface and
1026 * dest surface and using get_tile()/put_tile() to access the pixels/texels.
1027 *
1028 * Note: srcY=0=TOP of renderbuffer
1029 */
1030static void
1031fallback_copy_texsubimage(GLcontext *ctx,
1032                          GLenum target,
1033                          GLint level,
1034                          struct st_renderbuffer *strb,
1035                          struct st_texture_image *stImage,
1036                          GLenum baseFormat,
1037                          GLint destX, GLint destY, GLint destZ,
1038                          GLint srcX, GLint srcY,
1039                          GLsizei width, GLsizei height)
1040{
1041   struct pipe_context *pipe = ctx->st->pipe;
1042   struct pipe_screen *screen = pipe->screen;
1043   const uint face = texture_face(target);
1044   struct pipe_texture *pt = stImage->pt;
1045   struct pipe_surface *src_surf, *dest_surf;
1046   GLint row, yStep;
1047
1048   st_flush(ctx->st, PIPE_FLUSH_RENDER_CACHE, NULL);
1049
1050   /* determine bottom-to-top vs. top-to-bottom order */
1051   if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
1052      destY = height - 1 - destY;
1053      yStep = -1;
1054   }
1055   else {
1056      yStep = 1;
1057   }
1058
1059   src_surf = strb->surface;
1060
1061   dest_surf = screen->get_tex_surface(screen, pt, face, level, destZ);
1062
1063   assert(width <= MAX_WIDTH);
1064
1065   /*
1066    * To avoid a large temp memory allocation, do copy row by row.
1067    */
1068   if (baseFormat == GL_DEPTH_COMPONENT) {
1069      const GLboolean scaleOrBias = (ctx->Pixel.DepthScale != 1.0F ||
1070                                     ctx->Pixel.DepthBias != 0.0F);
1071
1072      for (row = 0; row < height; row++, srcY++, destY += yStep) {
1073         uint data[MAX_WIDTH];
1074         pipe_get_tile_z(pipe, src_surf, srcX, srcY, width, 1, data);
1075         if (scaleOrBias) {
1076            _mesa_scale_and_bias_depth_uint(ctx, width, data);
1077         }
1078         pipe_put_tile_z(pipe, dest_surf, destX, destY, width, 1, data);
1079      }
1080   }
1081   else {
1082      /* RGBA format */
1083      for (row = 0; row < height; row++, srcY++, destY += yStep) {
1084         float data[4 * MAX_WIDTH];
1085         pipe_get_tile_rgba(pipe, src_surf, srcX, srcY, width, 1, data);
1086         /* XXX we're ignoring convolution for now */
1087         if (ctx->_ImageTransferState) {
1088            _mesa_apply_rgba_transfer_ops(ctx,
1089                          ctx->_ImageTransferState & ~IMAGE_CONVOLUTION_BIT,
1090                          width, (GLfloat (*)[4]) data);
1091         }
1092         pipe_put_tile_rgba(pipe, dest_surf, destX, destY, width, 1, data);
1093      }
1094   }
1095}
1096
1097
1098
1099
1100/**
1101 * Do a CopyTex[Sub]Image using an optimized hardware (blit) path.
1102 * Note that the region to copy has already been clip tested.
1103 *
1104 * Note: srcY=0=Bottom of renderbuffer
1105 *
1106 * \return GL_TRUE if success, GL_FALSE if failure (use a fallback)
1107 */
1108static void
1109do_copy_texsubimage(GLcontext *ctx,
1110                    GLenum target, GLint level,
1111                    GLint destX, GLint destY, GLint destZ,
1112                    GLint srcX, GLint srcY,
1113                    GLsizei width, GLsizei height)
1114{
1115   struct gl_texture_unit *texUnit =
1116      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1117   struct gl_texture_object *texObj =
1118      _mesa_select_tex_object(ctx, texUnit, target);
1119   struct gl_texture_image *texImage =
1120      _mesa_select_tex_image(ctx, texObj, target, level);
1121   struct st_texture_image *stImage = st_texture_image(texImage);
1122   struct st_texture_object *stObj = st_texture_object(texObj);
1123   GLenum baseFormat = texImage->InternalFormat;
1124   struct gl_framebuffer *fb = ctx->ReadBuffer;
1125   struct st_renderbuffer *strb;
1126   struct pipe_context *pipe = ctx->st->pipe;
1127   struct pipe_screen *screen = pipe->screen;
1128   struct pipe_surface *dest_surface;
1129   uint dest_format, src_format;
1130   uint do_flip = FALSE;
1131   GLboolean use_fallback = GL_TRUE;
1132
1133   (void) texImage;
1134
1135   /* determine if copying depth or color data */
1136   if (baseFormat == GL_DEPTH_COMPONENT) {
1137      strb = st_renderbuffer(fb->_DepthBuffer);
1138   }
1139   else if (baseFormat == GL_DEPTH_STENCIL_EXT) {
1140      strb = st_renderbuffer(fb->_StencilBuffer);
1141   }
1142   else {
1143      /* baseFormat == GL_RGB, GL_RGBA, GL_ALPHA, etc */
1144      strb = st_renderbuffer(fb->_ColorReadBuffer);
1145   }
1146
1147   assert(strb);
1148   assert(strb->surface);
1149   assert(stImage->pt);
1150
1151   if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
1152      srcY = strb->Base.Height - srcY - height;
1153      do_flip = TRUE;
1154   }
1155
1156   src_format = strb->surface->format;
1157   dest_format = stImage->pt->format;
1158
1159   dest_surface = screen->get_tex_surface(screen, stImage->pt, stImage->face,
1160                                          stImage->level, destZ);
1161
1162   if (ctx->_ImageTransferState == 0x0 &&
1163       strb->surface->buffer &&
1164       dest_surface->buffer) {
1165      /* do blit-style copy */
1166
1167      /* XXX may need to invert image depending on window
1168       * vs. user-created FBO
1169       */
1170
1171#if 0
1172      /* A bit of fiddling to get the blitter to work with -ve
1173       * pitches.  But we get a nice inverted blit this way, so it's
1174       * worth it:
1175       */
1176      intelEmitCopyBlit(intel,
1177                        stImage->pt->cpp,
1178                        -src->pitch,
1179                        src->buffer,
1180                        src->height * src->pitch * src->cpp,
1181                        stImage->pt->pitch,
1182                        stImage->pt->region->buffer,
1183                        dest_offset,
1184                        x, y + height, dstx, dsty, width, height,
1185                        GL_COPY); /* ? */
1186#else
1187
1188      if (src_format == dest_format) {
1189          pipe->surface_copy(pipe,
1190			     do_flip,
1191			     /* dest */
1192			     dest_surface,
1193			     destX, destY,
1194			     /* src */
1195			     strb->surface,
1196			     srcX, srcY,
1197			     /* size */
1198			     width, height);
1199          use_fallback = GL_FALSE;
1200      }
1201      else if (screen->is_format_supported(screen, strb->surface->format,
1202                                           PIPE_TEXTURE) &&
1203               screen->is_format_supported(screen, dest_surface->format,
1204                                           PIPE_SURFACE)) {
1205         util_blit_pixels(ctx->st->blit,
1206                          strb->surface,
1207                          srcX, do_flip ? srcY + height : srcY,
1208                          srcX + width, do_flip ? srcY : srcY + height,
1209                          dest_surface,
1210                          destX, destY, destX + width, destY + height,
1211                          0.0, PIPE_TEX_MIPFILTER_NEAREST);
1212         use_fallback = GL_FALSE;
1213      }
1214#endif
1215   }
1216
1217   if (use_fallback) {
1218      fallback_copy_texsubimage(ctx, target, level,
1219                                strb, stImage, baseFormat,
1220                                destX, destY, destZ,
1221                                srcX, srcY, width, height);
1222   }
1223
1224   pipe_surface_reference(&dest_surface, NULL);
1225
1226   pipe->texture_update(pipe, stObj->pt, stImage->face, (1 << level));
1227
1228   if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
1229      ctx->Driver.GenerateMipmap(ctx, target, texObj);
1230   }
1231}
1232
1233
1234
1235static void
1236st_CopyTexImage1D(GLcontext * ctx, GLenum target, GLint level,
1237                  GLenum internalFormat,
1238                  GLint x, GLint y, GLsizei width, GLint border)
1239{
1240   struct gl_texture_unit *texUnit =
1241      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1242   struct gl_texture_object *texObj =
1243      _mesa_select_tex_object(ctx, texUnit, target);
1244   struct gl_texture_image *texImage =
1245      _mesa_select_tex_image(ctx, texObj, target, level);
1246
1247#if 0
1248   if (border)
1249      goto fail;
1250#endif
1251
1252   /* Setup or redefine the texture object, texture and texture
1253    * image.  Don't populate yet.
1254    */
1255   ctx->Driver.TexImage1D(ctx, target, level, internalFormat,
1256                          width, border,
1257                          GL_RGBA, CHAN_TYPE, NULL,
1258                          &ctx->DefaultPacking, texObj, texImage);
1259
1260   do_copy_texsubimage(ctx, target, level,
1261                       0, 0, 0,
1262                       x, y, width, 1);
1263}
1264
1265
1266static void
1267st_CopyTexImage2D(GLcontext * ctx, GLenum target, GLint level,
1268                  GLenum internalFormat,
1269                  GLint x, GLint y, GLsizei width, GLsizei height,
1270                  GLint border)
1271{
1272   struct gl_texture_unit *texUnit =
1273      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1274   struct gl_texture_object *texObj =
1275      _mesa_select_tex_object(ctx, texUnit, target);
1276   struct gl_texture_image *texImage =
1277      _mesa_select_tex_image(ctx, texObj, target, level);
1278
1279#if 0
1280   if (border)
1281      goto fail;
1282#endif
1283
1284   /* Setup or redefine the texture object, texture and texture
1285    * image.  Don't populate yet.
1286    */
1287   ctx->Driver.TexImage2D(ctx, target, level, internalFormat,
1288                          width, height, border,
1289                          GL_RGBA, CHAN_TYPE, NULL,
1290                          &ctx->DefaultPacking, texObj, texImage);
1291
1292
1293   do_copy_texsubimage(ctx, target, level,
1294                       0, 0, 0,
1295                       x, y, width, height);
1296}
1297
1298
1299static void
1300st_CopyTexSubImage1D(GLcontext * ctx, GLenum target, GLint level,
1301                     GLint xoffset, GLint x, GLint y, GLsizei width)
1302{
1303   const GLint yoffset = 0, zoffset = 0;
1304   const GLsizei height = 1;
1305   do_copy_texsubimage(ctx, target, level,
1306                       xoffset, yoffset, zoffset,
1307                       x, y, width, height);
1308}
1309
1310
1311static void
1312st_CopyTexSubImage2D(GLcontext * ctx, GLenum target, GLint level,
1313                     GLint xoffset, GLint yoffset,
1314                     GLint x, GLint y, GLsizei width, GLsizei height)
1315{
1316   const GLint zoffset = 0;
1317   do_copy_texsubimage(ctx, target, level,
1318                       xoffset, yoffset, zoffset,
1319                       x, y, width, height);
1320}
1321
1322
1323static void
1324st_CopyTexSubImage3D(GLcontext * ctx, GLenum target, GLint level,
1325                     GLint xoffset, GLint yoffset, GLint zoffset,
1326                     GLint x, GLint y, GLsizei width, GLsizei height)
1327{
1328   do_copy_texsubimage(ctx, target, level,
1329                       xoffset, yoffset, zoffset,
1330                       x, y, width, height);
1331}
1332
1333
1334
1335
1336/**
1337 * Compute which mipmap levels that really need to be sent to the hardware.
1338 * This depends on the base image size, GL_TEXTURE_MIN_LOD,
1339 * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL.
1340 */
1341static void
1342calculate_first_last_level(struct st_texture_object *stObj)
1343{
1344   struct gl_texture_object *tObj = &stObj->base;
1345
1346   /* These must be signed values.  MinLod and MaxLod can be negative numbers,
1347    * and having firstLevel and lastLevel as signed prevents the need for
1348    * extra sign checks.
1349    */
1350   int firstLevel;
1351   int lastLevel;
1352
1353   /* Yes, this looks overly complicated, but it's all needed.
1354    */
1355   switch (tObj->Target) {
1356   case GL_TEXTURE_1D:
1357   case GL_TEXTURE_2D:
1358   case GL_TEXTURE_3D:
1359   case GL_TEXTURE_CUBE_MAP:
1360      if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) {
1361         /* GL_NEAREST and GL_LINEAR only care about GL_TEXTURE_BASE_LEVEL.
1362          */
1363         firstLevel = lastLevel = tObj->BaseLevel;
1364      }
1365      else {
1366         firstLevel = 0;
1367         lastLevel = MIN2(tObj->MaxLevel, tObj->Image[0][0]->WidthLog2);
1368      }
1369      break;
1370   case GL_TEXTURE_RECTANGLE_NV:
1371   case GL_TEXTURE_4D_SGIS:
1372      firstLevel = lastLevel = 0;
1373      break;
1374   default:
1375      return;
1376   }
1377
1378   stObj->lastLevel = lastLevel;
1379}
1380
1381
1382static void
1383copy_image_data_to_texture(struct st_context *st,
1384			   struct st_texture_object *stObj,
1385                           GLuint dstLevel,
1386			   struct st_texture_image *stImage)
1387{
1388   if (stImage->pt) {
1389      /* Copy potentially with the blitter:
1390       */
1391      st_texture_image_copy(st->pipe,
1392                            stObj->pt, dstLevel,  /* dest texture, level */
1393                            stImage->pt, /* src texture */
1394                            stImage->face
1395                            );
1396
1397      pipe_texture_release(&stImage->pt);
1398   }
1399   else if (stImage->base.Data) {
1400      assert(stImage->base.Data != NULL);
1401
1402      /* More straightforward upload.
1403       */
1404      st_texture_image_data(st->pipe,
1405                               stObj->pt,
1406                               stImage->face,
1407                               dstLevel,
1408                               stImage->base.Data,
1409                               stImage->base.RowStride,
1410                               stImage->base.RowStride *
1411                               stImage->base.Height);
1412      _mesa_align_free(stImage->base.Data);
1413      stImage->base.Data = NULL;
1414   }
1415
1416   pipe_texture_reference(&stImage->pt, stObj->pt);
1417}
1418
1419
1420/**
1421 * Called during state validation.  When this function is finished,
1422 * the texture object should be ready for rendering.
1423 * \return GL_TRUE for success, GL_FALSE for failure (out of mem)
1424 */
1425GLboolean
1426st_finalize_texture(GLcontext *ctx,
1427		    struct pipe_context *pipe,
1428		    struct gl_texture_object *tObj,
1429		    GLboolean *needFlush)
1430{
1431   struct st_texture_object *stObj = st_texture_object(tObj);
1432   const GLuint nr_faces = (stObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
1433   int comp_byte = 0;
1434   int cpp;
1435   GLuint face;
1436   struct st_texture_image *firstImage;
1437
1438   *needFlush = GL_FALSE;
1439
1440   /* We know/require this is true by now:
1441    */
1442   assert(stObj->base._Complete);
1443
1444   /* What levels must the texture include at a minimum?
1445    */
1446   calculate_first_last_level(stObj);
1447   firstImage = st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]);
1448
1449#if 0
1450   /* Fallback case:
1451    */
1452   if (firstImage->base.Border) {
1453      if (stObj->pt) {
1454         pipe_texture_release(&stObj->pt);
1455      }
1456      return GL_FALSE;
1457   }
1458#endif
1459
1460   /* If both firstImage and stObj point to a texture which can contain
1461    * all active images, favour firstImage.  Note that because of the
1462    * completeness requirement, we know that the image dimensions
1463    * will match.
1464    */
1465   if (firstImage->pt &&
1466       firstImage->pt != stObj->pt &&
1467       firstImage->pt->last_level >= stObj->lastLevel) {
1468
1469      if (stObj->pt)
1470         pipe_texture_release(&stObj->pt);
1471
1472      pipe_texture_reference(&stObj->pt, firstImage->pt);
1473   }
1474
1475   if (firstImage->base.IsCompressed) {
1476      comp_byte = compressed_num_bytes(firstImage->base.TexFormat->MesaFormat);
1477      cpp = comp_byte;
1478   }
1479   else {
1480      cpp = firstImage->base.TexFormat->TexelBytes;
1481   }
1482
1483   /* Check texture can hold all active levels.  Check texture matches
1484    * target, imageFormat, etc.
1485    */
1486   if (stObj->pt &&
1487       (stObj->pt->target != gl_target_to_pipe(stObj->base.Target) ||
1488	stObj->pt->format !=
1489	st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat) ||
1490	stObj->pt->last_level < stObj->lastLevel ||
1491	stObj->pt->cpp != cpp ||
1492	stObj->pt->compressed != firstImage->base.IsCompressed)) {
1493      pipe_texture_release(&stObj->pt);
1494   }
1495
1496
1497   /* May need to create a new texture:
1498    */
1499   if (!stObj->pt) {
1500      stObj->pt = st_texture_create(ctx->st,
1501                                    gl_target_to_pipe(stObj->base.Target),
1502                                    st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat),
1503                                    stObj->lastLevel,
1504                                    firstImage->base.Width2,
1505                                    firstImage->base.Height2,
1506                                    firstImage->base.Depth2,
1507                                    comp_byte);
1508      if (!stObj->pt) {
1509         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
1510         return GL_FALSE;
1511      }
1512   }
1513
1514   /* Pull in any images not in the object's texture:
1515    */
1516   for (face = 0; face < nr_faces; face++) {
1517      GLuint level;
1518      for (level = 0; level <= stObj->lastLevel; level++) {
1519         struct st_texture_image *stImage =
1520            st_texture_image(stObj->base.Image[face][stObj->base.BaseLevel + level]);
1521
1522         /* Need to import images in main memory or held in other textures.
1523          */
1524         if (stImage && stObj->pt != stImage->pt) {
1525            copy_image_data_to_texture(ctx->st, stObj, level, stImage);
1526	    *needFlush = GL_TRUE;
1527            pipe->texture_update(pipe, stObj->pt, face, (1 << level));
1528         }
1529      }
1530   }
1531
1532   return GL_TRUE;
1533}
1534
1535
1536
1537
1538void
1539st_init_texture_functions(struct dd_function_table *functions)
1540{
1541   functions->ChooseTextureFormat = st_ChooseTextureFormat;
1542   functions->TexImage1D = st_TexImage1D;
1543   functions->TexImage2D = st_TexImage2D;
1544   functions->TexImage3D = st_TexImage3D;
1545   functions->TexSubImage1D = st_TexSubImage1D;
1546   functions->TexSubImage2D = st_TexSubImage2D;
1547   functions->TexSubImage3D = st_TexSubImage3D;
1548   functions->CopyTexImage1D = st_CopyTexImage1D;
1549   functions->CopyTexImage2D = st_CopyTexImage2D;
1550   functions->CopyTexSubImage1D = st_CopyTexSubImage1D;
1551   functions->CopyTexSubImage2D = st_CopyTexSubImage2D;
1552   functions->CopyTexSubImage3D = st_CopyTexSubImage3D;
1553   functions->GenerateMipmap = st_generate_mipmap;
1554
1555   functions->GetTexImage = st_GetTexImage;
1556
1557   /* compressed texture functions */
1558   functions->CompressedTexImage2D = st_CompressedTexImage2D;
1559   functions->GetCompressedTexImage = st_GetCompressedTexImage;
1560   functions->CompressedTextureSize = _mesa_compressed_texture_size;
1561
1562   functions->NewTextureObject = st_NewTextureObject;
1563   functions->NewTextureImage = st_NewTextureImage;
1564   functions->DeleteTexture = st_DeleteTextureObject;
1565   functions->FreeTexImageData = st_FreeTextureImageData;
1566   functions->UpdateTexturePalette = 0;
1567   functions->IsTextureResident = st_IsTextureResident;
1568
1569   functions->TextureMemCpy = do_memcpy;
1570
1571   /* XXX Temporary until we can query pipe's texture sizes */
1572   functions->TestProxyTexImage = _mesa_test_proxy_teximage;
1573}
1574