st_cb_texture.c revision f3048ad90ed2e4583f0f7aaf35a0f4aa581942dd
1/**************************************************************************
2 *
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28#include "main/imports.h"
29#if FEATURE_convolution
30#include "main/convolve.h"
31#endif
32#include "main/enums.h"
33#include "main/image.h"
34#include "main/macros.h"
35#include "main/mipmap.h"
36#include "main/pixel.h"
37#include "main/texcompress.h"
38#include "main/texformat.h"
39#include "main/teximage.h"
40#include "main/texobj.h"
41#include "main/texstore.h"
42
43#include "state_tracker/st_context.h"
44#include "state_tracker/st_cb_fbo.h"
45#include "state_tracker/st_cb_texture.h"
46#include "state_tracker/st_format.h"
47#include "state_tracker/st_public.h"
48#include "state_tracker/st_texture.h"
49#include "state_tracker/st_gen_mipmap.h"
50
51#include "pipe/p_context.h"
52#include "pipe/p_defines.h"
53#include "pipe/p_inlines.h"
54#include "util/p_tile.h"
55#include "util/u_blit.h"
56
57
58#define DBG if (0) printf
59
60
61static INLINE struct st_texture_image *
62st_texture_image(struct gl_texture_image *img)
63{
64   return (struct st_texture_image *) img;
65}
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 int
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
118/** called via ctx->Driver.NewTextureImage() */
119static struct gl_texture_image *
120st_NewTextureImage(GLcontext * ctx)
121{
122   DBG("%s\n", __FUNCTION__);
123   (void) ctx;
124   return (struct gl_texture_image *) CALLOC_STRUCT(st_texture_image);
125}
126
127
128/** called via ctx->Driver.NewTextureObject() */
129static struct gl_texture_object *
130st_NewTextureObject(GLcontext * ctx, GLuint name, GLenum target)
131{
132   struct st_texture_object *obj = CALLOC_STRUCT(st_texture_object);
133
134   DBG("%s\n", __FUNCTION__);
135   _mesa_initialize_texture_object(&obj->base, name, target);
136
137   return &obj->base;
138}
139
140/** called via ctx->Driver.DeleteTextureImage() */
141static void
142st_DeleteTextureObject(GLcontext *ctx,
143                       struct gl_texture_object *texObj)
144{
145   struct st_texture_object *stObj = st_texture_object(texObj);
146   if (stObj->pt)
147      pipe_texture_reference(&stObj->pt, NULL);
148
149   _mesa_delete_texture_object(ctx, texObj);
150}
151
152
153/** called via ctx->Driver.FreeTexImageData() */
154static void
155st_FreeTextureImageData(GLcontext * ctx, struct gl_texture_image *texImage)
156{
157   struct st_texture_image *stImage = st_texture_image(texImage);
158
159   DBG("%s\n", __FUNCTION__);
160
161   if (stImage->pt) {
162      pipe_texture_reference(&stImage->pt, NULL);
163   }
164
165   if (texImage->Data) {
166      free(texImage->Data);
167      texImage->Data = NULL;
168   }
169}
170
171
172/**
173 * From linux kernel i386 header files, copes with odd sizes better
174 * than COPY_DWORDS would:
175 * XXX Put this in src/mesa/main/imports.h ???
176 */
177#if defined(i386) || defined(__i386__)
178static INLINE void *
179__memcpy(void *to, const void *from, size_t n)
180{
181   int d0, d1, d2;
182   __asm__ __volatile__("rep ; movsl\n\t"
183                        "testb $2,%b4\n\t"
184                        "je 1f\n\t"
185                        "movsw\n"
186                        "1:\ttestb $1,%b4\n\t"
187                        "je 2f\n\t"
188                        "movsb\n" "2:":"=&c"(d0), "=&D"(d1), "=&S"(d2)
189                        :"0"(n / 4), "q"(n), "1"((long) to), "2"((long) from)
190                        :"memory");
191   return (to);
192}
193#else
194#define __memcpy(a,b,c) memcpy(a,b,c)
195#endif
196
197
198/**
199 * The system memcpy (at least on ubuntu 5.10) has problems copying
200 * to agp (writecombined) memory from a source which isn't 64-byte
201 * aligned - there is a 4x performance falloff.
202 *
203 * The x86 __memcpy is immune to this but is slightly slower
204 * (10%-ish) than the system memcpy.
205 *
206 * The sse_memcpy seems to have a slight cliff at 64/32 bytes, but
207 * isn't much faster than x86_memcpy for agp copies.
208 *
209 * TODO: switch dynamically.
210 */
211static void *
212do_memcpy(void *dest, const void *src, size_t n)
213{
214   if ((((unsigned) src) & 63) || (((unsigned) dest) & 63)) {
215      return __memcpy(dest, src, n);
216   }
217   else
218      return memcpy(dest, src, n);
219}
220
221
222static int
223logbase2(int n)
224{
225   GLint i = 1, log2 = 0;
226   while (n > i) {
227      i *= 2;
228      log2++;
229   }
230   return log2;
231}
232
233
234/**
235 * Allocate a pipe_texture object for the given st_texture_object using
236 * the given st_texture_image to guess the mipmap size/levels.
237 *
238 * [comments...]
239 * Otherwise, store it in memory if (Border != 0) or (any dimension ==
240 * 1).
241 *
242 * Otherwise, if max_level >= level >= min_level, create texture with
243 * space for images from min_level down to max_level.
244 *
245 * Otherwise, create texture with space for images from (level 0)..(1x1).
246 * Consider pruning this texture at a validation if the saving is worth it.
247 */
248static void
249guess_and_alloc_texture(struct st_context *st,
250			struct st_texture_object *stObj,
251			const struct st_texture_image *stImage)
252{
253   GLuint firstLevel;
254   GLuint lastLevel;
255   GLuint width = stImage->base.Width2;  /* size w/out border */
256   GLuint height = stImage->base.Height2;
257   GLuint depth = stImage->base.Depth2;
258   GLuint i, comp_byte = 0;
259   enum pipe_format fmt;
260
261   DBG("%s\n", __FUNCTION__);
262
263   assert(!stObj->pt);
264
265   if (stObj->pt &&
266       (GLint) stImage->level > stObj->base.BaseLevel &&
267       (stImage->base.Width == 1 ||
268        (stObj->base.Target != GL_TEXTURE_1D &&
269         stImage->base.Height == 1) ||
270        (stObj->base.Target == GL_TEXTURE_3D &&
271         stImage->base.Depth == 1)))
272      return;
273
274   /* If this image disrespects BaseLevel, allocate from level zero.
275    * Usually BaseLevel == 0, so it's unlikely to happen.
276    */
277   if ((GLint) stImage->level < stObj->base.BaseLevel)
278      firstLevel = 0;
279   else
280      firstLevel = stObj->base.BaseLevel;
281
282
283   /* Figure out image dimensions at start level.
284    */
285   for (i = stImage->level; i > firstLevel; i--) {
286      if (width != 1)
287         width <<= 1;
288      if (height != 1)
289         height <<= 1;
290      if (depth != 1)
291         depth <<= 1;
292   }
293
294   if (width == 0 || height == 0 || depth == 0) {
295      /* no texture needed */
296      return;
297   }
298
299   /* Guess a reasonable value for lastLevel.  This is probably going
300    * to be wrong fairly often and might mean that we have to look at
301    * resizable buffers, or require that buffers implement lazy
302    * pagetable arrangements.
303    */
304   if ((stObj->base.MinFilter == GL_NEAREST ||
305        stObj->base.MinFilter == GL_LINEAR) &&
306       stImage->level == firstLevel) {
307      lastLevel = firstLevel;
308   }
309   else {
310      GLuint l2width = logbase2(width);
311      GLuint l2height = logbase2(height);
312      GLuint l2depth = logbase2(depth);
313      lastLevel = firstLevel + MAX2(MAX2(l2width, l2height), l2depth);
314   }
315
316   if (stImage->base.IsCompressed)
317      comp_byte = compressed_num_bytes(stImage->base.TexFormat->MesaFormat);
318
319   fmt = st_mesa_format_to_pipe_format(stImage->base.TexFormat->MesaFormat);
320   stObj->pt = st_texture_create(st,
321                                 gl_target_to_pipe(stObj->base.Target),
322                                 fmt,
323                                 lastLevel,
324                                 width,
325                                 height,
326                                 depth,
327                                 comp_byte,
328                                 ( (pf_is_depth_stencil(fmt) ?
329                                   PIPE_TEXTURE_USAGE_DEPTH_STENCIL :
330                                   PIPE_TEXTURE_USAGE_RENDER_TARGET) |
331                                   PIPE_TEXTURE_USAGE_SAMPLER ));
332
333   DBG("%s - success\n", __FUNCTION__);
334}
335
336
337/**
338 * Adjust pixel unpack params and image dimensions to strip off the
339 * texture border.
340 * Gallium doesn't support texture borders.  They've seldem been used
341 * and seldom been implemented correctly anyway.
342 * \param unpackNew  returns the new pixel unpack parameters
343 */
344static void
345strip_texture_border(GLint border,
346                     GLint *width, GLint *height, GLint *depth,
347                     const struct gl_pixelstore_attrib *unpack,
348                     struct gl_pixelstore_attrib *unpackNew)
349{
350   assert(border > 0);  /* sanity check */
351
352   *unpackNew = *unpack;
353
354   if (unpackNew->RowLength == 0)
355      unpackNew->RowLength = *width;
356
357   if (depth && unpackNew->ImageHeight == 0)
358      unpackNew->ImageHeight = *height;
359
360   unpackNew->SkipPixels += border;
361   if (height)
362      unpackNew->SkipRows += border;
363   if (depth)
364      unpackNew->SkipImages += border;
365
366   assert(*width >= 3);
367   *width = *width - 2 * border;
368   if (height && *height >= 3)
369      *height = *height - 2 * border;
370   if (depth && *depth >= 3)
371      *depth = *depth - 2 * border;
372}
373
374
375/**
376 * Do glTexImage1/2/3D().
377 */
378static void
379st_TexImage(GLcontext * ctx,
380            GLint dims,
381            GLenum target, GLint level,
382            GLint internalFormat,
383            GLint width, GLint height, GLint depth,
384            GLint border,
385            GLenum format, GLenum type, const void *pixels,
386            const struct gl_pixelstore_attrib *unpack,
387            struct gl_texture_object *texObj,
388            struct gl_texture_image *texImage,
389            GLsizei imageSize, int compressed)
390{
391   struct st_texture_object *stObj = st_texture_object(texObj);
392   struct st_texture_image *stImage = st_texture_image(texImage);
393   GLint postConvWidth, postConvHeight;
394   GLint texelBytes, sizeInBytes;
395   GLuint dstRowStride;
396   struct gl_pixelstore_attrib unpackNB;
397
398   DBG("%s target %s level %d %dx%dx%d border %d\n", __FUNCTION__,
399       _mesa_lookup_enum_by_nr(target), level, width, height, depth, border);
400
401   /* gallium does not support texture borders, strip it off */
402   if (border) {
403      strip_texture_border(border, &width, &height, &depth,
404                           unpack, &unpackNB);
405      unpack = &unpackNB;
406      texImage->Width = width;
407      texImage->Height = height;
408      texImage->Depth = depth;
409      texImage->Border = 0;
410      border = 0;
411   }
412
413   postConvWidth = width;
414   postConvHeight = height;
415
416   stImage->face = _mesa_tex_target_to_face(target);
417   stImage->level = level;
418
419#if FEATURE_convolution
420   if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) {
421      _mesa_adjust_image_for_convolution(ctx, dims, &postConvWidth,
422                                         &postConvHeight);
423   }
424#endif
425
426   /* choose the texture format */
427   texImage->TexFormat = st_ChooseTextureFormat(ctx, internalFormat,
428                                                format, type);
429
430   _mesa_set_fetch_functions(texImage, dims);
431
432   if (texImage->TexFormat->TexelBytes == 0) {
433      /* must be a compressed format */
434      texelBytes = 0;
435      texImage->IsCompressed = GL_TRUE;
436      texImage->CompressedSize =
437	 ctx->Driver.CompressedTextureSize(ctx, texImage->Width,
438					   texImage->Height, texImage->Depth,
439					   texImage->TexFormat->MesaFormat);
440   }
441   else {
442      texelBytes = texImage->TexFormat->TexelBytes;
443
444      /* Minimum pitch of 32 bytes */
445      if (postConvWidth * texelBytes < 32) {
446	 postConvWidth = 32 / texelBytes;
447	 texImage->RowStride = postConvWidth;
448      }
449
450      /* we'll set RowStride elsewhere when the texture is a "mapped" state */
451      /*assert(texImage->RowStride == postConvWidth);*/
452   }
453
454   /* Release the reference to a potentially orphaned buffer.
455    * Release any old malloced memory.
456    */
457   if (stImage->pt) {
458      pipe_texture_reference(&stImage->pt, NULL);
459      assert(!texImage->Data);
460   }
461   else if (texImage->Data) {
462      _mesa_align_free(texImage->Data);
463   }
464
465   /* If this is the only mipmap level in the texture, could call
466    * bmBufferData with NULL data to free the old block and avoid
467    * waiting on any outstanding fences.
468    */
469   if (stObj->pt &&
470       (stObj->teximage_realloc ||
471        (/*stObj->pt->first_level == level &&*/
472         stObj->pt->last_level == level &&
473         stObj->pt->target != PIPE_TEXTURE_CUBE &&
474         !st_texture_match_image(stObj->pt, &stImage->base,
475                                 stImage->face, stImage->level)))) {
476
477      DBG("release it\n");
478      pipe_texture_reference(&stObj->pt, NULL);
479      assert(!stObj->pt);
480      stObj->teximage_realloc = FALSE;
481   }
482
483   if (!stObj->pt) {
484      guess_and_alloc_texture(ctx->st, stObj, stImage);
485      if (!stObj->pt) {
486         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
487         return;
488      }
489   }
490
491   assert(!stImage->pt);
492
493   if (stObj->pt &&
494       st_texture_match_image(stObj->pt, &stImage->base,
495                                 stImage->face, stImage->level)) {
496
497      pipe_texture_reference(&stImage->pt, stObj->pt);
498      assert(stImage->pt);
499   }
500
501   if (!stImage->pt)
502      DBG("XXX: Image did not fit into texture - storing in local memory!\n");
503
504   /* st_CopyTexImage calls this function with pixels == NULL, with
505    * the expectation that the texture will be set up but nothing
506    * more will be done.  This is where those calls return:
507    */
508   if (compressed) {
509      pixels = _mesa_validate_pbo_compressed_teximage(ctx, imageSize, pixels,
510						      unpack,
511						      "glCompressedTexImage");
512   } else {
513      pixels = _mesa_validate_pbo_teximage(ctx, dims, width, height, 1,
514					   format, type,
515					   pixels, unpack, "glTexImage");
516   }
517   if (!pixels)
518      return;
519
520   if (stImage->pt) {
521      texImage->Data = st_texture_image_map(ctx->st, stImage, 0,
522                                            PIPE_BUFFER_USAGE_CPU_WRITE);
523      if (stImage->surface)
524         dstRowStride = stImage->surface->stride;
525   }
526   else {
527      /* Allocate regular memory and store the image there temporarily.   */
528      if (texImage->IsCompressed) {
529         sizeInBytes = texImage->CompressedSize;
530         dstRowStride =
531            _mesa_compressed_row_stride(texImage->TexFormat->MesaFormat, width);
532         assert(dims != 3);
533      }
534      else {
535         dstRowStride = postConvWidth * texelBytes;
536         sizeInBytes = depth * dstRowStride * postConvHeight;
537      }
538
539      texImage->Data = malloc(sizeInBytes);
540   }
541
542   if (!texImage->Data) {
543      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
544      return;
545   }
546
547   DBG("Upload image %dx%dx%d row_len %x pitch %x\n",
548       width, height, depth, width * texelBytes, dstRowStride);
549
550   /* Copy data.  Would like to know when it's ok for us to eg. use
551    * the blitter to copy.  Or, use the hardware to do the format
552    * conversion and copy:
553    */
554   if (compressed) {
555      memcpy(texImage->Data, pixels, imageSize);
556   }
557   else {
558      GLuint srcImageStride = _mesa_image_image_stride(unpack, width, height,
559						       format, type);
560      int i;
561      const GLubyte *src = (const GLubyte *) pixels;
562
563      for (i = 0; i++ < depth;) {
564	 if (!texImage->TexFormat->StoreImage(ctx, dims,
565					      texImage->_BaseFormat,
566					      texImage->TexFormat,
567					      texImage->Data,
568					      0, 0, 0, /* dstX/Y/Zoffset */
569					      dstRowStride,
570					      texImage->ImageOffsets,
571					      width, height, 1,
572					      format, type, src, unpack)) {
573	    _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
574	 }
575
576	 if (stImage->pt && i < depth) {
577	    st_texture_image_unmap(ctx->st, stImage);
578	    texImage->Data = st_texture_image_map(ctx->st, stImage, i,
579                                                  PIPE_BUFFER_USAGE_CPU_WRITE);
580	    src += srcImageStride;
581	 }
582      }
583   }
584
585   _mesa_unmap_teximage_pbo(ctx, unpack);
586
587   if (stImage->pt) {
588      st_texture_image_unmap(ctx->st, stImage);
589      texImage->Data = NULL;
590   }
591
592   if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
593      ctx->Driver.GenerateMipmap(ctx, target, texObj);
594   }
595}
596
597
598static void
599st_TexImage3D(GLcontext * ctx,
600              GLenum target, GLint level,
601              GLint internalFormat,
602              GLint width, GLint height, GLint depth,
603              GLint border,
604              GLenum format, GLenum type, const void *pixels,
605              const struct gl_pixelstore_attrib *unpack,
606              struct gl_texture_object *texObj,
607              struct gl_texture_image *texImage)
608{
609   st_TexImage(ctx, 3, target, level,
610                 internalFormat, width, height, depth, border,
611                 format, type, pixels, unpack, texObj, texImage, 0, 0);
612}
613
614
615static void
616st_TexImage2D(GLcontext * ctx,
617              GLenum target, GLint level,
618              GLint internalFormat,
619              GLint width, GLint height, GLint border,
620              GLenum format, GLenum type, const void *pixels,
621              const struct gl_pixelstore_attrib *unpack,
622              struct gl_texture_object *texObj,
623              struct gl_texture_image *texImage)
624{
625   st_TexImage(ctx, 2, target, level,
626                 internalFormat, width, height, 1, border,
627                 format, type, pixels, unpack, texObj, texImage, 0, 0);
628}
629
630
631static void
632st_TexImage1D(GLcontext * ctx,
633              GLenum target, GLint level,
634              GLint internalFormat,
635              GLint width, GLint border,
636              GLenum format, GLenum type, const void *pixels,
637              const struct gl_pixelstore_attrib *unpack,
638              struct gl_texture_object *texObj,
639              struct gl_texture_image *texImage)
640{
641   st_TexImage(ctx, 1, target, level,
642                 internalFormat, width, 1, 1, border,
643                 format, type, pixels, unpack, texObj, texImage, 0, 0);
644}
645
646
647static void
648st_CompressedTexImage2D(GLcontext *ctx, GLenum target, GLint level,
649                        GLint internalFormat,
650                        GLint width, GLint height, GLint border,
651                        GLsizei imageSize, const GLvoid *data,
652                        struct gl_texture_object *texObj,
653                        struct gl_texture_image *texImage)
654{
655   st_TexImage(ctx, 2, target, level,
656		 internalFormat, width, height, 1, border,
657		 0, 0, data, &ctx->Unpack, texObj, texImage, imageSize, 1);
658}
659
660
661/**
662 * Need to map texture image into memory before copying image data,
663 * then unmap it.
664 */
665static void
666st_get_tex_image(GLcontext * ctx, GLenum target, GLint level,
667                 GLenum format, GLenum type, GLvoid * pixels,
668                 struct gl_texture_object *texObj,
669                 struct gl_texture_image *texImage, int compressed)
670{
671   struct st_texture_image *stImage = st_texture_image(texImage);
672   GLuint dstImageStride = _mesa_image_image_stride(&ctx->Pack,
673                                                    texImage->Width,
674						    texImage->Height,
675                                                    format, type);
676   GLuint depth;
677   GLuint i;
678   GLubyte *dest;
679
680   /* Map */
681   if (stImage->pt) {
682      /* Image is stored in hardware format in a buffer managed by the
683       * kernel.  Need to explicitly map and unmap it.
684       */
685      texImage->Data = st_texture_image_map(ctx->st, stImage, 0,
686                                            PIPE_BUFFER_USAGE_CPU_READ);
687      texImage->RowStride = stImage->surface->stride / stImage->pt->block.size;
688   }
689   else {
690      /* Otherwise, the image should actually be stored in
691       * texImage->Data.  This is pretty confusing for
692       * everybody, I'd much prefer to separate the two functions of
693       * texImage->Data - storage for texture images in main memory
694       * and access (ie mappings) of images.  In other words, we'd
695       * create a new texImage->Map field and leave Data simply for
696       * storage.
697       */
698      assert(texImage->Data);
699   }
700
701   depth = texImage->Depth;
702   texImage->Depth = 1;
703
704   dest = (GLubyte *) pixels;
705
706   for (i = 0; i++ < depth;) {
707      if (compressed) {
708	 _mesa_get_compressed_teximage(ctx, target, level, dest,
709				       texObj, texImage);
710      } else {
711	 _mesa_get_teximage(ctx, target, level, format, type, dest,
712			    texObj, texImage);
713      }
714
715      if (stImage->pt && i < depth) {
716	 st_texture_image_unmap(ctx->st, stImage);
717	 texImage->Data = st_texture_image_map(ctx->st, stImage, i,
718                                               PIPE_BUFFER_USAGE_CPU_READ);
719	 dest += dstImageStride;
720      }
721   }
722
723   texImage->Depth = depth;
724
725   /* Unmap */
726   if (stImage->pt) {
727      st_texture_image_unmap(ctx->st, stImage);
728      texImage->Data = NULL;
729   }
730}
731
732
733static void
734st_GetTexImage(GLcontext * ctx, GLenum target, GLint level,
735               GLenum format, GLenum type, GLvoid * pixels,
736               struct gl_texture_object *texObj,
737               struct gl_texture_image *texImage)
738{
739   st_get_tex_image(ctx, target, level, format, type, pixels,
740                    texObj, texImage, 0);
741}
742
743
744static void
745st_GetCompressedTexImage(GLcontext *ctx, GLenum target, GLint level,
746                         GLvoid *pixels,
747                         const struct gl_texture_object *texObj,
748                         const struct gl_texture_image *texImage)
749{
750   st_get_tex_image(ctx, target, level, 0, 0, pixels,
751                    (struct gl_texture_object *) texObj,
752                    (struct gl_texture_image *) texImage, 1);
753}
754
755
756
757static void
758st_TexSubimage(GLcontext * ctx,
759               GLint dims,
760               GLenum target, GLint level,
761               GLint xoffset, GLint yoffset, GLint zoffset,
762               GLint width, GLint height, GLint depth,
763               GLenum format, GLenum type, const void *pixels,
764               const struct gl_pixelstore_attrib *packing,
765               struct gl_texture_object *texObj,
766               struct gl_texture_image *texImage)
767{
768   struct st_texture_image *stImage = st_texture_image(texImage);
769   GLuint dstRowStride;
770   GLuint srcImageStride = _mesa_image_image_stride(packing, width, height,
771						    format, type);
772   int i;
773   const GLubyte *src;
774
775   DBG("%s target %s level %d offset %d,%d %dx%d\n", __FUNCTION__,
776       _mesa_lookup_enum_by_nr(target),
777       level, xoffset, yoffset, width, height);
778
779   pixels =
780      _mesa_validate_pbo_teximage(ctx, dims, width, height, depth, format,
781                                  type, pixels, packing, "glTexSubImage2D");
782   if (!pixels)
783      return;
784
785   /* Map buffer if necessary.  Need to lock to prevent other contexts
786    * from uploading the buffer under us.
787    */
788   if (stImage->pt) {
789      texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset,
790                                            PIPE_BUFFER_USAGE_CPU_WRITE);
791      if (stImage->surface)
792         dstRowStride = stImage->surface->stride;
793   }
794
795   if (!texImage->Data) {
796      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
797      return;
798   }
799
800   src = (const GLubyte *) pixels;
801
802   for (i = 0; i++ < depth;) {
803      if (!texImage->TexFormat->StoreImage(ctx, dims, texImage->_BaseFormat,
804					   texImage->TexFormat,
805					   texImage->Data,
806					   xoffset, yoffset, 0,
807					   dstRowStride,
808					   texImage->ImageOffsets,
809					   width, height, 1,
810					   format, type, src, packing)) {
811	 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
812      }
813
814      if (stImage->pt && i < depth) {
815         /* map next slice of 3D texture */
816	 st_texture_image_unmap(ctx->st, stImage);
817	 texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset + i,
818                                               PIPE_BUFFER_USAGE_CPU_WRITE);
819	 src += srcImageStride;
820      }
821   }
822
823   if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
824      ctx->Driver.GenerateMipmap(ctx, target, texObj);
825   }
826
827   _mesa_unmap_teximage_pbo(ctx, packing);
828
829   if (stImage->pt) {
830      st_texture_image_unmap(ctx->st, stImage);
831      texImage->Data = NULL;
832   }
833}
834
835
836
837static void
838st_TexSubImage3D(GLcontext * ctx,
839                   GLenum target,
840                   GLint level,
841                   GLint xoffset, GLint yoffset, GLint zoffset,
842                   GLsizei width, GLsizei height, GLsizei depth,
843                   GLenum format, GLenum type,
844                   const GLvoid * pixels,
845                   const struct gl_pixelstore_attrib *packing,
846                   struct gl_texture_object *texObj,
847                   struct gl_texture_image *texImage)
848{
849   st_TexSubimage(ctx, 3, target, level,
850                  xoffset, yoffset, zoffset,
851                  width, height, depth,
852                  format, type, pixels, packing, texObj, texImage);
853}
854
855
856static void
857st_TexSubImage2D(GLcontext * ctx,
858                   GLenum target,
859                   GLint level,
860                   GLint xoffset, GLint yoffset,
861                   GLsizei width, GLsizei height,
862                   GLenum format, GLenum type,
863                   const GLvoid * pixels,
864                   const struct gl_pixelstore_attrib *packing,
865                   struct gl_texture_object *texObj,
866                   struct gl_texture_image *texImage)
867{
868   st_TexSubimage(ctx, 2, target, level,
869                  xoffset, yoffset, 0,
870                  width, height, 1,
871                  format, type, pixels, packing, texObj, texImage);
872}
873
874
875static void
876st_TexSubImage1D(GLcontext * ctx,
877                   GLenum target,
878                   GLint level,
879                   GLint xoffset,
880                   GLsizei width,
881                   GLenum format, GLenum type,
882                   const GLvoid * pixels,
883                   const struct gl_pixelstore_attrib *packing,
884                   struct gl_texture_object *texObj,
885                   struct gl_texture_image *texImage)
886{
887   st_TexSubimage(ctx, 1, target, level,
888                  xoffset, 0, 0,
889                  width, 1, 1,
890                  format, type, pixels, packing, texObj, texImage);
891}
892
893
894
895/**
896 * Return 0 for GL_TEXTURE_CUBE_MAP_POSITIVE_X,
897 *        1 for GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
898 *        etc.
899 * XXX duplicated from main/teximage.c
900 */
901static uint
902texture_face(GLenum target)
903{
904   if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB &&
905       target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB)
906      return (GLuint) target - (GLuint) GL_TEXTURE_CUBE_MAP_POSITIVE_X;
907   else
908      return 0;
909}
910
911
912
913/**
914 * Do a CopyTexSubImage operation by mapping the source surface and
915 * dest surface and using get_tile()/put_tile() to access the pixels/texels.
916 *
917 * Note: srcY=0=TOP of renderbuffer
918 */
919static void
920fallback_copy_texsubimage(GLcontext *ctx,
921                          GLenum target,
922                          GLint level,
923                          struct st_renderbuffer *strb,
924                          struct st_texture_image *stImage,
925                          GLenum baseFormat,
926                          GLint destX, GLint destY, GLint destZ,
927                          GLint srcX, GLint srcY,
928                          GLsizei width, GLsizei height)
929{
930   struct pipe_context *pipe = ctx->st->pipe;
931   struct pipe_screen *screen = pipe->screen;
932   const uint face = texture_face(target);
933   struct pipe_texture *pt = stImage->pt;
934   struct pipe_surface *src_surf, *dest_surf;
935
936   /* We'd use strb->surface, here but it's created for GPU read/write only */
937   src_surf = pipe->screen->get_tex_surface( pipe->screen,
938                                             strb->texture,
939                                             0, 0, 0,
940                                             PIPE_BUFFER_USAGE_CPU_READ);
941
942   dest_surf = screen->get_tex_surface(screen, pt, face, level, destZ,
943                                       PIPE_BUFFER_USAGE_CPU_WRITE);
944
945   assert(width <= MAX_WIDTH);
946
947   if (baseFormat == GL_DEPTH_COMPONENT) {
948      const GLboolean scaleOrBias = (ctx->Pixel.DepthScale != 1.0F ||
949                                     ctx->Pixel.DepthBias != 0.0F);
950      GLint row, yStep;
951
952      /* determine bottom-to-top vs. top-to-bottom order for src buffer */
953      if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
954         srcY = strb->Base.Height - 1 - srcY;
955         yStep = -1;
956      }
957      else {
958         yStep = 1;
959      }
960
961      /* To avoid a large temp memory allocation, do copy row by row */
962      for (row = 0; row < height; row++, srcY += yStep, destY++) {
963         uint data[MAX_WIDTH];
964         pipe_get_tile_z(src_surf, srcX, srcY, width, 1, data);
965         if (scaleOrBias) {
966            _mesa_scale_and_bias_depth_uint(ctx, width, data);
967         }
968         pipe_put_tile_z(dest_surf, destX, destY, width, 1, data);
969      }
970   }
971   else {
972      /* RGBA format */
973      GLfloat *tempSrc =
974         (GLfloat *) _mesa_malloc(width * height * 4 * sizeof(GLfloat));
975      GLvoid *texDest =
976         st_texture_image_map(ctx->st, stImage, 0,PIPE_BUFFER_USAGE_CPU_WRITE);
977
978      if (tempSrc && texDest) {
979         const GLint dims = 2;
980         struct gl_texture_image *texImage = &stImage->base;
981         GLint dstRowStride = stImage->surface->stride;
982         struct gl_pixelstore_attrib unpack = ctx->DefaultPacking;
983
984         if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
985            /* need to invert src */
986            srcY = strb->Base.Height - srcY - height;
987            unpack.Invert = GL_TRUE;
988         }
989
990         /* get float/RGBA image from framebuffer */
991         /* XXX this usually involves a lot of int/float conversion.
992          * try to avoid that someday.
993          */
994         pipe_get_tile_rgba(src_surf, srcX, srcY, width, height, tempSrc);
995
996         /* Store into texture memory.
997          * Note that this does some special things such as pixel transfer
998          * ops and format conversion.  In particular, if the dest tex format
999          * is actually RGBA but the user created the texture as GL_RGB we
1000          * need to fill-in/override the alpha channel with 1.0.
1001          */
1002         texImage->TexFormat->StoreImage(ctx, dims,
1003                                         texImage->_BaseFormat,
1004                                         texImage->TexFormat,
1005                                         texDest,
1006                                         destX, destY, destZ,
1007                                         dstRowStride,
1008                                         texImage->ImageOffsets,
1009                                         width, height, 1,
1010                                         GL_RGBA, GL_FLOAT, tempSrc, /* src */
1011                                         &unpack);
1012      }
1013      else {
1014         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
1015      }
1016
1017      if (tempSrc)
1018         _mesa_free(tempSrc);
1019      if (texDest)
1020         st_texture_image_unmap(ctx->st, stImage);
1021   }
1022
1023   screen->tex_surface_release(screen, &dest_surf);
1024   screen->tex_surface_release(screen, &src_surf);
1025}
1026
1027
1028/**
1029 * Do a CopyTex[Sub]Image1/2/3D() using a hardware (blit) path if possible.
1030 * Note that the region to copy has already been clipped so we know we
1031 * won't read from outside the source renderbuffer's bounds.
1032 *
1033 * Note: srcY=0=Bottom of renderbuffer (GL convention)
1034 */
1035static void
1036st_copy_texsubimage(GLcontext *ctx,
1037                    GLenum target, GLint level,
1038                    GLint destX, GLint destY, GLint destZ,
1039                    GLint srcX, GLint srcY,
1040                    GLsizei width, GLsizei height)
1041{
1042   struct gl_texture_unit *texUnit =
1043      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1044   struct gl_texture_object *texObj =
1045      _mesa_select_tex_object(ctx, texUnit, target);
1046   struct gl_texture_image *texImage =
1047      _mesa_select_tex_image(ctx, texObj, target, level);
1048   struct st_texture_image *stImage = st_texture_image(texImage);
1049   const GLenum texBaseFormat = texImage->InternalFormat;
1050   struct gl_framebuffer *fb = ctx->ReadBuffer;
1051   struct st_renderbuffer *strb;
1052   struct pipe_context *pipe = ctx->st->pipe;
1053   struct pipe_screen *screen = pipe->screen;
1054   enum pipe_format dest_format, src_format;
1055   GLboolean use_fallback = GL_TRUE;
1056   GLboolean matching_base_formats;
1057
1058   st_flush(ctx->st, PIPE_FLUSH_RENDER_CACHE, NULL);
1059
1060   /* determine if copying depth or color data */
1061   if (texBaseFormat == GL_DEPTH_COMPONENT) {
1062      strb = st_renderbuffer(fb->_DepthBuffer);
1063   }
1064   else if (texBaseFormat == GL_DEPTH_STENCIL_EXT) {
1065      strb = st_renderbuffer(fb->_StencilBuffer);
1066   }
1067   else {
1068      /* texBaseFormat == GL_RGB, GL_RGBA, GL_ALPHA, etc */
1069      strb = st_renderbuffer(fb->_ColorReadBuffer);
1070   }
1071
1072   assert(strb);
1073   assert(strb->surface);
1074   assert(stImage->pt);
1075
1076   src_format = strb->surface->format;
1077   dest_format = stImage->pt->format;
1078
1079   /*
1080    * Determine if the src framebuffer and dest texture have the same
1081    * base format.  We need this to detect a case such as the framebuffer
1082    * being GL_RGBA but the texture being GL_RGB.  If the actual hardware
1083    * texture format stores RGBA we need to set A=1 (overriding the
1084    * framebuffer's alpha values).  We can't do that with the blit or
1085    * textured-quad paths.
1086    */
1087   matching_base_formats = (strb->Base._BaseFormat == texImage->_BaseFormat);
1088
1089   if (matching_base_formats && ctx->_ImageTransferState == 0x0) {
1090      /* try potential hardware path */
1091      struct pipe_surface *dest_surface = NULL;
1092
1093      if (src_format == dest_format) {
1094         /* use surface_copy() / blit */
1095         boolean do_flip = (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP);
1096
1097         dest_surface = screen->get_tex_surface(screen, stImage->pt,
1098                                                stImage->face, stImage->level,
1099                                                destZ,
1100                                                PIPE_BUFFER_USAGE_GPU_WRITE);
1101         pipe->surface_copy(pipe,
1102                            do_flip,
1103                            /* dest */
1104                            dest_surface,
1105                            destX, destY,
1106                            /* src */
1107                            strb->surface,
1108                            srcX, srcY,
1109                            /* size */
1110                            width, height);
1111         use_fallback = GL_FALSE;
1112      }
1113      else if (screen->is_format_supported(screen, src_format,
1114                                           PIPE_TEXTURE_2D,
1115                                           PIPE_TEXTURE_USAGE_SAMPLER,
1116                                           0) &&
1117               screen->is_format_supported(screen, dest_format,
1118                                           PIPE_TEXTURE_2D,
1119                                           PIPE_TEXTURE_USAGE_RENDER_TARGET,
1120                                           0)) {
1121         /* draw textured quad to do the copy */
1122         boolean do_flip = (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP);
1123         int srcY0, srcY1;
1124
1125         dest_surface = screen->get_tex_surface(screen, stImage->pt,
1126                                                stImage->face, stImage->level,
1127                                                destZ,
1128                                                PIPE_BUFFER_USAGE_GPU_WRITE);
1129
1130         if (do_flip) {
1131            srcY1 = strb->Base.Height - srcY - height;
1132            srcY0 = srcY1 + height;
1133         }
1134         else {
1135            srcY0 = srcY;
1136            srcY1 = srcY0 + height;
1137         }
1138         util_blit_pixels(ctx->st->blit,
1139                          strb->surface,
1140                          srcX, srcY0,
1141                          srcX + width, srcY1,
1142                          dest_surface,
1143                          destX, destY,
1144                          destX + width, destY + height,
1145                          0.0, PIPE_TEX_MIPFILTER_NEAREST);
1146         use_fallback = GL_FALSE;
1147      }
1148
1149      if (dest_surface)
1150         pipe_surface_reference(&dest_surface, NULL);
1151   }
1152
1153   if (use_fallback) {
1154      /* software fallback */
1155      fallback_copy_texsubimage(ctx, target, level,
1156                                strb, stImage, texBaseFormat,
1157                                destX, destY, destZ,
1158                                srcX, srcY, width, height);
1159   }
1160
1161   if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
1162      ctx->Driver.GenerateMipmap(ctx, target, texObj);
1163   }
1164}
1165
1166
1167
1168static void
1169st_CopyTexImage1D(GLcontext * ctx, GLenum target, GLint level,
1170                  GLenum internalFormat,
1171                  GLint x, GLint y, GLsizei width, GLint border)
1172{
1173   struct gl_texture_unit *texUnit =
1174      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1175   struct gl_texture_object *texObj =
1176      _mesa_select_tex_object(ctx, texUnit, target);
1177   struct gl_texture_image *texImage =
1178      _mesa_select_tex_image(ctx, texObj, target, level);
1179
1180#if 0
1181   if (border)
1182      goto fail;
1183#endif
1184
1185   /* Setup or redefine the texture object, texture and texture
1186    * image.  Don't populate yet.
1187    */
1188   ctx->Driver.TexImage1D(ctx, target, level, internalFormat,
1189                          width, border,
1190                          GL_RGBA, CHAN_TYPE, NULL,
1191                          &ctx->DefaultPacking, texObj, texImage);
1192
1193   st_copy_texsubimage(ctx, target, level,
1194                       0, 0, 0,  /* destX,Y,Z */
1195                       x, y, width, 1);  /* src X, Y, size */
1196}
1197
1198
1199static void
1200st_CopyTexImage2D(GLcontext * ctx, GLenum target, GLint level,
1201                  GLenum internalFormat,
1202                  GLint x, GLint y, GLsizei width, GLsizei height,
1203                  GLint border)
1204{
1205   struct gl_texture_unit *texUnit =
1206      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1207   struct gl_texture_object *texObj =
1208      _mesa_select_tex_object(ctx, texUnit, target);
1209   struct gl_texture_image *texImage =
1210      _mesa_select_tex_image(ctx, texObj, target, level);
1211
1212   /* Setup or redefine the texture object, texture and texture
1213    * image.  Don't populate yet.
1214    */
1215   ctx->Driver.TexImage2D(ctx, target, level, internalFormat,
1216                          width, height, border,
1217                          GL_RGBA, CHAN_TYPE, NULL,
1218                          &ctx->DefaultPacking, texObj, texImage);
1219
1220   st_copy_texsubimage(ctx, target, level,
1221                       0, 0, 0,  /* destX,Y,Z */
1222                       x, y, width, height);  /* src X, Y, size */
1223}
1224
1225
1226static void
1227st_CopyTexSubImage1D(GLcontext * ctx, GLenum target, GLint level,
1228                     GLint xoffset, GLint x, GLint y, GLsizei width)
1229{
1230   const GLint yoffset = 0, zoffset = 0;
1231   const GLsizei height = 1;
1232   st_copy_texsubimage(ctx, target, level,
1233                       xoffset, yoffset, zoffset,  /* destX,Y,Z */
1234                       x, y, width, height);  /* src X, Y, size */
1235}
1236
1237
1238static void
1239st_CopyTexSubImage2D(GLcontext * ctx, GLenum target, GLint level,
1240                     GLint xoffset, GLint yoffset,
1241                     GLint x, GLint y, GLsizei width, GLsizei height)
1242{
1243   const GLint zoffset = 0;
1244   st_copy_texsubimage(ctx, target, level,
1245                       xoffset, yoffset, zoffset,  /* destX,Y,Z */
1246                       x, y, width, height);  /* src X, Y, size */
1247}
1248
1249
1250static void
1251st_CopyTexSubImage3D(GLcontext * ctx, GLenum target, GLint level,
1252                     GLint xoffset, GLint yoffset, GLint zoffset,
1253                     GLint x, GLint y, GLsizei width, GLsizei height)
1254{
1255   st_copy_texsubimage(ctx, target, level,
1256                       xoffset, yoffset, zoffset,  /* destX,Y,Z */
1257                       x, y, width, height);  /* src X, Y, size */
1258}
1259
1260
1261/**
1262 * Compute which mipmap levels that really need to be sent to the hardware.
1263 * This depends on the base image size, GL_TEXTURE_MIN_LOD,
1264 * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL.
1265 */
1266static void
1267calculate_first_last_level(struct st_texture_object *stObj)
1268{
1269   struct gl_texture_object *tObj = &stObj->base;
1270
1271   /* These must be signed values.  MinLod and MaxLod can be negative numbers,
1272    * and having firstLevel and lastLevel as signed prevents the need for
1273    * extra sign checks.
1274    */
1275   int firstLevel;
1276   int lastLevel;
1277
1278   /* Yes, this looks overly complicated, but it's all needed.
1279    */
1280   switch (tObj->Target) {
1281   case GL_TEXTURE_1D:
1282   case GL_TEXTURE_2D:
1283   case GL_TEXTURE_3D:
1284   case GL_TEXTURE_CUBE_MAP:
1285      if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) {
1286         /* GL_NEAREST and GL_LINEAR only care about GL_TEXTURE_BASE_LEVEL.
1287          */
1288         firstLevel = lastLevel = tObj->BaseLevel;
1289      }
1290      else {
1291         firstLevel = 0;
1292         lastLevel = MIN2(tObj->MaxLevel,
1293                          (int) tObj->Image[0][tObj->BaseLevel]->WidthLog2);
1294      }
1295      break;
1296   case GL_TEXTURE_RECTANGLE_NV:
1297   case GL_TEXTURE_4D_SGIS:
1298      firstLevel = lastLevel = 0;
1299      break;
1300   default:
1301      return;
1302   }
1303
1304   stObj->lastLevel = lastLevel;
1305}
1306
1307
1308static void
1309copy_image_data_to_texture(struct st_context *st,
1310			   struct st_texture_object *stObj,
1311                           GLuint dstLevel,
1312			   struct st_texture_image *stImage)
1313{
1314   if (stImage->pt) {
1315      /* Copy potentially with the blitter:
1316       */
1317      st_texture_image_copy(st->pipe,
1318                            stObj->pt, dstLevel,  /* dest texture, level */
1319                            stImage->pt, /* src texture */
1320                            stImage->face
1321                            );
1322
1323      pipe_texture_reference(&stImage->pt, NULL);
1324   }
1325   else if (stImage->base.Data) {
1326      assert(stImage->base.Data != NULL);
1327
1328      /* More straightforward upload.
1329       */
1330      st_texture_image_data(st->pipe,
1331                               stObj->pt,
1332                               stImage->face,
1333                               dstLevel,
1334                               stImage->base.Data,
1335                               stImage->base.RowStride *
1336                               stObj->pt->block.size,
1337                               stImage->base.RowStride *
1338                               stImage->base.Height *
1339                               stObj->pt->block.size);
1340      _mesa_align_free(stImage->base.Data);
1341      stImage->base.Data = NULL;
1342   }
1343
1344   pipe_texture_reference(&stImage->pt, stObj->pt);
1345}
1346
1347
1348/**
1349 * Called during state validation.  When this function is finished,
1350 * the texture object should be ready for rendering.
1351 * \return GL_TRUE for success, GL_FALSE for failure (out of mem)
1352 */
1353GLboolean
1354st_finalize_texture(GLcontext *ctx,
1355		    struct pipe_context *pipe,
1356		    struct gl_texture_object *tObj,
1357		    GLboolean *needFlush)
1358{
1359   struct st_texture_object *stObj = st_texture_object(tObj);
1360   const GLuint nr_faces = (stObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
1361   int comp_byte = 0;
1362   int cpp;
1363   GLuint face;
1364   struct st_texture_image *firstImage;
1365
1366   *needFlush = GL_FALSE;
1367
1368   /* We know/require this is true by now:
1369    */
1370   assert(stObj->base._Complete);
1371
1372   /* What levels must the texture include at a minimum?
1373    */
1374   calculate_first_last_level(stObj);
1375   firstImage = st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]);
1376
1377   /* If both firstImage and stObj point to a texture which can contain
1378    * all active images, favour firstImage.  Note that because of the
1379    * completeness requirement, we know that the image dimensions
1380    * will match.
1381    */
1382   if (firstImage->pt &&
1383       firstImage->pt != stObj->pt &&
1384       firstImage->pt->last_level >= stObj->lastLevel) {
1385
1386      pipe_texture_reference(&stObj->pt, firstImage->pt);
1387   }
1388
1389   /* FIXME: determine format block instead of cpp */
1390   if (firstImage->base.IsCompressed) {
1391      comp_byte = compressed_num_bytes(firstImage->base.TexFormat->MesaFormat);
1392      cpp = comp_byte;
1393   }
1394   else {
1395      cpp = firstImage->base.TexFormat->TexelBytes;
1396   }
1397
1398   /* If we already have a gallium texture, check that it matches the texture
1399    * object's format, target, size, num_levels, etc.
1400    */
1401   if (stObj->pt) {
1402      const enum pipe_format fmt =
1403         st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat);
1404      if (stObj->pt->target != gl_target_to_pipe(stObj->base.Target) ||
1405          stObj->pt->format != fmt ||
1406          stObj->pt->last_level < stObj->lastLevel ||
1407          stObj->pt->width[0] != firstImage->base.Width2 ||
1408          stObj->pt->height[0] != firstImage->base.Height2 ||
1409          stObj->pt->depth[0] != firstImage->base.Depth2 ||
1410          stObj->pt->block.size != cpp ||
1411          stObj->pt->block.width != 1 ||
1412          stObj->pt->block.height != 1 ||
1413          stObj->pt->compressed != firstImage->base.IsCompressed) {
1414         pipe_texture_release(&stObj->pt);
1415         ctx->st->dirty.st |= ST_NEW_FRAMEBUFFER;
1416      }
1417   }
1418
1419   /* May need to create a new gallium texture:
1420    */
1421   if (!stObj->pt) {
1422      const enum pipe_format fmt =
1423         st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat);
1424      stObj->pt = st_texture_create(ctx->st,
1425                                    gl_target_to_pipe(stObj->base.Target),
1426                                    fmt,
1427                                    stObj->lastLevel,
1428                                    firstImage->base.Width2,
1429                                    firstImage->base.Height2,
1430                                    firstImage->base.Depth2,
1431                                    comp_byte,
1432                                    ( (pf_is_depth_stencil(fmt) ?
1433                                      PIPE_TEXTURE_USAGE_DEPTH_STENCIL :
1434                                      PIPE_TEXTURE_USAGE_RENDER_TARGET) |
1435                                      PIPE_TEXTURE_USAGE_SAMPLER ));
1436
1437      if (!stObj->pt) {
1438         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
1439         return GL_FALSE;
1440      }
1441   }
1442
1443   /* Pull in any images not in the object's texture:
1444    */
1445   for (face = 0; face < nr_faces; face++) {
1446      GLuint level;
1447      for (level = 0; level <= stObj->lastLevel; level++) {
1448         struct st_texture_image *stImage =
1449            st_texture_image(stObj->base.Image[face][stObj->base.BaseLevel + level]);
1450
1451         /* Need to import images in main memory or held in other textures.
1452          */
1453         if (stImage && stObj->pt != stImage->pt) {
1454            copy_image_data_to_texture(ctx->st, stObj, level, stImage);
1455	    *needFlush = GL_TRUE;
1456         }
1457      }
1458   }
1459
1460   return GL_TRUE;
1461}
1462
1463
1464void
1465st_init_texture_functions(struct dd_function_table *functions)
1466{
1467   functions->ChooseTextureFormat = st_ChooseTextureFormat;
1468   functions->TexImage1D = st_TexImage1D;
1469   functions->TexImage2D = st_TexImage2D;
1470   functions->TexImage3D = st_TexImage3D;
1471   functions->TexSubImage1D = st_TexSubImage1D;
1472   functions->TexSubImage2D = st_TexSubImage2D;
1473   functions->TexSubImage3D = st_TexSubImage3D;
1474   functions->CopyTexImage1D = st_CopyTexImage1D;
1475   functions->CopyTexImage2D = st_CopyTexImage2D;
1476   functions->CopyTexSubImage1D = st_CopyTexSubImage1D;
1477   functions->CopyTexSubImage2D = st_CopyTexSubImage2D;
1478   functions->CopyTexSubImage3D = st_CopyTexSubImage3D;
1479   functions->GenerateMipmap = st_generate_mipmap;
1480
1481   functions->GetTexImage = st_GetTexImage;
1482
1483   /* compressed texture functions */
1484   functions->CompressedTexImage2D = st_CompressedTexImage2D;
1485   functions->GetCompressedTexImage = st_GetCompressedTexImage;
1486   functions->CompressedTextureSize = _mesa_compressed_texture_size;
1487
1488   functions->NewTextureObject = st_NewTextureObject;
1489   functions->NewTextureImage = st_NewTextureImage;
1490   functions->DeleteTexture = st_DeleteTextureObject;
1491   functions->FreeTexImageData = st_FreeTextureImageData;
1492   functions->UpdateTexturePalette = 0;
1493
1494   functions->TextureMemCpy = do_memcpy;
1495
1496   /* XXX Temporary until we can query pipe's texture sizes */
1497   functions->TestProxyTexImage = _mesa_test_proxy_teximage;
1498}
1499