st_cb_texture.c revision e79054cc4090a2be346236236c9e18ae85cad43d
1/**************************************************************************
2 *
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28#include "main/mfeatures.h"
29#include "main/bufferobj.h"
30#if FEATURE_convolve
31#include "main/convolve.h"
32#endif
33#include "main/enums.h"
34#include "main/image.h"
35#include "main/imports.h"
36#include "main/macros.h"
37#include "main/mipmap.h"
38#include "main/pixel.h"
39#include "main/texcompress.h"
40#include "main/texformat.h"
41#include "main/texgetimage.h"
42#include "main/teximage.h"
43#include "main/texobj.h"
44#include "main/texstore.h"
45
46#include "state_tracker/st_context.h"
47#include "state_tracker/st_cb_fbo.h"
48#include "state_tracker/st_cb_texture.h"
49#include "state_tracker/st_format.h"
50#include "state_tracker/st_public.h"
51#include "state_tracker/st_texture.h"
52#include "state_tracker/st_gen_mipmap.h"
53#include "state_tracker/st_inlines.h"
54#include "state_tracker/st_atom.h"
55
56#include "pipe/p_context.h"
57#include "pipe/p_defines.h"
58#include "pipe/p_inlines.h"
59#include "pipe/p_shader_tokens.h"
60#include "util/u_tile.h"
61#include "util/u_blit.h"
62#include "util/u_surface.h"
63
64
65#define DBG if (0) printf
66
67
68static enum pipe_texture_target
69gl_target_to_pipe(GLenum target)
70{
71   switch (target) {
72   case GL_TEXTURE_1D:
73      return PIPE_TEXTURE_1D;
74
75   case GL_TEXTURE_2D:
76   case GL_TEXTURE_RECTANGLE_NV:
77      return PIPE_TEXTURE_2D;
78
79   case GL_TEXTURE_3D:
80      return PIPE_TEXTURE_3D;
81
82   case GL_TEXTURE_CUBE_MAP_ARB:
83      return PIPE_TEXTURE_CUBE;
84
85   default:
86      assert(0);
87      return 0;
88   }
89}
90
91
92/**
93 * Return nominal bytes per texel for a compressed format, 0 for non-compressed
94 * format.
95 */
96static GLuint
97compressed_num_bytes(GLuint mesaFormat)
98{
99   switch(mesaFormat) {
100#if FEATURE_texture_fxt1
101   case MESA_FORMAT_RGB_FXT1:
102   case MESA_FORMAT_RGBA_FXT1:
103#endif
104#if FEATURE_texture_s3tc
105   case MESA_FORMAT_RGB_DXT1:
106   case MESA_FORMAT_RGBA_DXT1:
107      return 2;
108   case MESA_FORMAT_RGBA_DXT3:
109   case MESA_FORMAT_RGBA_DXT5:
110      return 4;
111#endif
112   default:
113      return 0;
114   }
115}
116
117
118static GLboolean
119is_compressed_mesa_format(const struct gl_texture_format *format)
120{
121   switch (format->MesaFormat) {
122   case MESA_FORMAT_RGB_DXT1:
123   case MESA_FORMAT_RGBA_DXT1:
124   case MESA_FORMAT_RGBA_DXT3:
125   case MESA_FORMAT_RGBA_DXT5:
126   case MESA_FORMAT_SRGB_DXT1:
127   case MESA_FORMAT_SRGBA_DXT1:
128   case MESA_FORMAT_SRGBA_DXT3:
129   case MESA_FORMAT_SRGBA_DXT5:
130      return GL_TRUE;
131   default:
132      return GL_FALSE;
133   }
134}
135
136
137/** called via ctx->Driver.NewTextureImage() */
138static struct gl_texture_image *
139st_NewTextureImage(GLcontext * ctx)
140{
141   DBG("%s\n", __FUNCTION__);
142   (void) ctx;
143   return (struct gl_texture_image *) ST_CALLOC_STRUCT(st_texture_image);
144}
145
146
147/** called via ctx->Driver.NewTextureObject() */
148static struct gl_texture_object *
149st_NewTextureObject(GLcontext * ctx, GLuint name, GLenum target)
150{
151   struct st_texture_object *obj = ST_CALLOC_STRUCT(st_texture_object);
152
153   DBG("%s\n", __FUNCTION__);
154   _mesa_initialize_texture_object(&obj->base, name, target);
155
156   return &obj->base;
157}
158
159/** called via ctx->Driver.DeleteTextureImage() */
160static void
161st_DeleteTextureObject(GLcontext *ctx,
162                       struct gl_texture_object *texObj)
163{
164   struct st_texture_object *stObj = st_texture_object(texObj);
165   if (stObj->pt)
166      pipe_texture_reference(&stObj->pt, NULL);
167
168   _mesa_delete_texture_object(ctx, texObj);
169}
170
171
172/** called via ctx->Driver.FreeTexImageData() */
173static void
174st_FreeTextureImageData(GLcontext * ctx, struct gl_texture_image *texImage)
175{
176   struct st_texture_image *stImage = st_texture_image(texImage);
177
178   DBG("%s\n", __FUNCTION__);
179
180   if (stImage->pt) {
181      pipe_texture_reference(&stImage->pt, NULL);
182   }
183
184   if (texImage->Data) {
185      _mesa_align_free(texImage->Data);
186      texImage->Data = NULL;
187   }
188}
189
190
191/**
192 * From linux kernel i386 header files, copes with odd sizes better
193 * than COPY_DWORDS would:
194 * XXX Put this in src/mesa/main/imports.h ???
195 */
196#if defined(PIPE_CC_GCC) && defined(PIPE_ARCH_X86)
197static INLINE void *
198__memcpy(void *to, const void *from, size_t n)
199{
200   int d0, d1, d2;
201   __asm__ __volatile__("rep ; movsl\n\t"
202                        "testb $2,%b4\n\t"
203                        "je 1f\n\t"
204                        "movsw\n"
205                        "1:\ttestb $1,%b4\n\t"
206                        "je 2f\n\t"
207                        "movsb\n" "2:":"=&c"(d0), "=&D"(d1), "=&S"(d2)
208                        :"0"(n / 4), "q"(n), "1"((long) to), "2"((long) from)
209                        :"memory");
210   return (to);
211}
212#else
213#define __memcpy(a,b,c) memcpy(a,b,c)
214#endif
215
216
217/**
218 * The system memcpy (at least on ubuntu 5.10) has problems copying
219 * to agp (writecombined) memory from a source which isn't 64-byte
220 * aligned - there is a 4x performance falloff.
221 *
222 * The x86 __memcpy is immune to this but is slightly slower
223 * (10%-ish) than the system memcpy.
224 *
225 * The sse_memcpy seems to have a slight cliff at 64/32 bytes, but
226 * isn't much faster than x86_memcpy for agp copies.
227 *
228 * TODO: switch dynamically.
229 */
230static void *
231do_memcpy(void *dest, const void *src, size_t n)
232{
233   if ((((unsigned long) src) & 63) || (((unsigned long) dest) & 63)) {
234      return __memcpy(dest, src, n);
235   }
236   else
237      return memcpy(dest, src, n);
238}
239
240
241static INLINE unsigned
242logbase2(unsigned n)
243{
244   unsigned log2 = 0;
245   while (n >>= 1)
246      ++log2;
247   return log2;
248}
249
250
251/**
252 * Return default texture usage bitmask for the given texture format.
253 */
254static GLuint
255default_usage(enum pipe_format fmt)
256{
257   GLuint usage = PIPE_TEXTURE_USAGE_SAMPLER;
258   if (pf_is_depth_stencil(fmt))
259      usage |= PIPE_TEXTURE_USAGE_DEPTH_STENCIL;
260   else
261      usage |= PIPE_TEXTURE_USAGE_RENDER_TARGET;
262   return usage;
263}
264
265
266/**
267 * Allocate a pipe_texture object for the given st_texture_object using
268 * the given st_texture_image to guess the mipmap size/levels.
269 *
270 * [comments...]
271 * Otherwise, store it in memory if (Border != 0) or (any dimension ==
272 * 1).
273 *
274 * Otherwise, if max_level >= level >= min_level, create texture with
275 * space for images from min_level down to max_level.
276 *
277 * Otherwise, create texture with space for images from (level 0)..(1x1).
278 * Consider pruning this texture at a validation if the saving is worth it.
279 */
280static void
281guess_and_alloc_texture(struct st_context *st,
282			struct st_texture_object *stObj,
283			const struct st_texture_image *stImage)
284{
285   GLuint firstLevel;
286   GLuint lastLevel;
287   GLuint width = stImage->base.Width2;  /* size w/out border */
288   GLuint height = stImage->base.Height2;
289   GLuint depth = stImage->base.Depth2;
290   GLuint i, usage;
291   enum pipe_format fmt;
292
293   DBG("%s\n", __FUNCTION__);
294
295   assert(!stObj->pt);
296
297   if (stObj->pt &&
298       (GLint) stImage->level > stObj->base.BaseLevel &&
299       (stImage->base.Width == 1 ||
300        (stObj->base.Target != GL_TEXTURE_1D &&
301         stImage->base.Height == 1) ||
302        (stObj->base.Target == GL_TEXTURE_3D &&
303         stImage->base.Depth == 1)))
304      return;
305
306   /* If this image disrespects BaseLevel, allocate from level zero.
307    * Usually BaseLevel == 0, so it's unlikely to happen.
308    */
309   if ((GLint) stImage->level < stObj->base.BaseLevel)
310      firstLevel = 0;
311   else
312      firstLevel = stObj->base.BaseLevel;
313
314
315   /* Figure out image dimensions at start level.
316    */
317   for (i = stImage->level; i > firstLevel; i--) {
318      if (width != 1)
319         width <<= 1;
320      if (height != 1)
321         height <<= 1;
322      if (depth != 1)
323         depth <<= 1;
324   }
325
326   if (width == 0 || height == 0 || depth == 0) {
327      /* no texture needed */
328      return;
329   }
330
331   /* Guess a reasonable value for lastLevel.  This is probably going
332    * to be wrong fairly often and might mean that we have to look at
333    * resizable buffers, or require that buffers implement lazy
334    * pagetable arrangements.
335    */
336   if ((stObj->base.MinFilter == GL_NEAREST ||
337        stObj->base.MinFilter == GL_LINEAR ||
338        stImage->base._BaseFormat == GL_DEPTH_COMPONENT ||
339        stImage->base._BaseFormat == GL_DEPTH_STENCIL_EXT) &&
340       stImage->level == firstLevel) {
341      lastLevel = firstLevel;
342   }
343   else {
344      GLuint l2width = logbase2(width);
345      GLuint l2height = logbase2(height);
346      GLuint l2depth = logbase2(depth);
347      lastLevel = firstLevel + MAX2(MAX2(l2width, l2height), l2depth);
348   }
349
350   fmt = st_mesa_format_to_pipe_format(stImage->base.TexFormat->MesaFormat);
351
352   usage = default_usage(fmt);
353
354   stObj->pt = st_texture_create(st,
355                                 gl_target_to_pipe(stObj->base.Target),
356                                 fmt,
357                                 lastLevel,
358                                 width,
359                                 height,
360                                 depth,
361                                 usage);
362
363   DBG("%s - success\n", __FUNCTION__);
364}
365
366
367/**
368 * Adjust pixel unpack params and image dimensions to strip off the
369 * texture border.
370 * Gallium doesn't support texture borders.  They've seldem been used
371 * and seldom been implemented correctly anyway.
372 * \param unpackNew  returns the new pixel unpack parameters
373 */
374static void
375strip_texture_border(GLint border,
376                     GLint *width, GLint *height, GLint *depth,
377                     const struct gl_pixelstore_attrib *unpack,
378                     struct gl_pixelstore_attrib *unpackNew)
379{
380   assert(border > 0);  /* sanity check */
381
382   *unpackNew = *unpack;
383
384   if (unpackNew->RowLength == 0)
385      unpackNew->RowLength = *width;
386
387   if (depth && unpackNew->ImageHeight == 0)
388      unpackNew->ImageHeight = *height;
389
390   unpackNew->SkipPixels += border;
391   if (height)
392      unpackNew->SkipRows += border;
393   if (depth)
394      unpackNew->SkipImages += border;
395
396   assert(*width >= 3);
397   *width = *width - 2 * border;
398   if (height && *height >= 3)
399      *height = *height - 2 * border;
400   if (depth && *depth >= 3)
401      *depth = *depth - 2 * border;
402}
403
404
405/**
406 * Try to do texture compression via rendering.  If the Gallium driver
407 * can render into a compressed surface this will allow us to do texture
408 * compression.
409 * \return GL_TRUE for success, GL_FALSE for failure
410 */
411static GLboolean
412compress_with_blit(GLcontext * ctx,
413                   GLenum target, GLint level,
414                   GLint xoffset, GLint yoffset, GLint zoffset,
415                   GLint width, GLint height, GLint depth,
416                   GLenum format, GLenum type, const void *pixels,
417                   const struct gl_pixelstore_attrib *unpack,
418                   struct gl_texture_image *texImage)
419{
420   const GLuint dstImageOffsets[1] = {0};
421   struct st_texture_image *stImage = st_texture_image(texImage);
422   struct pipe_screen *screen = ctx->st->pipe->screen;
423   const struct gl_texture_format *mesa_format;
424   struct pipe_texture templ;
425   struct pipe_texture *src_tex;
426   struct pipe_surface *dst_surface;
427   struct pipe_transfer *tex_xfer;
428   void *map;
429
430
431   if (!stImage->pt) {
432      /* XXX: Can this happen? Should we assert? */
433      return GL_FALSE;
434   }
435
436   /* get destination surface (in the compressed texture) */
437   dst_surface = screen->get_tex_surface(screen, stImage->pt,
438                                         stImage->face, stImage->level, 0,
439                                         PIPE_BUFFER_USAGE_GPU_WRITE);
440   if (!dst_surface) {
441      /* can't render into this format (or other problem) */
442      return GL_FALSE;
443   }
444
445   /* Choose format for the temporary RGBA texture image.
446    */
447   mesa_format = st_ChooseTextureFormat(ctx, GL_RGBA, format, type);
448   assert(mesa_format);
449   if (!mesa_format)
450      return GL_FALSE;
451
452   /* Create the temporary source texture
453    */
454   memset(&templ, 0, sizeof(templ));
455   templ.target = PIPE_TEXTURE_2D;
456   templ.format = st_mesa_format_to_pipe_format(mesa_format->MesaFormat);
457   pf_get_block(templ.format, &templ.block);
458   templ.width[0] = width;
459   templ.height[0] = height;
460   templ.depth[0] = 1;
461   templ.last_level = 0;
462   templ.tex_usage = PIPE_TEXTURE_USAGE_SAMPLER;
463   src_tex = screen->texture_create(screen, &templ);
464
465   if (!src_tex)
466      return GL_FALSE;
467
468   /* Put user's tex data into the temporary texture
469    */
470   tex_xfer = st_cond_flush_get_tex_transfer(st_context(ctx), src_tex,
471					     0, 0, 0, /* face, level are zero */
472					     PIPE_TRANSFER_WRITE,
473					     0, 0, width, height); /* x, y, w, h */
474   map = screen->transfer_map(screen, tex_xfer);
475
476   mesa_format->StoreImage(ctx, 2, GL_RGBA, mesa_format,
477                           map,              /* dest ptr */
478                           0, 0, 0,          /* dest x/y/z offset */
479                           tex_xfer->stride, /* dest row stride (bytes) */
480                           dstImageOffsets,  /* image offsets (for 3D only) */
481                           width, height, 1, /* size */
482                           format, type,     /* source format/type */
483                           pixels,           /* source data */
484                           unpack);          /* source data packing */
485
486   screen->transfer_unmap(screen, tex_xfer);
487   screen->tex_transfer_destroy(tex_xfer);
488
489   /* copy / compress image */
490   util_blit_pixels_tex(ctx->st->blit,
491                        src_tex,          /* pipe_texture (src) */
492                        0, 0,             /* src x0, y0 */
493                        width, height,    /* src x1, y1 */
494                        dst_surface,      /* pipe_surface (dst) */
495                        xoffset, yoffset, /* dst x0, y0 */
496                        xoffset + width,  /* dst x1 */
497                        yoffset + height, /* dst y1 */
498                        0.0,              /* z */
499                        PIPE_TEX_MIPFILTER_NEAREST);
500
501   pipe_surface_reference(&dst_surface, NULL);
502   pipe_texture_reference(&src_tex, NULL);
503
504   return GL_TRUE;
505}
506
507
508/**
509 * Do glTexImage1/2/3D().
510 */
511static void
512st_TexImage(GLcontext * ctx,
513            GLint dims,
514            GLenum target, GLint level,
515            GLint internalFormat,
516            GLint width, GLint height, GLint depth,
517            GLint border,
518            GLenum format, GLenum type, const void *pixels,
519            const struct gl_pixelstore_attrib *unpack,
520            struct gl_texture_object *texObj,
521            struct gl_texture_image *texImage,
522            GLsizei imageSize, GLboolean compressed_src)
523{
524   struct pipe_screen *screen = ctx->st->pipe->screen;
525   struct st_texture_object *stObj = st_texture_object(texObj);
526   struct st_texture_image *stImage = st_texture_image(texImage);
527   GLint postConvWidth, postConvHeight;
528   GLint texelBytes, sizeInBytes;
529   GLuint dstRowStride;
530   struct gl_pixelstore_attrib unpackNB;
531   enum pipe_transfer_usage transfer_usage;
532
533   DBG("%s target %s level %d %dx%dx%d border %d\n", __FUNCTION__,
534       _mesa_lookup_enum_by_nr(target), level, width, height, depth, border);
535
536   /* gallium does not support texture borders, strip it off */
537   if (border) {
538      strip_texture_border(border, &width, &height, &depth, unpack, &unpackNB);
539      unpack = &unpackNB;
540      texImage->Width = width;
541      texImage->Height = height;
542      texImage->Depth = depth;
543      texImage->Border = 0;
544      border = 0;
545   }
546
547   postConvWidth = width;
548   postConvHeight = height;
549
550   stImage->face = _mesa_tex_target_to_face(target);
551   stImage->level = level;
552
553#if FEATURE_convolve
554   if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) {
555      _mesa_adjust_image_for_convolution(ctx, dims, &postConvWidth,
556                                         &postConvHeight);
557   }
558#endif
559
560   /* choose the texture format */
561   texImage->TexFormat = st_ChooseTextureFormat(ctx, internalFormat,
562                                                format, type);
563
564   _mesa_set_fetch_functions(texImage, dims);
565
566   if (texImage->TexFormat->TexelBytes == 0) {
567      /* must be a compressed format */
568      texelBytes = 0;
569      texImage->IsCompressed = GL_TRUE;
570      texImage->CompressedSize =
571	 ctx->Driver.CompressedTextureSize(ctx, texImage->Width,
572					   texImage->Height, texImage->Depth,
573					   texImage->TexFormat->MesaFormat);
574   }
575   else {
576      texelBytes = texImage->TexFormat->TexelBytes;
577
578      /* Minimum pitch of 32 bytes */
579      if (postConvWidth * texelBytes < 32) {
580	 postConvWidth = 32 / texelBytes;
581	 texImage->RowStride = postConvWidth;
582      }
583
584      /* we'll set RowStride elsewhere when the texture is a "mapped" state */
585      /*assert(texImage->RowStride == postConvWidth);*/
586   }
587
588   /* Release the reference to a potentially orphaned buffer.
589    * Release any old malloced memory.
590    */
591   if (stImage->pt) {
592      pipe_texture_reference(&stImage->pt, NULL);
593      assert(!texImage->Data);
594   }
595   else if (texImage->Data) {
596      _mesa_align_free(texImage->Data);
597   }
598
599   if (width == 0 || height == 0 || depth == 0) {
600      /* stop after freeing old image */
601      return;
602   }
603
604   /* If this is the only mipmap level in the texture, could call
605    * bmBufferData with NULL data to free the old block and avoid
606    * waiting on any outstanding fences.
607    */
608   if (stObj->pt) {
609      if (stObj->teximage_realloc ||
610          level > (GLint) stObj->pt->last_level ||
611          (stObj->pt->last_level == level &&
612           stObj->pt->target != PIPE_TEXTURE_CUBE &&
613           !st_texture_match_image(stObj->pt, &stImage->base,
614                                   stImage->face, stImage->level))) {
615         DBG("release it\n");
616         pipe_texture_reference(&stObj->pt, NULL);
617         assert(!stObj->pt);
618         stObj->teximage_realloc = FALSE;
619      }
620   }
621
622   if (!stObj->pt) {
623      guess_and_alloc_texture(ctx->st, stObj, stImage);
624      if (!stObj->pt) {
625         /* Probably out of memory.
626          * Try flushing any pending rendering, then retry.
627          */
628         st_finish(ctx->st);
629         guess_and_alloc_texture(ctx->st, stObj, stImage);
630         if (!stObj->pt) {
631            _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
632            return;
633         }
634      }
635   }
636
637   assert(!stImage->pt);
638
639   if (stObj->pt &&
640       st_texture_match_image(stObj->pt, &stImage->base,
641                                 stImage->face, stImage->level)) {
642
643      pipe_texture_reference(&stImage->pt, stObj->pt);
644      assert(stImage->pt);
645   }
646
647   if (!stImage->pt)
648      DBG("XXX: Image did not fit into texture - storing in local memory!\n");
649
650   /* st_CopyTexImage calls this function with pixels == NULL, with
651    * the expectation that the texture will be set up but nothing
652    * more will be done.  This is where those calls return:
653    */
654   if (compressed_src) {
655      pixels = _mesa_validate_pbo_compressed_teximage(ctx, imageSize, pixels,
656						      unpack,
657						      "glCompressedTexImage");
658   }
659   else {
660      pixels = _mesa_validate_pbo_teximage(ctx, dims, width, height, 1,
661					   format, type,
662					   pixels, unpack, "glTexImage");
663   }
664   if (!pixels)
665      return;
666
667   /* See if we can do texture compression with a blit/render.
668    */
669   if (!compressed_src &&
670       !ctx->Mesa_DXTn &&
671       is_compressed_mesa_format(texImage->TexFormat) &&
672       screen->is_format_supported(screen,
673                                   stImage->pt->format,
674                                   stImage->pt->target,
675                                   PIPE_TEXTURE_USAGE_RENDER_TARGET, 0)) {
676      if (compress_with_blit(ctx, target, level, 0, 0, 0, width, height, depth,
677                             format, type, pixels, unpack, texImage)) {
678         goto done;
679      }
680   }
681
682   if (stImage->pt) {
683      if (format == GL_DEPTH_COMPONENT &&
684          pf_is_depth_and_stencil(stImage->pt->format))
685         transfer_usage = PIPE_TRANSFER_READ_WRITE;
686      else
687         transfer_usage = PIPE_TRANSFER_WRITE;
688
689      texImage->Data = st_texture_image_map(ctx->st, stImage, 0,
690                                            transfer_usage, 0, 0,
691                                            stImage->base.Width,
692                                            stImage->base.Height);
693      if(stImage->transfer)
694         dstRowStride = stImage->transfer->stride;
695   }
696   else {
697      /* Allocate regular memory and store the image there temporarily.   */
698      if (texImage->IsCompressed) {
699         sizeInBytes = texImage->CompressedSize;
700         dstRowStride =
701            _mesa_compressed_row_stride(texImage->TexFormat->MesaFormat, width);
702         assert(dims != 3);
703      }
704      else {
705         dstRowStride = postConvWidth * texelBytes;
706         sizeInBytes = depth * dstRowStride * postConvHeight;
707      }
708
709      texImage->Data = _mesa_align_malloc(sizeInBytes, 16);
710   }
711
712   if (!texImage->Data) {
713      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
714      return;
715   }
716
717   DBG("Upload image %dx%dx%d row_len %x pitch %x\n",
718       width, height, depth, width * texelBytes, dstRowStride);
719
720   /* Copy data.  Would like to know when it's ok for us to eg. use
721    * the blitter to copy.  Or, use the hardware to do the format
722    * conversion and copy:
723    */
724   if (compressed_src) {
725      memcpy(texImage->Data, pixels, imageSize);
726   }
727   else {
728      const GLuint srcImageStride =
729         _mesa_image_image_stride(unpack, width, height, format, type);
730      GLint i;
731      const GLubyte *src = (const GLubyte *) pixels;
732
733      for (i = 0; i < depth; i++) {
734	 if (!texImage->TexFormat->StoreImage(ctx, dims,
735					      texImage->_BaseFormat,
736					      texImage->TexFormat,
737					      texImage->Data,
738					      0, 0, 0, /* dstX/Y/Zoffset */
739					      dstRowStride,
740					      texImage->ImageOffsets,
741					      width, height, 1,
742					      format, type, src, unpack)) {
743	    _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
744	 }
745
746	 if (stImage->pt && i + 1 < depth) {
747            /* unmap this slice */
748	    st_texture_image_unmap(ctx->st, stImage);
749            /* map next slice of 3D texture */
750	    texImage->Data = st_texture_image_map(ctx->st, stImage, i + 1,
751                                                  transfer_usage, 0, 0,
752                                                  stImage->base.Width,
753                                                  stImage->base.Height);
754	    src += srcImageStride;
755	 }
756      }
757   }
758
759   _mesa_unmap_teximage_pbo(ctx, unpack);
760
761done:
762   if (stImage->pt && texImage->Data) {
763      st_texture_image_unmap(ctx->st, stImage);
764      texImage->Data = NULL;
765   }
766
767   if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
768      ctx->Driver.GenerateMipmap(ctx, target, texObj);
769   }
770}
771
772
773static void
774st_TexImage3D(GLcontext * ctx,
775              GLenum target, GLint level,
776              GLint internalFormat,
777              GLint width, GLint height, GLint depth,
778              GLint border,
779              GLenum format, GLenum type, const void *pixels,
780              const struct gl_pixelstore_attrib *unpack,
781              struct gl_texture_object *texObj,
782              struct gl_texture_image *texImage)
783{
784   st_TexImage(ctx, 3, target, level, internalFormat, width, height, depth,
785               border, format, type, pixels, unpack, texObj, texImage,
786               0, GL_FALSE);
787}
788
789
790static void
791st_TexImage2D(GLcontext * ctx,
792              GLenum target, GLint level,
793              GLint internalFormat,
794              GLint width, GLint height, GLint border,
795              GLenum format, GLenum type, const void *pixels,
796              const struct gl_pixelstore_attrib *unpack,
797              struct gl_texture_object *texObj,
798              struct gl_texture_image *texImage)
799{
800   st_TexImage(ctx, 2, target, level, internalFormat, width, height, 1, border,
801               format, type, pixels, unpack, texObj, texImage, 0, GL_FALSE);
802}
803
804
805static void
806st_TexImage1D(GLcontext * ctx,
807              GLenum target, GLint level,
808              GLint internalFormat,
809              GLint width, GLint border,
810              GLenum format, GLenum type, const void *pixels,
811              const struct gl_pixelstore_attrib *unpack,
812              struct gl_texture_object *texObj,
813              struct gl_texture_image *texImage)
814{
815   st_TexImage(ctx, 1, target, level, internalFormat, width, 1, 1, border,
816               format, type, pixels, unpack, texObj, texImage, 0, GL_FALSE);
817}
818
819
820static void
821st_CompressedTexImage2D(GLcontext *ctx, GLenum target, GLint level,
822                        GLint internalFormat,
823                        GLint width, GLint height, GLint border,
824                        GLsizei imageSize, const GLvoid *data,
825                        struct gl_texture_object *texObj,
826                        struct gl_texture_image *texImage)
827{
828   st_TexImage(ctx, 2, target, level, internalFormat, width, height, 1, border,
829               0, 0, data, &ctx->Unpack, texObj, texImage, imageSize, GL_TRUE);
830}
831
832
833
834/**
835 * glGetTexImage() helper: decompress a compressed texture by rendering
836 * a textured quad.  Store the results in the user's buffer.
837 */
838static void
839decompress_with_blit(GLcontext * ctx, GLenum target, GLint level,
840                     GLenum format, GLenum type, GLvoid *pixels,
841                     struct gl_texture_object *texObj,
842                     struct gl_texture_image *texImage)
843{
844   struct pipe_screen *screen = ctx->st->pipe->screen;
845   struct st_texture_image *stImage = st_texture_image(texImage);
846   const GLuint width = texImage->Width;
847   const GLuint height = texImage->Height;
848   struct pipe_surface *dst_surface;
849   struct pipe_texture *dst_texture;
850   struct pipe_transfer *tex_xfer;
851
852   /* create temp / dest surface */
853   if (!util_create_rgba_surface(screen, width, height,
854                                 &dst_texture, &dst_surface)) {
855      _mesa_problem(ctx, "util_create_rgba_surface() failed "
856                    "in decompress_with_blit()");
857      return;
858   }
859
860   /* blit/render/decompress */
861   util_blit_pixels_tex(ctx->st->blit,
862                        stImage->pt,      /* pipe_texture (src) */
863                        0, 0,             /* src x0, y0 */
864                        width, height,    /* src x1, y1 */
865                        dst_surface,      /* pipe_surface (dst) */
866                        0, 0,             /* dst x0, y0 */
867                        width, height,    /* dst x1, y1 */
868                        0.0,              /* z */
869                        PIPE_TEX_MIPFILTER_NEAREST);
870
871   /* map the dst_surface so we can read from it */
872   tex_xfer = st_cond_flush_get_tex_transfer(st_context(ctx),
873					     dst_texture, 0, 0, 0,
874					     PIPE_TRANSFER_READ,
875					     0, 0, width, height);
876
877   pixels = _mesa_map_readpix_pbo(ctx, &ctx->Pack, pixels);
878
879   /* copy/pack data into user buffer */
880   if (st_equal_formats(stImage->pt->format, format, type)) {
881      /* memcpy */
882      const uint bytesPerRow = width * pf_get_size(stImage->pt->format);
883      ubyte *map = screen->transfer_map(screen, tex_xfer);
884      GLuint row;
885      for (row = 0; row < height; row++) {
886         GLvoid *dest = _mesa_image_address2d(&ctx->Pack, pixels, width,
887                                              height, format, type, row, 0);
888         memcpy(dest, map, bytesPerRow);
889         map += tex_xfer->stride;
890      }
891      screen->transfer_unmap(screen, tex_xfer);
892   }
893   else {
894      /* format translation via floats */
895      GLuint row;
896      for (row = 0; row < height; row++) {
897         const GLbitfield transferOps = 0x0; /* bypassed for glGetTexImage() */
898         GLfloat rgba[4 * MAX_WIDTH];
899         GLvoid *dest = _mesa_image_address2d(&ctx->Pack, pixels, width,
900                                              height, format, type, row, 0);
901
902         /* get float[4] rgba row from surface */
903         pipe_get_tile_rgba(tex_xfer, 0, row, width, 1, rgba);
904
905         _mesa_pack_rgba_span_float(ctx, width, (GLfloat (*)[4]) rgba, format,
906                                    type, dest, &ctx->Pack, transferOps);
907      }
908   }
909
910   _mesa_unmap_readpix_pbo(ctx, &ctx->Pack);
911
912   /* destroy the temp / dest surface */
913   util_destroy_rgba_surface(dst_texture, dst_surface);
914}
915
916
917
918/**
919 * Need to map texture image into memory before copying image data,
920 * then unmap it.
921 */
922static void
923st_get_tex_image(GLcontext * ctx, GLenum target, GLint level,
924                 GLenum format, GLenum type, GLvoid * pixels,
925                 struct gl_texture_object *texObj,
926                 struct gl_texture_image *texImage, GLboolean compressed_dst)
927{
928   struct st_texture_image *stImage = st_texture_image(texImage);
929   const GLuint dstImageStride =
930      _mesa_image_image_stride(&ctx->Pack, texImage->Width, texImage->Height,
931                               format, type);
932   GLuint depth, i;
933   GLubyte *dest;
934
935   if (stImage->pt &&
936       pf_is_compressed(stImage->pt->format) &&
937       !compressed_dst) {
938      /* Need to decompress the texture.
939       * We'll do this by rendering a textured quad.
940       * Note that we only expect RGBA formats (no Z/depth formats).
941       */
942      decompress_with_blit(ctx, target, level, format, type, pixels,
943                           texObj, texImage);
944      return;
945   }
946
947   /* Map */
948   if (stImage->pt) {
949      /* Image is stored in hardware format in a buffer managed by the
950       * kernel.  Need to explicitly map and unmap it.
951       */
952      unsigned face = _mesa_tex_target_to_face(target);
953
954      st_teximage_flush_before_map(ctx->st, stImage->pt, face, level,
955				   PIPE_TRANSFER_READ);
956
957      texImage->Data = st_texture_image_map(ctx->st, stImage, 0,
958                                            PIPE_TRANSFER_READ, 0, 0,
959                                            stImage->base.Width,
960                                            stImage->base.Height);
961      texImage->RowStride = stImage->transfer->stride / stImage->pt->block.size;
962   }
963   else {
964      /* Otherwise, the image should actually be stored in
965       * texImage->Data.  This is pretty confusing for
966       * everybody, I'd much prefer to separate the two functions of
967       * texImage->Data - storage for texture images in main memory
968       * and access (ie mappings) of images.  In other words, we'd
969       * create a new texImage->Map field and leave Data simply for
970       * storage.
971       */
972      assert(texImage->Data);
973   }
974
975   depth = texImage->Depth;
976   texImage->Depth = 1;
977
978   dest = (GLubyte *) pixels;
979
980   for (i = 0; i < depth; i++) {
981      if (compressed_dst) {
982	 _mesa_get_compressed_teximage(ctx, target, level, dest,
983				       texObj, texImage);
984      }
985      else {
986	 _mesa_get_teximage(ctx, target, level, format, type, dest,
987			    texObj, texImage);
988      }
989
990      if (stImage->pt && i + 1 < depth) {
991         /* unmap this slice */
992	 st_texture_image_unmap(ctx->st, stImage);
993         /* map next slice of 3D texture */
994	 texImage->Data = st_texture_image_map(ctx->st, stImage, i + 1,
995                                               PIPE_TRANSFER_READ, 0, 0,
996                                               stImage->base.Width,
997                                               stImage->base.Height);
998	 dest += dstImageStride;
999      }
1000   }
1001
1002   texImage->Depth = depth;
1003
1004   /* Unmap */
1005   if (stImage->pt) {
1006      st_texture_image_unmap(ctx->st, stImage);
1007      texImage->Data = NULL;
1008   }
1009}
1010
1011
1012static void
1013st_GetTexImage(GLcontext * ctx, GLenum target, GLint level,
1014               GLenum format, GLenum type, GLvoid * pixels,
1015               struct gl_texture_object *texObj,
1016               struct gl_texture_image *texImage)
1017{
1018   st_get_tex_image(ctx, target, level, format, type, pixels, texObj, texImage,
1019                    GL_FALSE);
1020}
1021
1022
1023static void
1024st_GetCompressedTexImage(GLcontext *ctx, GLenum target, GLint level,
1025                         GLvoid *pixels,
1026                         struct gl_texture_object *texObj,
1027                         struct gl_texture_image *texImage)
1028{
1029   st_get_tex_image(ctx, target, level, 0, 0, pixels, texObj, texImage,
1030                    GL_TRUE);
1031}
1032
1033
1034
1035static void
1036st_TexSubimage(GLcontext *ctx, GLint dims, GLenum target, GLint level,
1037               GLint xoffset, GLint yoffset, GLint zoffset,
1038               GLint width, GLint height, GLint depth,
1039               GLenum format, GLenum type, const void *pixels,
1040               const struct gl_pixelstore_attrib *packing,
1041               struct gl_texture_object *texObj,
1042               struct gl_texture_image *texImage)
1043{
1044   struct pipe_screen *screen = ctx->st->pipe->screen;
1045   struct st_texture_image *stImage = st_texture_image(texImage);
1046   GLuint dstRowStride;
1047   const GLuint srcImageStride =
1048      _mesa_image_image_stride(packing, width, height, format, type);
1049   GLint i;
1050   const GLubyte *src;
1051   /* init to silence warning only: */
1052   enum pipe_transfer_usage transfer_usage = PIPE_TRANSFER_WRITE;
1053
1054   DBG("%s target %s level %d offset %d,%d %dx%d\n", __FUNCTION__,
1055       _mesa_lookup_enum_by_nr(target),
1056       level, xoffset, yoffset, width, height);
1057
1058   pixels =
1059      _mesa_validate_pbo_teximage(ctx, dims, width, height, depth, format,
1060                                  type, pixels, packing, "glTexSubImage2D");
1061   if (!pixels)
1062      return;
1063
1064   /* See if we can do texture compression with a blit/render.
1065    */
1066   if (!ctx->Mesa_DXTn &&
1067       is_compressed_mesa_format(texImage->TexFormat) &&
1068       screen->is_format_supported(screen,
1069                                   stImage->pt->format,
1070                                   stImage->pt->target,
1071                                   PIPE_TEXTURE_USAGE_RENDER_TARGET, 0)) {
1072      if (compress_with_blit(ctx, target, level,
1073                             xoffset, yoffset, zoffset,
1074                             width, height, depth,
1075                             format, type, pixels, packing, texImage)) {
1076         goto done;
1077      }
1078   }
1079
1080   /* Map buffer if necessary.  Need to lock to prevent other contexts
1081    * from uploading the buffer under us.
1082    */
1083   if (stImage->pt) {
1084      unsigned face = _mesa_tex_target_to_face(target);
1085
1086      if (format == GL_DEPTH_COMPONENT &&
1087          pf_is_depth_and_stencil(stImage->pt->format))
1088         transfer_usage = PIPE_TRANSFER_READ_WRITE;
1089      else
1090         transfer_usage = PIPE_TRANSFER_WRITE;
1091
1092      st_teximage_flush_before_map(ctx->st, stImage->pt, face, level,
1093				   transfer_usage);
1094      texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset,
1095                                            transfer_usage,
1096                                            xoffset, yoffset,
1097                                            width, height);
1098   }
1099
1100   if (!texImage->Data) {
1101      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
1102      return;
1103   }
1104
1105   src = (const GLubyte *) pixels;
1106   dstRowStride = stImage->transfer->stride;
1107
1108   for (i = 0; i < depth; i++) {
1109      if (!texImage->TexFormat->StoreImage(ctx, dims, texImage->_BaseFormat,
1110					   texImage->TexFormat,
1111					   texImage->Data,
1112					   0, 0, 0,
1113					   dstRowStride,
1114					   texImage->ImageOffsets,
1115					   width, height, 1,
1116					   format, type, src, packing)) {
1117	 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
1118      }
1119
1120      if (stImage->pt && i + 1 < depth) {
1121         /* unmap this slice */
1122	 st_texture_image_unmap(ctx->st, stImage);
1123         /* map next slice of 3D texture */
1124	 texImage->Data = st_texture_image_map(ctx->st, stImage,
1125                                               zoffset + i + 1,
1126                                               transfer_usage,
1127                                               xoffset, yoffset,
1128                                               width, height);
1129	 src += srcImageStride;
1130      }
1131   }
1132
1133   _mesa_unmap_teximage_pbo(ctx, packing);
1134
1135done:
1136   if (stImage->pt) {
1137      st_texture_image_unmap(ctx->st, stImage);
1138      texImage->Data = NULL;
1139   }
1140
1141   if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
1142      ctx->Driver.GenerateMipmap(ctx, target, texObj);
1143   }
1144}
1145
1146
1147
1148static void
1149st_TexSubImage3D(GLcontext *ctx, GLenum target, GLint level,
1150                 GLint xoffset, GLint yoffset, GLint zoffset,
1151                 GLsizei width, GLsizei height, GLsizei depth,
1152                 GLenum format, GLenum type, const GLvoid *pixels,
1153                 const struct gl_pixelstore_attrib *packing,
1154                 struct gl_texture_object *texObj,
1155                 struct gl_texture_image *texImage)
1156{
1157   st_TexSubimage(ctx, 3, target, level, xoffset, yoffset, zoffset,
1158                  width, height, depth, format, type,
1159                  pixels, packing, texObj, texImage);
1160}
1161
1162
1163static void
1164st_TexSubImage2D(GLcontext *ctx, GLenum target, GLint level,
1165                 GLint xoffset, GLint yoffset,
1166                 GLsizei width, GLsizei height,
1167                 GLenum format, GLenum type, const GLvoid * pixels,
1168                 const struct gl_pixelstore_attrib *packing,
1169                 struct gl_texture_object *texObj,
1170                 struct gl_texture_image *texImage)
1171{
1172   st_TexSubimage(ctx, 2, target, level, xoffset, yoffset, 0,
1173                  width, height, 1, format, type,
1174                  pixels, packing, texObj, texImage);
1175}
1176
1177
1178static void
1179st_TexSubImage1D(GLcontext *ctx, GLenum target, GLint level,
1180                 GLint xoffset, GLsizei width, GLenum format, GLenum type,
1181                 const GLvoid * pixels,
1182                 const struct gl_pixelstore_attrib *packing,
1183                 struct gl_texture_object *texObj,
1184                 struct gl_texture_image *texImage)
1185{
1186   st_TexSubimage(ctx, 1, target, level, xoffset, 0, 0, width, 1, 1,
1187                  format, type, pixels, packing, texObj, texImage);
1188}
1189
1190
1191static void
1192st_CompressedTexSubImage1D(GLcontext *ctx, GLenum target, GLint level,
1193                           GLint xoffset, GLsizei width,
1194                           GLenum format,
1195                           GLsizei imageSize, const GLvoid *data,
1196                           struct gl_texture_object *texObj,
1197                           struct gl_texture_image *texImage)
1198{
1199   assert(0);
1200}
1201
1202
1203static void
1204st_CompressedTexSubImage2D(GLcontext *ctx, GLenum target, GLint level,
1205                           GLint xoffset, GLint yoffset,
1206                           GLsizei width, GLint height,
1207                           GLenum format,
1208                           GLsizei imageSize, const GLvoid *data,
1209                           struct gl_texture_object *texObj,
1210                           struct gl_texture_image *texImage)
1211{
1212   struct st_texture_image *stImage = st_texture_image(texImage);
1213   struct pipe_format_block block;
1214   int srcBlockStride;
1215   int dstBlockStride;
1216   int y;
1217
1218   if (stImage->pt) {
1219      unsigned face = _mesa_tex_target_to_face(target);
1220
1221      st_teximage_flush_before_map(ctx->st, stImage->pt, face, level,
1222				   PIPE_TRANSFER_WRITE);
1223      texImage->Data = st_texture_image_map(ctx->st, stImage, 0,
1224                                            PIPE_TRANSFER_WRITE,
1225                                            xoffset, yoffset,
1226                                            width, height);
1227
1228      block = stImage->pt->block;
1229      srcBlockStride = pf_get_stride(&block, width);
1230      dstBlockStride = stImage->transfer->stride;
1231   } else {
1232      assert(stImage->pt);
1233      /* TODO find good values for block and strides */
1234      /* TODO also adjust texImage->data for yoffset/xoffset */
1235      return;
1236   }
1237
1238   if (!texImage->Data) {
1239      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCompressedTexSubImage");
1240      return;
1241   }
1242
1243   assert(xoffset % block.width == 0);
1244   assert(yoffset % block.height == 0);
1245   assert(width % block.width == 0);
1246   assert(height % block.height == 0);
1247
1248   for (y = 0; y < height; y += block.height) {
1249      /* don't need to adjust for xoffset and yoffset as st_texture_image_map does that */
1250      const char *src = (const char*)data + srcBlockStride * pf_get_nblocksy(&block, y);
1251      char *dst = (char*)texImage->Data + dstBlockStride * pf_get_nblocksy(&block, y);
1252      memcpy(dst, src, pf_get_stride(&block, width));
1253   }
1254
1255   if (stImage->pt) {
1256      st_texture_image_unmap(ctx->st, stImage);
1257      texImage->Data = NULL;
1258   }
1259}
1260
1261
1262static void
1263st_CompressedTexSubImage3D(GLcontext *ctx, GLenum target, GLint level,
1264                           GLint xoffset, GLint yoffset, GLint zoffset,
1265                           GLsizei width, GLint height, GLint depth,
1266                           GLenum format,
1267                           GLsizei imageSize, const GLvoid *data,
1268                           struct gl_texture_object *texObj,
1269                           struct gl_texture_image *texImage)
1270{
1271   assert(0);
1272}
1273
1274
1275
1276/**
1277 * Do a CopyTexSubImage operation using a read transfer from the source,
1278 * a write transfer to the destination and get_tile()/put_tile() to access
1279 * the pixels/texels.
1280 *
1281 * Note: srcY=0=TOP of renderbuffer
1282 */
1283static void
1284fallback_copy_texsubimage(GLcontext *ctx, GLenum target, GLint level,
1285                          struct st_renderbuffer *strb,
1286                          struct st_texture_image *stImage,
1287                          GLenum baseFormat,
1288                          GLint destX, GLint destY, GLint destZ,
1289                          GLint srcX, GLint srcY,
1290                          GLsizei width, GLsizei height)
1291{
1292   struct pipe_context *pipe = ctx->st->pipe;
1293   struct pipe_screen *screen = pipe->screen;
1294   struct pipe_transfer *src_trans;
1295   GLvoid *texDest;
1296   enum pipe_transfer_usage transfer_usage;
1297
1298   assert(width <= MAX_WIDTH);
1299
1300   if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
1301      srcY = strb->Base.Height - srcY - height;
1302   }
1303
1304   src_trans = st_cond_flush_get_tex_transfer( st_context(ctx),
1305					       strb->texture,
1306					       0, 0, 0,
1307					       PIPE_TRANSFER_READ,
1308					       srcX, srcY,
1309					       width, height);
1310
1311   if (baseFormat == GL_DEPTH_COMPONENT &&
1312       pf_is_depth_and_stencil(stImage->pt->format))
1313      transfer_usage = PIPE_TRANSFER_READ_WRITE;
1314   else
1315      transfer_usage = PIPE_TRANSFER_WRITE;
1316
1317   st_teximage_flush_before_map(ctx->st, stImage->pt, 0, 0,
1318				transfer_usage);
1319
1320   texDest = st_texture_image_map(ctx->st, stImage, 0, transfer_usage,
1321                                  destX, destY, width, height);
1322
1323   if (baseFormat == GL_DEPTH_COMPONENT ||
1324       baseFormat == GL_DEPTH24_STENCIL8) {
1325      const GLboolean scaleOrBias = (ctx->Pixel.DepthScale != 1.0F ||
1326                                     ctx->Pixel.DepthBias != 0.0F);
1327      GLint row, yStep;
1328
1329      /* determine bottom-to-top vs. top-to-bottom order for src buffer */
1330      if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
1331         srcY = height - 1;
1332         yStep = -1;
1333      }
1334      else {
1335         srcY = 0;
1336         yStep = 1;
1337      }
1338
1339      /* To avoid a large temp memory allocation, do copy row by row */
1340      for (row = 0; row < height; row++, srcY += yStep) {
1341         uint data[MAX_WIDTH];
1342         pipe_get_tile_z(src_trans, 0, srcY, width, 1, data);
1343         if (scaleOrBias) {
1344            _mesa_scale_and_bias_depth_uint(ctx, width, data);
1345         }
1346         pipe_put_tile_z(stImage->transfer, 0, row, width, 1, data);
1347      }
1348   }
1349   else {
1350      /* RGBA format */
1351      GLfloat *tempSrc =
1352         (GLfloat *) _mesa_malloc(width * height * 4 * sizeof(GLfloat));
1353
1354      if (tempSrc && texDest) {
1355         const GLint dims = 2;
1356         const GLint dstRowStride = stImage->transfer->stride;
1357         struct gl_texture_image *texImage = &stImage->base;
1358         struct gl_pixelstore_attrib unpack = ctx->DefaultPacking;
1359
1360         if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
1361            unpack.Invert = GL_TRUE;
1362         }
1363
1364         /* get float/RGBA image from framebuffer */
1365         /* XXX this usually involves a lot of int/float conversion.
1366          * try to avoid that someday.
1367          */
1368         pipe_get_tile_rgba(src_trans, 0, 0, width, height, tempSrc);
1369
1370         /* Store into texture memory.
1371          * Note that this does some special things such as pixel transfer
1372          * ops and format conversion.  In particular, if the dest tex format
1373          * is actually RGBA but the user created the texture as GL_RGB we
1374          * need to fill-in/override the alpha channel with 1.0.
1375          */
1376         texImage->TexFormat->StoreImage(ctx, dims,
1377                                         texImage->_BaseFormat,
1378                                         texImage->TexFormat,
1379                                         texDest,
1380                                         0, 0, 0,
1381                                         dstRowStride,
1382                                         texImage->ImageOffsets,
1383                                         width, height, 1,
1384                                         GL_RGBA, GL_FLOAT, tempSrc, /* src */
1385                                         &unpack);
1386      }
1387      else {
1388         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
1389      }
1390
1391      if (tempSrc)
1392         _mesa_free(tempSrc);
1393   }
1394
1395   st_texture_image_unmap(ctx->st, stImage);
1396   screen->tex_transfer_destroy(src_trans);
1397}
1398
1399
1400static unsigned
1401compatible_src_dst_formats(const struct gl_renderbuffer *src,
1402                           const struct gl_texture_image *dst)
1403{
1404   const GLenum srcFormat = src->_BaseFormat;
1405   const GLenum dstLogicalFormat = dst->_BaseFormat;
1406
1407   if (srcFormat == dstLogicalFormat) {
1408      /* This is the same as matching_base_formats, which should
1409       * always pass, as it did previously.
1410       */
1411      return TGSI_WRITEMASK_XYZW;
1412   }
1413   else if (srcFormat == GL_RGBA &&
1414            dstLogicalFormat == GL_RGB) {
1415      /* Add a single special case to cope with RGBA->RGB transfers,
1416       * setting A to 1.0 to cope with situations where the RGB
1417       * destination is actually stored as RGBA.
1418       */
1419      return TGSI_WRITEMASK_XYZ; /* A ==> 1.0 */
1420   }
1421   else {
1422      /* Otherwise fail.
1423       */
1424      return 0;
1425   }
1426}
1427
1428
1429
1430/**
1431 * Do a CopyTex[Sub]Image1/2/3D() using a hardware (blit) path if possible.
1432 * Note that the region to copy has already been clipped so we know we
1433 * won't read from outside the source renderbuffer's bounds.
1434 *
1435 * Note: srcY=0=Bottom of renderbuffer (GL convention)
1436 */
1437static void
1438st_copy_texsubimage(GLcontext *ctx,
1439                    GLenum target, GLint level,
1440                    GLint destX, GLint destY, GLint destZ,
1441                    GLint srcX, GLint srcY,
1442                    GLsizei width, GLsizei height)
1443{
1444   struct gl_texture_unit *texUnit =
1445      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1446   struct gl_texture_object *texObj =
1447      _mesa_select_tex_object(ctx, texUnit, target);
1448   struct gl_texture_image *texImage =
1449      _mesa_select_tex_image(ctx, texObj, target, level);
1450   struct st_texture_image *stImage = st_texture_image(texImage);
1451   const GLenum texBaseFormat = texImage->InternalFormat;
1452   struct gl_framebuffer *fb = ctx->ReadBuffer;
1453   struct st_renderbuffer *strb;
1454   struct pipe_context *pipe = ctx->st->pipe;
1455   struct pipe_screen *screen = pipe->screen;
1456   enum pipe_format dest_format, src_format;
1457   GLboolean use_fallback = GL_TRUE;
1458   GLboolean matching_base_formats;
1459   GLuint format_writemask;
1460   struct pipe_surface *dest_surface = NULL;
1461   GLboolean do_flip = (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP);
1462
1463   /* any rendering in progress must flushed before we grab the fb image */
1464   st_flush(ctx->st, PIPE_FLUSH_RENDER_CACHE, NULL);
1465
1466   /* make sure finalize_textures has been called?
1467    */
1468   if (0) st_validate_state(ctx->st);
1469
1470   /* determine if copying depth or color data */
1471   if (texBaseFormat == GL_DEPTH_COMPONENT ||
1472       texBaseFormat == GL_DEPTH24_STENCIL8) {
1473      strb = st_renderbuffer(fb->_DepthBuffer);
1474   }
1475   else if (texBaseFormat == GL_DEPTH_STENCIL_EXT) {
1476      strb = st_renderbuffer(fb->_StencilBuffer);
1477   }
1478   else {
1479      /* texBaseFormat == GL_RGB, GL_RGBA, GL_ALPHA, etc */
1480      strb = st_renderbuffer(fb->_ColorReadBuffer);
1481   }
1482
1483   if (!strb || !strb->surface || !stImage->pt) {
1484      debug_printf("%s: null strb or stImage\n", __FUNCTION__);
1485      return;
1486   }
1487
1488   if (srcX < 0) {
1489      width -= -srcX;
1490      destX += -srcX;
1491      srcX = 0;
1492   }
1493
1494   if (srcY < 0) {
1495      height -= -srcY;
1496      destY += -srcY;
1497      srcY = 0;
1498   }
1499
1500   if (destX < 0) {
1501      width -= -destX;
1502      srcX += -destX;
1503      destX = 0;
1504   }
1505
1506   if (destY < 0) {
1507      height -= -destY;
1508      srcY += -destY;
1509      destY = 0;
1510   }
1511
1512   if (width < 0 || height < 0)
1513      return;
1514
1515
1516   assert(strb);
1517   assert(strb->surface);
1518   assert(stImage->pt);
1519
1520   src_format = strb->surface->format;
1521   dest_format = stImage->pt->format;
1522
1523   /*
1524    * Determine if the src framebuffer and dest texture have the same
1525    * base format.  We need this to detect a case such as the framebuffer
1526    * being GL_RGBA but the texture being GL_RGB.  If the actual hardware
1527    * texture format stores RGBA we need to set A=1 (overriding the
1528    * framebuffer's alpha values).  We can't do that with the blit or
1529    * textured-quad paths.
1530    */
1531   matching_base_formats = (strb->Base._BaseFormat == texImage->_BaseFormat);
1532   format_writemask = compatible_src_dst_formats(&strb->Base, texImage);
1533
1534   if (ctx->_ImageTransferState == 0x0) {
1535
1536      if (matching_base_formats &&
1537          src_format == dest_format &&
1538          !do_flip)
1539      {
1540         /* use surface_copy() / blit */
1541
1542         dest_surface = screen->get_tex_surface(screen, stImage->pt,
1543                                                stImage->face, stImage->level,
1544                                                destZ,
1545                                                PIPE_BUFFER_USAGE_GPU_WRITE);
1546
1547         /* for surface_copy(), y=0=top, always */
1548         pipe->surface_copy(pipe,
1549                            /* dest */
1550                            dest_surface,
1551                            destX, destY,
1552                            /* src */
1553                            strb->surface,
1554                            srcX, srcY,
1555                            /* size */
1556                            width, height);
1557         use_fallback = GL_FALSE;
1558      }
1559      else if (format_writemask &&
1560               screen->is_format_supported(screen, src_format,
1561                                           PIPE_TEXTURE_2D,
1562                                           PIPE_TEXTURE_USAGE_SAMPLER,
1563                                           0) &&
1564               screen->is_format_supported(screen, dest_format,
1565                                           PIPE_TEXTURE_2D,
1566                                           PIPE_TEXTURE_USAGE_RENDER_TARGET,
1567                                           0)) {
1568         /* draw textured quad to do the copy */
1569         GLint srcY0, srcY1;
1570
1571         dest_surface = screen->get_tex_surface(screen, stImage->pt,
1572                                                stImage->face, stImage->level,
1573                                                destZ,
1574                                                PIPE_BUFFER_USAGE_GPU_WRITE);
1575
1576         if (do_flip) {
1577            srcY1 = strb->Base.Height - srcY - height;
1578            srcY0 = srcY1 + height;
1579         }
1580         else {
1581            srcY0 = srcY;
1582            srcY1 = srcY0 + height;
1583         }
1584         util_blit_pixels_writemask(ctx->st->blit,
1585                                    strb->surface,
1586                                    srcX, srcY0,
1587                                    srcX + width, srcY1,
1588                                    dest_surface,
1589                                    destX, destY,
1590                                    destX + width, destY + height,
1591                                    0.0, PIPE_TEX_MIPFILTER_NEAREST,
1592                                    format_writemask);
1593         use_fallback = GL_FALSE;
1594      }
1595
1596      if (dest_surface)
1597         pipe_surface_reference(&dest_surface, NULL);
1598   }
1599
1600   if (use_fallback) {
1601      /* software fallback */
1602      fallback_copy_texsubimage(ctx, target, level,
1603                                strb, stImage, texBaseFormat,
1604                                destX, destY, destZ,
1605                                srcX, srcY, width, height);
1606   }
1607
1608   if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
1609      ctx->Driver.GenerateMipmap(ctx, target, texObj);
1610   }
1611}
1612
1613
1614
1615static void
1616st_CopyTexImage1D(GLcontext * ctx, GLenum target, GLint level,
1617                  GLenum internalFormat,
1618                  GLint x, GLint y, GLsizei width, GLint border)
1619{
1620   struct gl_texture_unit *texUnit =
1621      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1622   struct gl_texture_object *texObj =
1623      _mesa_select_tex_object(ctx, texUnit, target);
1624   struct gl_texture_image *texImage =
1625      _mesa_select_tex_image(ctx, texObj, target, level);
1626
1627   /* Setup or redefine the texture object, texture and texture
1628    * image.  Don't populate yet.
1629    */
1630   ctx->Driver.TexImage1D(ctx, target, level, internalFormat,
1631                          width, border,
1632                          GL_RGBA, CHAN_TYPE, NULL,
1633                          &ctx->DefaultPacking, texObj, texImage);
1634
1635   st_copy_texsubimage(ctx, target, level,
1636                       0, 0, 0,  /* destX,Y,Z */
1637                       x, y, width, 1);  /* src X, Y, size */
1638}
1639
1640
1641static void
1642st_CopyTexImage2D(GLcontext * ctx, GLenum target, GLint level,
1643                  GLenum internalFormat,
1644                  GLint x, GLint y, GLsizei width, GLsizei height,
1645                  GLint border)
1646{
1647   struct gl_texture_unit *texUnit =
1648      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1649   struct gl_texture_object *texObj =
1650      _mesa_select_tex_object(ctx, texUnit, target);
1651   struct gl_texture_image *texImage =
1652      _mesa_select_tex_image(ctx, texObj, target, level);
1653
1654   /* Setup or redefine the texture object, texture and texture
1655    * image.  Don't populate yet.
1656    */
1657   ctx->Driver.TexImage2D(ctx, target, level, internalFormat,
1658                          width, height, border,
1659                          GL_RGBA, CHAN_TYPE, NULL,
1660                          &ctx->DefaultPacking, texObj, texImage);
1661
1662   st_copy_texsubimage(ctx, target, level,
1663                       0, 0, 0,  /* destX,Y,Z */
1664                       x, y, width, height);  /* src X, Y, size */
1665}
1666
1667
1668static void
1669st_CopyTexSubImage1D(GLcontext * ctx, GLenum target, GLint level,
1670                     GLint xoffset, GLint x, GLint y, GLsizei width)
1671{
1672   const GLint yoffset = 0, zoffset = 0;
1673   const GLsizei height = 1;
1674   st_copy_texsubimage(ctx, target, level,
1675                       xoffset, yoffset, zoffset,  /* destX,Y,Z */
1676                       x, y, width, height);  /* src X, Y, size */
1677}
1678
1679
1680static void
1681st_CopyTexSubImage2D(GLcontext * ctx, GLenum target, GLint level,
1682                     GLint xoffset, GLint yoffset,
1683                     GLint x, GLint y, GLsizei width, GLsizei height)
1684{
1685   const GLint zoffset = 0;
1686   st_copy_texsubimage(ctx, target, level,
1687                       xoffset, yoffset, zoffset,  /* destX,Y,Z */
1688                       x, y, width, height);  /* src X, Y, size */
1689}
1690
1691
1692static void
1693st_CopyTexSubImage3D(GLcontext * ctx, GLenum target, GLint level,
1694                     GLint xoffset, GLint yoffset, GLint zoffset,
1695                     GLint x, GLint y, GLsizei width, GLsizei height)
1696{
1697   st_copy_texsubimage(ctx, target, level,
1698                       xoffset, yoffset, zoffset,  /* destX,Y,Z */
1699                       x, y, width, height);  /* src X, Y, size */
1700}
1701
1702
1703/**
1704 * Compute which mipmap levels that really need to be sent to the hardware.
1705 * This depends on the base image size, GL_TEXTURE_MIN_LOD,
1706 * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL.
1707 */
1708static void
1709calculate_first_last_level(struct st_texture_object *stObj)
1710{
1711   struct gl_texture_object *tObj = &stObj->base;
1712
1713   /* These must be signed values.  MinLod and MaxLod can be negative numbers,
1714    * and having firstLevel and lastLevel as signed prevents the need for
1715    * extra sign checks.
1716    */
1717   GLint firstLevel;
1718   GLint lastLevel;
1719
1720   /* Yes, this looks overly complicated, but it's all needed.
1721    */
1722   switch (tObj->Target) {
1723   case GL_TEXTURE_1D:
1724   case GL_TEXTURE_2D:
1725   case GL_TEXTURE_3D:
1726   case GL_TEXTURE_CUBE_MAP:
1727      if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) {
1728         /* GL_NEAREST and GL_LINEAR only care about GL_TEXTURE_BASE_LEVEL.
1729          */
1730         firstLevel = lastLevel = tObj->BaseLevel;
1731      }
1732      else {
1733         firstLevel = 0;
1734         lastLevel = MIN2(tObj->MaxLevel,
1735                          (int) tObj->Image[0][tObj->BaseLevel]->WidthLog2);
1736      }
1737      break;
1738   case GL_TEXTURE_RECTANGLE_NV:
1739   case GL_TEXTURE_4D_SGIS:
1740      firstLevel = lastLevel = 0;
1741      break;
1742   default:
1743      return;
1744   }
1745
1746   stObj->lastLevel = lastLevel;
1747}
1748
1749
1750static void
1751copy_image_data_to_texture(struct st_context *st,
1752			   struct st_texture_object *stObj,
1753                           GLuint dstLevel,
1754			   struct st_texture_image *stImage)
1755{
1756   if (stImage->pt) {
1757      /* Copy potentially with the blitter:
1758       */
1759      st_texture_image_copy(st->pipe,
1760                            stObj->pt, dstLevel,  /* dest texture, level */
1761                            stImage->pt, /* src texture */
1762                            stImage->face
1763                            );
1764
1765      pipe_texture_reference(&stImage->pt, NULL);
1766   }
1767   else if (stImage->base.Data) {
1768      assert(stImage->base.Data != NULL);
1769
1770      /* More straightforward upload.
1771       */
1772
1773      st_teximage_flush_before_map(st, stObj->pt, stImage->face, dstLevel,
1774				   PIPE_TRANSFER_WRITE);
1775
1776
1777      st_texture_image_data(st,
1778                            stObj->pt,
1779                            stImage->face,
1780                            dstLevel,
1781                            stImage->base.Data,
1782                            stImage->base.RowStride *
1783                            stObj->pt->block.size,
1784                            stImage->base.RowStride *
1785                            stImage->base.Height *
1786                            stObj->pt->block.size);
1787      _mesa_align_free(stImage->base.Data);
1788      stImage->base.Data = NULL;
1789   }
1790
1791   pipe_texture_reference(&stImage->pt, stObj->pt);
1792}
1793
1794
1795/**
1796 * Called during state validation.  When this function is finished,
1797 * the texture object should be ready for rendering.
1798 * \return GL_TRUE for success, GL_FALSE for failure (out of mem)
1799 */
1800GLboolean
1801st_finalize_texture(GLcontext *ctx,
1802		    struct pipe_context *pipe,
1803		    struct gl_texture_object *tObj,
1804		    GLboolean *needFlush)
1805{
1806   struct st_texture_object *stObj = st_texture_object(tObj);
1807   const GLuint nr_faces = (stObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
1808   GLuint cpp, face;
1809   struct st_texture_image *firstImage;
1810
1811   *needFlush = GL_FALSE;
1812
1813   /* We know/require this is true by now:
1814    */
1815   assert(stObj->base._Complete);
1816
1817   /* What levels must the texture include at a minimum?
1818    */
1819   calculate_first_last_level(stObj);
1820   firstImage = st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]);
1821
1822   /* If both firstImage and stObj point to a texture which can contain
1823    * all active images, favour firstImage.  Note that because of the
1824    * completeness requirement, we know that the image dimensions
1825    * will match.
1826    */
1827   if (firstImage->pt &&
1828       firstImage->pt != stObj->pt &&
1829       firstImage->pt->last_level >= stObj->lastLevel) {
1830      pipe_texture_reference(&stObj->pt, firstImage->pt);
1831   }
1832
1833   /* FIXME: determine format block instead of cpp */
1834   if (firstImage->base.IsCompressed) {
1835      cpp = compressed_num_bytes(firstImage->base.TexFormat->MesaFormat);
1836   }
1837   else {
1838      cpp = firstImage->base.TexFormat->TexelBytes;
1839   }
1840
1841   /* If we already have a gallium texture, check that it matches the texture
1842    * object's format, target, size, num_levels, etc.
1843    */
1844   if (stObj->pt) {
1845      const enum pipe_format fmt =
1846         st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat);
1847      if (stObj->pt->target != gl_target_to_pipe(stObj->base.Target) ||
1848          stObj->pt->format != fmt ||
1849          stObj->pt->last_level < stObj->lastLevel ||
1850          stObj->pt->width[0] != firstImage->base.Width2 ||
1851          stObj->pt->height[0] != firstImage->base.Height2 ||
1852          stObj->pt->depth[0] != firstImage->base.Depth2 ||
1853          /* Nominal bytes per pixel: */
1854          stObj->pt->block.size / stObj->pt->block.width != cpp)
1855      {
1856         pipe_texture_reference(&stObj->pt, NULL);
1857         ctx->st->dirty.st |= ST_NEW_FRAMEBUFFER;
1858      }
1859   }
1860
1861   /* May need to create a new gallium texture:
1862    */
1863   if (!stObj->pt) {
1864      const enum pipe_format fmt =
1865         st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat);
1866      GLuint usage = default_usage(fmt);
1867
1868      stObj->pt = st_texture_create(ctx->st,
1869                                    gl_target_to_pipe(stObj->base.Target),
1870                                    fmt,
1871                                    stObj->lastLevel,
1872                                    firstImage->base.Width2,
1873                                    firstImage->base.Height2,
1874                                    firstImage->base.Depth2,
1875                                    usage);
1876
1877      if (!stObj->pt) {
1878         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
1879         return GL_FALSE;
1880      }
1881   }
1882
1883   /* Pull in any images not in the object's texture:
1884    */
1885   for (face = 0; face < nr_faces; face++) {
1886      GLuint level;
1887      for (level = 0; level <= stObj->lastLevel; level++) {
1888         struct st_texture_image *stImage =
1889            st_texture_image(stObj->base.Image[face][stObj->base.BaseLevel + level]);
1890
1891         /* Need to import images in main memory or held in other textures.
1892          */
1893         if (stImage && stObj->pt != stImage->pt) {
1894            copy_image_data_to_texture(ctx->st, stObj, level, stImage);
1895	    *needFlush = GL_TRUE;
1896         }
1897      }
1898   }
1899
1900   return GL_TRUE;
1901}
1902
1903
1904/**
1905 * Returns pointer to a default/dummy texture.
1906 * This is typically used when the current shader has tex/sample instructions
1907 * but the user has not provided a (any) texture(s).
1908 */
1909struct gl_texture_object *
1910st_get_default_texture(struct st_context *st)
1911{
1912   if (!st->default_texture) {
1913      static const GLenum target = GL_TEXTURE_2D;
1914      GLubyte pixels[16][16][4];
1915      struct gl_texture_object *texObj;
1916      struct gl_texture_image *texImg;
1917      GLuint i, j;
1918
1919      /* The ARB_fragment_program spec says (0,0,0,1) should be returned
1920       * when attempting to sample incomplete textures.
1921       */
1922      for (i = 0; i < 16; i++) {
1923         for (j = 0; j < 16; j++) {
1924            pixels[i][j][0] = 0;
1925            pixels[i][j][1] = 0;
1926            pixels[i][j][2] = 0;
1927            pixels[i][j][3] = 255;
1928         }
1929      }
1930
1931      texObj = st->ctx->Driver.NewTextureObject(st->ctx, 0, target);
1932
1933      texImg = _mesa_get_tex_image(st->ctx, texObj, target, 0);
1934
1935      _mesa_init_teximage_fields(st->ctx, target, texImg,
1936                                 16, 16, 1, 0,  /* w, h, d, border */
1937                                 GL_RGBA);
1938
1939      st_TexImage(st->ctx, 2, target,
1940                  0, GL_RGBA,    /* level, intformat */
1941                  16, 16, 1, 0,  /* w, h, d, border */
1942                  GL_RGBA, GL_UNSIGNED_BYTE, pixels,
1943                  &st->ctx->DefaultPacking,
1944                  texObj, texImg,
1945                  0, 0);
1946
1947      texObj->MinFilter = GL_NEAREST;
1948      texObj->MagFilter = GL_NEAREST;
1949      texObj->_Complete = GL_TRUE;
1950
1951      st->default_texture = texObj;
1952   }
1953   return st->default_texture;
1954}
1955
1956
1957void
1958st_init_texture_functions(struct dd_function_table *functions)
1959{
1960   functions->ChooseTextureFormat = st_ChooseTextureFormat;
1961   functions->TexImage1D = st_TexImage1D;
1962   functions->TexImage2D = st_TexImage2D;
1963   functions->TexImage3D = st_TexImage3D;
1964   functions->TexSubImage1D = st_TexSubImage1D;
1965   functions->TexSubImage2D = st_TexSubImage2D;
1966   functions->TexSubImage3D = st_TexSubImage3D;
1967   functions->CompressedTexSubImage1D = st_CompressedTexSubImage1D;
1968   functions->CompressedTexSubImage2D = st_CompressedTexSubImage2D;
1969   functions->CompressedTexSubImage3D = st_CompressedTexSubImage3D;
1970   functions->CopyTexImage1D = st_CopyTexImage1D;
1971   functions->CopyTexImage2D = st_CopyTexImage2D;
1972   functions->CopyTexSubImage1D = st_CopyTexSubImage1D;
1973   functions->CopyTexSubImage2D = st_CopyTexSubImage2D;
1974   functions->CopyTexSubImage3D = st_CopyTexSubImage3D;
1975   functions->GenerateMipmap = st_generate_mipmap;
1976
1977   functions->GetTexImage = st_GetTexImage;
1978
1979   /* compressed texture functions */
1980   functions->CompressedTexImage2D = st_CompressedTexImage2D;
1981   functions->GetCompressedTexImage = st_GetCompressedTexImage;
1982   functions->CompressedTextureSize = _mesa_compressed_texture_size;
1983
1984   functions->NewTextureObject = st_NewTextureObject;
1985   functions->NewTextureImage = st_NewTextureImage;
1986   functions->DeleteTexture = st_DeleteTextureObject;
1987   functions->FreeTexImageData = st_FreeTextureImageData;
1988   functions->UpdateTexturePalette = 0;
1989
1990   functions->TextureMemCpy = do_memcpy;
1991
1992   /* XXX Temporary until we can query pipe's texture sizes */
1993   functions->TestProxyTexImage = _mesa_test_proxy_teximage;
1994}
1995