st_cb_texture.c revision 1ad2484f03cbe9ae6bd4ebe50d6894e570d65952
1/**************************************************************************
2 *
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28#include "main/mfeatures.h"
29#if FEATURE_convolve
30#include "main/convolve.h"
31#endif
32#include "main/enums.h"
33#include "main/image.h"
34#include "main/imports.h"
35#include "main/macros.h"
36#include "main/mipmap.h"
37#include "main/pixel.h"
38#include "main/texcompress.h"
39#include "main/texformat.h"
40#include "main/texgetimage.h"
41#include "main/teximage.h"
42#include "main/texobj.h"
43#include "main/texstore.h"
44
45#include "state_tracker/st_context.h"
46#include "state_tracker/st_cb_fbo.h"
47#include "state_tracker/st_cb_texture.h"
48#include "state_tracker/st_format.h"
49#include "state_tracker/st_public.h"
50#include "state_tracker/st_texture.h"
51#include "state_tracker/st_gen_mipmap.h"
52
53#include "pipe/p_context.h"
54#include "pipe/p_defines.h"
55#include "pipe/p_inlines.h"
56#include "util/u_tile.h"
57#include "util/u_blit.h"
58
59
60#define DBG if (0) printf
61
62
63static enum pipe_texture_target
64gl_target_to_pipe(GLenum target)
65{
66   switch (target) {
67   case GL_TEXTURE_1D:
68      return PIPE_TEXTURE_1D;
69
70   case GL_TEXTURE_2D:
71   case GL_TEXTURE_RECTANGLE_NV:
72      return PIPE_TEXTURE_2D;
73
74   case GL_TEXTURE_3D:
75      return PIPE_TEXTURE_3D;
76
77   case GL_TEXTURE_CUBE_MAP_ARB:
78      return PIPE_TEXTURE_CUBE;
79
80   default:
81      assert(0);
82      return 0;
83   }
84}
85
86
87/**
88 * Return nominal bytes per texel for a compressed format, 0 for non-compressed
89 * format.
90 */
91static GLuint
92compressed_num_bytes(GLuint mesaFormat)
93{
94   switch(mesaFormat) {
95#if FEATURE_texture_fxt1
96   case MESA_FORMAT_RGB_FXT1:
97   case MESA_FORMAT_RGBA_FXT1:
98#endif
99#if FEATURE_texture_s3tc
100   case MESA_FORMAT_RGB_DXT1:
101   case MESA_FORMAT_RGBA_DXT1:
102      return 2;
103   case MESA_FORMAT_RGBA_DXT3:
104   case MESA_FORMAT_RGBA_DXT5:
105      return 4;
106#endif
107   default:
108      return 0;
109   }
110}
111
112
113/** called via ctx->Driver.NewTextureImage() */
114static struct gl_texture_image *
115st_NewTextureImage(GLcontext * ctx)
116{
117   DBG("%s\n", __FUNCTION__);
118   (void) ctx;
119   return (struct gl_texture_image *) ST_CALLOC_STRUCT(st_texture_image);
120}
121
122
123/** called via ctx->Driver.NewTextureObject() */
124static struct gl_texture_object *
125st_NewTextureObject(GLcontext * ctx, GLuint name, GLenum target)
126{
127   struct st_texture_object *obj = ST_CALLOC_STRUCT(st_texture_object);
128
129   DBG("%s\n", __FUNCTION__);
130   _mesa_initialize_texture_object(&obj->base, name, target);
131
132   return &obj->base;
133}
134
135/** called via ctx->Driver.DeleteTextureImage() */
136static void
137st_DeleteTextureObject(GLcontext *ctx,
138                       struct gl_texture_object *texObj)
139{
140   struct st_texture_object *stObj = st_texture_object(texObj);
141   if (stObj->pt)
142      pipe_texture_reference(&stObj->pt, NULL);
143
144   _mesa_delete_texture_object(ctx, texObj);
145}
146
147
148/** called via ctx->Driver.FreeTexImageData() */
149static void
150st_FreeTextureImageData(GLcontext * ctx, struct gl_texture_image *texImage)
151{
152   struct st_texture_image *stImage = st_texture_image(texImage);
153
154   DBG("%s\n", __FUNCTION__);
155
156   if (stImage->pt) {
157      pipe_texture_reference(&stImage->pt, NULL);
158   }
159
160   if (texImage->Data) {
161      _mesa_align_free(texImage->Data);
162      texImage->Data = NULL;
163   }
164}
165
166
167/**
168 * From linux kernel i386 header files, copes with odd sizes better
169 * than COPY_DWORDS would:
170 * XXX Put this in src/mesa/main/imports.h ???
171 */
172#if defined(i386) || defined(__i386__)
173static INLINE void *
174__memcpy(void *to, const void *from, size_t n)
175{
176   int d0, d1, d2;
177   __asm__ __volatile__("rep ; movsl\n\t"
178                        "testb $2,%b4\n\t"
179                        "je 1f\n\t"
180                        "movsw\n"
181                        "1:\ttestb $1,%b4\n\t"
182                        "je 2f\n\t"
183                        "movsb\n" "2:":"=&c"(d0), "=&D"(d1), "=&S"(d2)
184                        :"0"(n / 4), "q"(n), "1"((long) to), "2"((long) from)
185                        :"memory");
186   return (to);
187}
188#else
189#define __memcpy(a,b,c) memcpy(a,b,c)
190#endif
191
192
193/**
194 * The system memcpy (at least on ubuntu 5.10) has problems copying
195 * to agp (writecombined) memory from a source which isn't 64-byte
196 * aligned - there is a 4x performance falloff.
197 *
198 * The x86 __memcpy is immune to this but is slightly slower
199 * (10%-ish) than the system memcpy.
200 *
201 * The sse_memcpy seems to have a slight cliff at 64/32 bytes, but
202 * isn't much faster than x86_memcpy for agp copies.
203 *
204 * TODO: switch dynamically.
205 */
206static void *
207do_memcpy(void *dest, const void *src, size_t n)
208{
209   if ((((unsigned long) src) & 63) || (((unsigned long) dest) & 63)) {
210      return __memcpy(dest, src, n);
211   }
212   else
213      return memcpy(dest, src, n);
214}
215
216
217static int
218logbase2(int n)
219{
220   GLint i = 1, log2 = 0;
221   while (n > i) {
222      i *= 2;
223      log2++;
224   }
225   return log2;
226}
227
228
229/**
230 * Return default texture usage bitmask for the given texture format.
231 */
232static GLuint
233default_usage(enum pipe_format fmt)
234{
235   GLuint usage = PIPE_TEXTURE_USAGE_SAMPLER;
236   if (pf_is_depth_stencil(fmt))
237      usage |= PIPE_TEXTURE_USAGE_DEPTH_STENCIL;
238   else
239      usage |= PIPE_TEXTURE_USAGE_RENDER_TARGET;
240   return usage;
241}
242
243
244/**
245 * Allocate a pipe_texture object for the given st_texture_object using
246 * the given st_texture_image to guess the mipmap size/levels.
247 *
248 * [comments...]
249 * Otherwise, store it in memory if (Border != 0) or (any dimension ==
250 * 1).
251 *
252 * Otherwise, if max_level >= level >= min_level, create texture with
253 * space for images from min_level down to max_level.
254 *
255 * Otherwise, create texture with space for images from (level 0)..(1x1).
256 * Consider pruning this texture at a validation if the saving is worth it.
257 */
258static void
259guess_and_alloc_texture(struct st_context *st,
260			struct st_texture_object *stObj,
261			const struct st_texture_image *stImage)
262{
263   GLuint firstLevel;
264   GLuint lastLevel;
265   GLuint width = stImage->base.Width2;  /* size w/out border */
266   GLuint height = stImage->base.Height2;
267   GLuint depth = stImage->base.Depth2;
268   GLuint i, comp_byte = 0, usage;
269   enum pipe_format fmt;
270
271   DBG("%s\n", __FUNCTION__);
272
273   assert(!stObj->pt);
274
275   if (stObj->pt &&
276       (GLint) stImage->level > stObj->base.BaseLevel &&
277       (stImage->base.Width == 1 ||
278        (stObj->base.Target != GL_TEXTURE_1D &&
279         stImage->base.Height == 1) ||
280        (stObj->base.Target == GL_TEXTURE_3D &&
281         stImage->base.Depth == 1)))
282      return;
283
284   /* If this image disrespects BaseLevel, allocate from level zero.
285    * Usually BaseLevel == 0, so it's unlikely to happen.
286    */
287   if ((GLint) stImage->level < stObj->base.BaseLevel)
288      firstLevel = 0;
289   else
290      firstLevel = stObj->base.BaseLevel;
291
292
293   /* Figure out image dimensions at start level.
294    */
295   for (i = stImage->level; i > firstLevel; i--) {
296      if (width != 1)
297         width <<= 1;
298      if (height != 1)
299         height <<= 1;
300      if (depth != 1)
301         depth <<= 1;
302   }
303
304   if (width == 0 || height == 0 || depth == 0) {
305      /* no texture needed */
306      return;
307   }
308
309   /* Guess a reasonable value for lastLevel.  This is probably going
310    * to be wrong fairly often and might mean that we have to look at
311    * resizable buffers, or require that buffers implement lazy
312    * pagetable arrangements.
313    */
314   if ((stObj->base.MinFilter == GL_NEAREST ||
315        stObj->base.MinFilter == GL_LINEAR) &&
316       stImage->level == firstLevel) {
317      lastLevel = firstLevel;
318   }
319   else {
320      GLuint l2width = logbase2(width);
321      GLuint l2height = logbase2(height);
322      GLuint l2depth = logbase2(depth);
323      lastLevel = firstLevel + MAX2(MAX2(l2width, l2height), l2depth);
324   }
325
326   if (stImage->base.IsCompressed)
327      comp_byte = compressed_num_bytes(stImage->base.TexFormat->MesaFormat);
328
329   fmt = st_mesa_format_to_pipe_format(stImage->base.TexFormat->MesaFormat);
330
331   usage = default_usage(fmt);
332
333   stObj->pt = st_texture_create(st,
334                                 gl_target_to_pipe(stObj->base.Target),
335                                 fmt,
336                                 lastLevel,
337                                 width,
338                                 height,
339                                 depth,
340                                 comp_byte,
341                                 usage);
342
343   DBG("%s - success\n", __FUNCTION__);
344}
345
346
347/**
348 * Adjust pixel unpack params and image dimensions to strip off the
349 * texture border.
350 * Gallium doesn't support texture borders.  They've seldem been used
351 * and seldom been implemented correctly anyway.
352 * \param unpackNew  returns the new pixel unpack parameters
353 */
354static void
355strip_texture_border(GLint border,
356                     GLint *width, GLint *height, GLint *depth,
357                     const struct gl_pixelstore_attrib *unpack,
358                     struct gl_pixelstore_attrib *unpackNew)
359{
360   assert(border > 0);  /* sanity check */
361
362   *unpackNew = *unpack;
363
364   if (unpackNew->RowLength == 0)
365      unpackNew->RowLength = *width;
366
367   if (depth && unpackNew->ImageHeight == 0)
368      unpackNew->ImageHeight = *height;
369
370   unpackNew->SkipPixels += border;
371   if (height)
372      unpackNew->SkipRows += border;
373   if (depth)
374      unpackNew->SkipImages += border;
375
376   assert(*width >= 3);
377   *width = *width - 2 * border;
378   if (height && *height >= 3)
379      *height = *height - 2 * border;
380   if (depth && *depth >= 3)
381      *depth = *depth - 2 * border;
382}
383
384
385/**
386 * Do glTexImage1/2/3D().
387 */
388static void
389st_TexImage(GLcontext * ctx,
390            GLint dims,
391            GLenum target, GLint level,
392            GLint internalFormat,
393            GLint width, GLint height, GLint depth,
394            GLint border,
395            GLenum format, GLenum type, const void *pixels,
396            const struct gl_pixelstore_attrib *unpack,
397            struct gl_texture_object *texObj,
398            struct gl_texture_image *texImage,
399            GLsizei imageSize, GLboolean compressed)
400{
401   struct st_texture_object *stObj = st_texture_object(texObj);
402   struct st_texture_image *stImage = st_texture_image(texImage);
403   GLint postConvWidth, postConvHeight;
404   GLint texelBytes, sizeInBytes;
405   GLuint dstRowStride;
406   struct gl_pixelstore_attrib unpackNB;
407
408   DBG("%s target %s level %d %dx%dx%d border %d\n", __FUNCTION__,
409       _mesa_lookup_enum_by_nr(target), level, width, height, depth, border);
410
411   /* gallium does not support texture borders, strip it off */
412   if (border) {
413      strip_texture_border(border, &width, &height, &depth, unpack, &unpackNB);
414      unpack = &unpackNB;
415      texImage->Width = width;
416      texImage->Height = height;
417      texImage->Depth = depth;
418      texImage->Border = 0;
419      border = 0;
420   }
421
422   postConvWidth = width;
423   postConvHeight = height;
424
425   stImage->face = _mesa_tex_target_to_face(target);
426   stImage->level = level;
427
428#if FEATURE_convolve
429   if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) {
430      _mesa_adjust_image_for_convolution(ctx, dims, &postConvWidth,
431                                         &postConvHeight);
432   }
433#endif
434
435   /* choose the texture format */
436   texImage->TexFormat = st_ChooseTextureFormat(ctx, internalFormat,
437                                                format, type);
438
439   _mesa_set_fetch_functions(texImage, dims);
440
441   if (texImage->TexFormat->TexelBytes == 0) {
442      /* must be a compressed format */
443      texelBytes = 0;
444      texImage->IsCompressed = GL_TRUE;
445      texImage->CompressedSize =
446	 ctx->Driver.CompressedTextureSize(ctx, texImage->Width,
447					   texImage->Height, texImage->Depth,
448					   texImage->TexFormat->MesaFormat);
449   }
450   else {
451      texelBytes = texImage->TexFormat->TexelBytes;
452
453      /* Minimum pitch of 32 bytes */
454      if (postConvWidth * texelBytes < 32) {
455	 postConvWidth = 32 / texelBytes;
456	 texImage->RowStride = postConvWidth;
457      }
458
459      /* we'll set RowStride elsewhere when the texture is a "mapped" state */
460      /*assert(texImage->RowStride == postConvWidth);*/
461   }
462
463   /* Release the reference to a potentially orphaned buffer.
464    * Release any old malloced memory.
465    */
466   if (stImage->pt) {
467      pipe_texture_reference(&stImage->pt, NULL);
468      assert(!texImage->Data);
469   }
470   else if (texImage->Data) {
471      _mesa_align_free(texImage->Data);
472   }
473
474   if (width == 0 || height == 0 || depth == 0) {
475      /* stop after freeing old image */
476      return;
477   }
478
479   /* If this is the only mipmap level in the texture, could call
480    * bmBufferData with NULL data to free the old block and avoid
481    * waiting on any outstanding fences.
482    */
483   if (stObj->pt) {
484      if (stObj->teximage_realloc ||
485          level > (GLint) stObj->pt->last_level ||
486          (stObj->pt->last_level == level &&
487           stObj->pt->target != PIPE_TEXTURE_CUBE &&
488           !st_texture_match_image(stObj->pt, &stImage->base,
489                                   stImage->face, stImage->level))) {
490         DBG("release it\n");
491         pipe_texture_reference(&stObj->pt, NULL);
492         assert(!stObj->pt);
493         stObj->teximage_realloc = FALSE;
494      }
495   }
496
497   if (!stObj->pt) {
498      guess_and_alloc_texture(ctx->st, stObj, stImage);
499      if (!stObj->pt) {
500         /* Probably out of memory.
501          * Try flushing any pending rendering, then retry.
502          */
503         st_finish(ctx->st);
504         guess_and_alloc_texture(ctx->st, stObj, stImage);
505         if (!stObj->pt) {
506            _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
507            return;
508         }
509      }
510   }
511
512   assert(!stImage->pt);
513
514   if (stObj->pt &&
515       st_texture_match_image(stObj->pt, &stImage->base,
516                                 stImage->face, stImage->level)) {
517
518      pipe_texture_reference(&stImage->pt, stObj->pt);
519      assert(stImage->pt);
520   }
521
522   if (!stImage->pt)
523      DBG("XXX: Image did not fit into texture - storing in local memory!\n");
524
525   /* st_CopyTexImage calls this function with pixels == NULL, with
526    * the expectation that the texture will be set up but nothing
527    * more will be done.  This is where those calls return:
528    */
529   if (compressed) {
530      pixels = _mesa_validate_pbo_compressed_teximage(ctx, imageSize, pixels,
531						      unpack,
532						      "glCompressedTexImage");
533   }
534   else {
535      pixels = _mesa_validate_pbo_teximage(ctx, dims, width, height, 1,
536					   format, type,
537					   pixels, unpack, "glTexImage");
538   }
539   if (!pixels)
540      return;
541
542   if (stImage->pt) {
543      texImage->Data = st_texture_image_map(ctx->st, stImage, 0,
544                                            PIPE_TRANSFER_WRITE, 0, 0,
545                                            stImage->base.Width,
546                                            stImage->base.Height);
547      dstRowStride = stImage->transfer->stride;
548   }
549   else {
550      /* Allocate regular memory and store the image there temporarily.   */
551      if (texImage->IsCompressed) {
552         sizeInBytes = texImage->CompressedSize;
553         dstRowStride =
554            _mesa_compressed_row_stride(texImage->TexFormat->MesaFormat, width);
555         assert(dims != 3);
556      }
557      else {
558         dstRowStride = postConvWidth * texelBytes;
559         sizeInBytes = depth * dstRowStride * postConvHeight;
560      }
561
562      texImage->Data = _mesa_align_malloc(sizeInBytes, 16);
563   }
564
565   if (!texImage->Data) {
566      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
567      return;
568   }
569
570   DBG("Upload image %dx%dx%d row_len %x pitch %x\n",
571       width, height, depth, width * texelBytes, dstRowStride);
572
573   /* Copy data.  Would like to know when it's ok for us to eg. use
574    * the blitter to copy.  Or, use the hardware to do the format
575    * conversion and copy:
576    */
577   if (compressed) {
578      memcpy(texImage->Data, pixels, imageSize);
579   }
580   else {
581      const GLuint srcImageStride =
582         _mesa_image_image_stride(unpack, width, height, format, type);
583      GLint i;
584      const GLubyte *src = (const GLubyte *) pixels;
585
586      for (i = 0; i < depth; i++) {
587	 if (!texImage->TexFormat->StoreImage(ctx, dims,
588					      texImage->_BaseFormat,
589					      texImage->TexFormat,
590					      texImage->Data,
591					      0, 0, 0, /* dstX/Y/Zoffset */
592					      dstRowStride,
593					      texImage->ImageOffsets,
594					      width, height, 1,
595					      format, type, src, unpack)) {
596	    _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
597	 }
598
599	 if (stImage->pt && i + 1 < depth) {
600            /* unmap this slice */
601	    st_texture_image_unmap(ctx->st, stImage);
602            /* map next slice of 3D texture */
603	    texImage->Data = st_texture_image_map(ctx->st, stImage, i + 1,
604                                                  PIPE_TRANSFER_WRITE, 0, 0,
605                                                  stImage->base.Width,
606                                                  stImage->base.Height);
607	    src += srcImageStride;
608	 }
609      }
610   }
611
612   _mesa_unmap_teximage_pbo(ctx, unpack);
613
614   if (stImage->pt) {
615      st_texture_image_unmap(ctx->st, stImage);
616      texImage->Data = NULL;
617   }
618
619   if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
620      ctx->Driver.GenerateMipmap(ctx, target, texObj);
621   }
622}
623
624
625static void
626st_TexImage3D(GLcontext * ctx,
627              GLenum target, GLint level,
628              GLint internalFormat,
629              GLint width, GLint height, GLint depth,
630              GLint border,
631              GLenum format, GLenum type, const void *pixels,
632              const struct gl_pixelstore_attrib *unpack,
633              struct gl_texture_object *texObj,
634              struct gl_texture_image *texImage)
635{
636   st_TexImage(ctx, 3, target, level, internalFormat, width, height, depth,
637               border, format, type, pixels, unpack, texObj, texImage,
638               0, GL_FALSE);
639}
640
641
642static void
643st_TexImage2D(GLcontext * ctx,
644              GLenum target, GLint level,
645              GLint internalFormat,
646              GLint width, GLint height, GLint border,
647              GLenum format, GLenum type, const void *pixels,
648              const struct gl_pixelstore_attrib *unpack,
649              struct gl_texture_object *texObj,
650              struct gl_texture_image *texImage)
651{
652   st_TexImage(ctx, 2, target, level, internalFormat, width, height, 1, border,
653               format, type, pixels, unpack, texObj, texImage, 0, GL_FALSE);
654}
655
656
657static void
658st_TexImage1D(GLcontext * ctx,
659              GLenum target, GLint level,
660              GLint internalFormat,
661              GLint width, GLint border,
662              GLenum format, GLenum type, const void *pixels,
663              const struct gl_pixelstore_attrib *unpack,
664              struct gl_texture_object *texObj,
665              struct gl_texture_image *texImage)
666{
667   st_TexImage(ctx, 1, target, level, internalFormat, width, 1, 1, border,
668               format, type, pixels, unpack, texObj, texImage, 0, GL_FALSE);
669}
670
671
672static void
673st_CompressedTexImage2D(GLcontext *ctx, GLenum target, GLint level,
674                        GLint internalFormat,
675                        GLint width, GLint height, GLint border,
676                        GLsizei imageSize, const GLvoid *data,
677                        struct gl_texture_object *texObj,
678                        struct gl_texture_image *texImage)
679{
680   st_TexImage(ctx, 2, target, level, internalFormat, width, height, 1, border,
681               0, 0, data, &ctx->Unpack, texObj, texImage, imageSize, GL_TRUE);
682}
683
684
685/**
686 * Need to map texture image into memory before copying image data,
687 * then unmap it.
688 */
689static void
690st_get_tex_image(GLcontext * ctx, GLenum target, GLint level,
691                 GLenum format, GLenum type, GLvoid * pixels,
692                 struct gl_texture_object *texObj,
693                 struct gl_texture_image *texImage, GLboolean compressed)
694{
695   struct st_texture_image *stImage = st_texture_image(texImage);
696   const GLuint dstImageStride =
697      _mesa_image_image_stride(&ctx->Pack, texImage->Width, texImage->Height,
698                               format, type);
699   GLuint depth, i;
700   GLubyte *dest;
701
702   /* Map */
703   if (stImage->pt) {
704      /* Image is stored in hardware format in a buffer managed by the
705       * kernel.  Need to explicitly map and unmap it.
706       */
707      texImage->Data = st_texture_image_map(ctx->st, stImage, 0,
708                                            PIPE_TRANSFER_READ, 0, 0,
709                                            stImage->base.Width,
710                                            stImage->base.Height);
711      texImage->RowStride = stImage->transfer->stride / stImage->pt->block.size;
712   }
713   else {
714      /* Otherwise, the image should actually be stored in
715       * texImage->Data.  This is pretty confusing for
716       * everybody, I'd much prefer to separate the two functions of
717       * texImage->Data - storage for texture images in main memory
718       * and access (ie mappings) of images.  In other words, we'd
719       * create a new texImage->Map field and leave Data simply for
720       * storage.
721       */
722      assert(texImage->Data);
723   }
724
725   depth = texImage->Depth;
726   texImage->Depth = 1;
727
728   dest = (GLubyte *) pixels;
729
730   for (i = 0; i < depth; i++) {
731      if (compressed) {
732	 _mesa_get_compressed_teximage(ctx, target, level, dest,
733				       texObj, texImage);
734      }
735      else {
736	 _mesa_get_teximage(ctx, target, level, format, type, dest,
737			    texObj, texImage);
738      }
739
740      if (stImage->pt && i + 1 < depth) {
741         /* unmap this slice */
742	 st_texture_image_unmap(ctx->st, stImage);
743         /* map next slice of 3D texture */
744	 texImage->Data = st_texture_image_map(ctx->st, stImage, i + 1,
745                                               PIPE_TRANSFER_READ, 0, 0,
746                                               stImage->base.Width,
747                                               stImage->base.Height);
748	 dest += dstImageStride;
749      }
750   }
751
752   texImage->Depth = depth;
753
754   /* Unmap */
755   if (stImage->pt) {
756      st_texture_image_unmap(ctx->st, stImage);
757      texImage->Data = NULL;
758   }
759}
760
761
762static void
763st_GetTexImage(GLcontext * ctx, GLenum target, GLint level,
764               GLenum format, GLenum type, GLvoid * pixels,
765               struct gl_texture_object *texObj,
766               struct gl_texture_image *texImage)
767{
768   st_get_tex_image(ctx, target, level, format, type, pixels, texObj, texImage,
769                    GL_FALSE);
770}
771
772
773static void
774st_GetCompressedTexImage(GLcontext *ctx, GLenum target, GLint level,
775                         GLvoid *pixels,
776                         struct gl_texture_object *texObj,
777                         struct gl_texture_image *texImage)
778{
779   st_get_tex_image(ctx, target, level, 0, 0, pixels, texObj, texImage,
780                    GL_TRUE);
781}
782
783
784
785static void
786st_TexSubimage(GLcontext *ctx, GLint dims, GLenum target, GLint level,
787               GLint xoffset, GLint yoffset, GLint zoffset,
788               GLint width, GLint height, GLint depth,
789               GLenum format, GLenum type, const void *pixels,
790               const struct gl_pixelstore_attrib *packing,
791               struct gl_texture_object *texObj,
792               struct gl_texture_image *texImage)
793{
794   struct st_texture_image *stImage = st_texture_image(texImage);
795   GLuint dstRowStride;
796   const GLuint srcImageStride =
797      _mesa_image_image_stride(packing, width, height, format, type);
798   GLint i;
799   const GLubyte *src;
800
801   DBG("%s target %s level %d offset %d,%d %dx%d\n", __FUNCTION__,
802       _mesa_lookup_enum_by_nr(target),
803       level, xoffset, yoffset, width, height);
804
805   pixels =
806      _mesa_validate_pbo_teximage(ctx, dims, width, height, depth, format,
807                                  type, pixels, packing, "glTexSubImage2D");
808   if (!pixels)
809      return;
810
811   /* Map buffer if necessary.  Need to lock to prevent other contexts
812    * from uploading the buffer under us.
813    */
814   if (stImage->pt) {
815      texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset,
816                                            PIPE_TRANSFER_WRITE,
817                                            xoffset, yoffset,
818                                            width, height);
819   }
820
821   if (!texImage->Data) {
822      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
823      return;
824   }
825
826   src = (const GLubyte *) pixels;
827   dstRowStride = stImage->transfer->stride;
828
829   for (i = 0; i < depth; i++) {
830      if (!texImage->TexFormat->StoreImage(ctx, dims, texImage->_BaseFormat,
831					   texImage->TexFormat,
832					   texImage->Data,
833					   0, 0, 0,
834					   dstRowStride,
835					   texImage->ImageOffsets,
836					   width, height, 1,
837					   format, type, src, packing)) {
838	 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
839      }
840
841      if (stImage->pt && i + 1 < depth) {
842         /* unmap this slice */
843	 st_texture_image_unmap(ctx->st, stImage);
844         /* map next slice of 3D texture */
845	 texImage->Data = st_texture_image_map(ctx->st, stImage,
846                                               zoffset + i + 1,
847                                               PIPE_TRANSFER_WRITE,
848                                               xoffset, yoffset,
849                                               width, height);
850	 src += srcImageStride;
851      }
852   }
853
854   if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
855      ctx->Driver.GenerateMipmap(ctx, target, texObj);
856   }
857
858   _mesa_unmap_teximage_pbo(ctx, packing);
859
860   if (stImage->pt) {
861      st_texture_image_unmap(ctx->st, stImage);
862      texImage->Data = NULL;
863   }
864}
865
866
867
868static void
869st_TexSubImage3D(GLcontext *ctx, GLenum target, GLint level,
870                 GLint xoffset, GLint yoffset, GLint zoffset,
871                 GLsizei width, GLsizei height, GLsizei depth,
872                 GLenum format, GLenum type, const GLvoid *pixels,
873                 const struct gl_pixelstore_attrib *packing,
874                 struct gl_texture_object *texObj,
875                 struct gl_texture_image *texImage)
876{
877   st_TexSubimage(ctx, 3, target, level, xoffset, yoffset, zoffset,
878                  width, height, depth, format, type,
879                  pixels, packing, texObj, texImage);
880}
881
882
883static void
884st_TexSubImage2D(GLcontext *ctx, GLenum target, GLint level,
885                 GLint xoffset, GLint yoffset,
886                 GLsizei width, GLsizei height,
887                 GLenum format, GLenum type, const GLvoid * pixels,
888                 const struct gl_pixelstore_attrib *packing,
889                 struct gl_texture_object *texObj,
890                 struct gl_texture_image *texImage)
891{
892   st_TexSubimage(ctx, 2, target, level, xoffset, yoffset, 0,
893                  width, height, 1, format, type,
894                  pixels, packing, texObj, texImage);
895}
896
897
898static void
899st_TexSubImage1D(GLcontext *ctx, GLenum target, GLint level,
900                 GLint xoffset, GLsizei width, GLenum format, GLenum type,
901                 const GLvoid * pixels,
902                 const struct gl_pixelstore_attrib *packing,
903                 struct gl_texture_object *texObj,
904                 struct gl_texture_image *texImage)
905{
906   st_TexSubimage(ctx, 1, target, level, xoffset, 0, 0, width, 1, 1,
907                  format, type, pixels, packing, texObj, texImage);
908}
909
910
911
912/**
913 * Do a CopyTexSubImage operation using a read transfer from the source,
914 * a write transfer to the destination and get_tile()/put_tile() to access
915 * the pixels/texels.
916 *
917 * Note: srcY=0=TOP of renderbuffer
918 */
919static void
920fallback_copy_texsubimage(GLcontext *ctx, GLenum target, GLint level,
921                          struct st_renderbuffer *strb,
922                          struct st_texture_image *stImage,
923                          GLenum baseFormat,
924                          GLint destX, GLint destY, GLint destZ,
925                          GLint srcX, GLint srcY,
926                          GLsizei width, GLsizei height)
927{
928   struct pipe_context *pipe = ctx->st->pipe;
929   struct pipe_screen *screen = pipe->screen;
930   struct pipe_transfer *src_trans;
931   GLvoid *texDest;
932
933   assert(width <= MAX_WIDTH);
934
935   if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
936      srcY = strb->Base.Height - srcY - height;
937   }
938
939   src_trans = screen->get_tex_transfer( screen,
940                                         strb->texture,
941                                         0, 0, 0,
942                                         PIPE_TRANSFER_READ,
943                                         srcX, srcY,
944                                         width, height);
945
946   texDest = st_texture_image_map(ctx->st, stImage, 0, PIPE_TRANSFER_WRITE,
947                                  destX, destY, width, height);
948
949   if (baseFormat == GL_DEPTH_COMPONENT ||
950       baseFormat == GL_DEPTH24_STENCIL8) {
951      const GLboolean scaleOrBias = (ctx->Pixel.DepthScale != 1.0F ||
952                                     ctx->Pixel.DepthBias != 0.0F);
953      GLint row, yStep;
954
955      /* determine bottom-to-top vs. top-to-bottom order for src buffer */
956      if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
957         srcY = height - 1;
958         yStep = -1;
959      }
960      else {
961         srcY = 0;
962         yStep = 1;
963      }
964
965      /* To avoid a large temp memory allocation, do copy row by row */
966      for (row = 0; row < height; row++, srcY += yStep) {
967         uint data[MAX_WIDTH];
968         pipe_get_tile_z(src_trans, 0, srcY, width, 1, data);
969         if (scaleOrBias) {
970            _mesa_scale_and_bias_depth_uint(ctx, width, data);
971         }
972         pipe_put_tile_z(stImage->transfer, 0, row, width, 1, data);
973      }
974   }
975   else {
976      /* RGBA format */
977      GLfloat *tempSrc =
978         (GLfloat *) _mesa_malloc(width * height * 4 * sizeof(GLfloat));
979
980      if (tempSrc && texDest) {
981         const GLint dims = 2;
982         const GLint dstRowStride = stImage->transfer->stride;
983         struct gl_texture_image *texImage = &stImage->base;
984         struct gl_pixelstore_attrib unpack = ctx->DefaultPacking;
985
986         if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
987            unpack.Invert = GL_TRUE;
988         }
989
990         /* get float/RGBA image from framebuffer */
991         /* XXX this usually involves a lot of int/float conversion.
992          * try to avoid that someday.
993          */
994         pipe_get_tile_rgba(src_trans, 0, 0, width, height, tempSrc);
995
996         /* Store into texture memory.
997          * Note that this does some special things such as pixel transfer
998          * ops and format conversion.  In particular, if the dest tex format
999          * is actually RGBA but the user created the texture as GL_RGB we
1000          * need to fill-in/override the alpha channel with 1.0.
1001          */
1002         texImage->TexFormat->StoreImage(ctx, dims,
1003                                         texImage->_BaseFormat,
1004                                         texImage->TexFormat,
1005                                         texDest,
1006                                         0, 0, 0,
1007                                         dstRowStride,
1008                                         texImage->ImageOffsets,
1009                                         width, height, 1,
1010                                         GL_RGBA, GL_FLOAT, tempSrc, /* src */
1011                                         &unpack);
1012      }
1013      else {
1014         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
1015      }
1016
1017      if (tempSrc)
1018         _mesa_free(tempSrc);
1019   }
1020
1021   st_texture_image_unmap(ctx->st, stImage);
1022   screen->tex_transfer_destroy(src_trans);
1023}
1024
1025
1026/**
1027 * Do a CopyTex[Sub]Image1/2/3D() using a hardware (blit) path if possible.
1028 * Note that the region to copy has already been clipped so we know we
1029 * won't read from outside the source renderbuffer's bounds.
1030 *
1031 * Note: srcY=0=Bottom of renderbuffer (GL convention)
1032 */
1033static void
1034st_copy_texsubimage(GLcontext *ctx,
1035                    GLenum target, GLint level,
1036                    GLint destX, GLint destY, GLint destZ,
1037                    GLint srcX, GLint srcY,
1038                    GLsizei width, GLsizei height)
1039{
1040   struct gl_texture_unit *texUnit =
1041      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1042   struct gl_texture_object *texObj =
1043      _mesa_select_tex_object(ctx, texUnit, target);
1044   struct gl_texture_image *texImage =
1045      _mesa_select_tex_image(ctx, texObj, target, level);
1046   struct st_texture_image *stImage = st_texture_image(texImage);
1047   const GLenum texBaseFormat = texImage->InternalFormat;
1048   struct gl_framebuffer *fb = ctx->ReadBuffer;
1049   struct st_renderbuffer *strb;
1050   struct pipe_context *pipe = ctx->st->pipe;
1051   struct pipe_screen *screen = pipe->screen;
1052   enum pipe_format dest_format, src_format;
1053   GLboolean use_fallback = GL_TRUE;
1054   GLboolean matching_base_formats;
1055
1056   /* any rendering in progress must complete before we grab the fb image */
1057   st_finish(ctx->st);
1058
1059   /* determine if copying depth or color data */
1060   if (texBaseFormat == GL_DEPTH_COMPONENT ||
1061       texBaseFormat == GL_DEPTH24_STENCIL8) {
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      boolean do_flip = (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP);
1093
1094      if (src_format == dest_format && !do_flip) {
1095         /* use surface_copy() / blit */
1096
1097         dest_surface = screen->get_tex_surface(screen, stImage->pt,
1098                                                stImage->face, stImage->level,
1099                                                destZ,
1100                                                PIPE_BUFFER_USAGE_GPU_WRITE);
1101
1102         /* for surface_copy(), y=0=top, always */
1103         pipe->surface_copy(pipe,
1104                            /* dest */
1105                            dest_surface,
1106                            destX, destY,
1107                            /* src */
1108                            strb->surface,
1109                            srcX, srcY,
1110                            /* size */
1111                            width, height);
1112         use_fallback = GL_FALSE;
1113      }
1114      else if (screen->is_format_supported(screen, src_format,
1115                                           PIPE_TEXTURE_2D,
1116                                           PIPE_TEXTURE_USAGE_SAMPLER,
1117                                           0) &&
1118               screen->is_format_supported(screen, dest_format,
1119                                           PIPE_TEXTURE_2D,
1120                                           PIPE_TEXTURE_USAGE_RENDER_TARGET,
1121                                           0)) {
1122         /* draw textured quad to do the copy */
1123         GLint 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   /* Setup or redefine the texture object, texture and texture
1181    * image.  Don't populate yet.
1182    */
1183   ctx->Driver.TexImage1D(ctx, target, level, internalFormat,
1184                          width, border,
1185                          GL_RGBA, CHAN_TYPE, NULL,
1186                          &ctx->DefaultPacking, texObj, texImage);
1187
1188   st_copy_texsubimage(ctx, target, level,
1189                       0, 0, 0,  /* destX,Y,Z */
1190                       x, y, width, 1);  /* src X, Y, size */
1191}
1192
1193
1194static void
1195st_CopyTexImage2D(GLcontext * ctx, GLenum target, GLint level,
1196                  GLenum internalFormat,
1197                  GLint x, GLint y, GLsizei width, GLsizei height,
1198                  GLint border)
1199{
1200   struct gl_texture_unit *texUnit =
1201      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1202   struct gl_texture_object *texObj =
1203      _mesa_select_tex_object(ctx, texUnit, target);
1204   struct gl_texture_image *texImage =
1205      _mesa_select_tex_image(ctx, texObj, target, level);
1206
1207   /* Setup or redefine the texture object, texture and texture
1208    * image.  Don't populate yet.
1209    */
1210   ctx->Driver.TexImage2D(ctx, target, level, internalFormat,
1211                          width, height, border,
1212                          GL_RGBA, CHAN_TYPE, NULL,
1213                          &ctx->DefaultPacking, texObj, texImage);
1214
1215   st_copy_texsubimage(ctx, target, level,
1216                       0, 0, 0,  /* destX,Y,Z */
1217                       x, y, width, height);  /* src X, Y, size */
1218}
1219
1220
1221static void
1222st_CopyTexSubImage1D(GLcontext * ctx, GLenum target, GLint level,
1223                     GLint xoffset, GLint x, GLint y, GLsizei width)
1224{
1225   const GLint yoffset = 0, zoffset = 0;
1226   const GLsizei height = 1;
1227   st_copy_texsubimage(ctx, target, level,
1228                       xoffset, yoffset, zoffset,  /* destX,Y,Z */
1229                       x, y, width, height);  /* src X, Y, size */
1230}
1231
1232
1233static void
1234st_CopyTexSubImage2D(GLcontext * ctx, GLenum target, GLint level,
1235                     GLint xoffset, GLint yoffset,
1236                     GLint x, GLint y, GLsizei width, GLsizei height)
1237{
1238   const GLint zoffset = 0;
1239   st_copy_texsubimage(ctx, target, level,
1240                       xoffset, yoffset, zoffset,  /* destX,Y,Z */
1241                       x, y, width, height);  /* src X, Y, size */
1242}
1243
1244
1245static void
1246st_CopyTexSubImage3D(GLcontext * ctx, GLenum target, GLint level,
1247                     GLint xoffset, GLint yoffset, GLint zoffset,
1248                     GLint x, GLint y, GLsizei width, GLsizei height)
1249{
1250   st_copy_texsubimage(ctx, target, level,
1251                       xoffset, yoffset, zoffset,  /* destX,Y,Z */
1252                       x, y, width, height);  /* src X, Y, size */
1253}
1254
1255
1256/**
1257 * Compute which mipmap levels that really need to be sent to the hardware.
1258 * This depends on the base image size, GL_TEXTURE_MIN_LOD,
1259 * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL.
1260 */
1261static void
1262calculate_first_last_level(struct st_texture_object *stObj)
1263{
1264   struct gl_texture_object *tObj = &stObj->base;
1265
1266   /* These must be signed values.  MinLod and MaxLod can be negative numbers,
1267    * and having firstLevel and lastLevel as signed prevents the need for
1268    * extra sign checks.
1269    */
1270   GLint firstLevel;
1271   GLint lastLevel;
1272
1273   /* Yes, this looks overly complicated, but it's all needed.
1274    */
1275   switch (tObj->Target) {
1276   case GL_TEXTURE_1D:
1277   case GL_TEXTURE_2D:
1278   case GL_TEXTURE_3D:
1279   case GL_TEXTURE_CUBE_MAP:
1280      if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) {
1281         /* GL_NEAREST and GL_LINEAR only care about GL_TEXTURE_BASE_LEVEL.
1282          */
1283         firstLevel = lastLevel = tObj->BaseLevel;
1284      }
1285      else {
1286         firstLevel = 0;
1287         lastLevel = MIN2(tObj->MaxLevel,
1288                          (int) tObj->Image[0][tObj->BaseLevel]->WidthLog2);
1289      }
1290      break;
1291   case GL_TEXTURE_RECTANGLE_NV:
1292   case GL_TEXTURE_4D_SGIS:
1293      firstLevel = lastLevel = 0;
1294      break;
1295   default:
1296      return;
1297   }
1298
1299   stObj->lastLevel = lastLevel;
1300}
1301
1302
1303static void
1304copy_image_data_to_texture(struct st_context *st,
1305			   struct st_texture_object *stObj,
1306                           GLuint dstLevel,
1307			   struct st_texture_image *stImage)
1308{
1309   if (stImage->pt) {
1310      /* Copy potentially with the blitter:
1311       */
1312      st_texture_image_copy(st->pipe,
1313                            stObj->pt, dstLevel,  /* dest texture, level */
1314                            stImage->pt, /* src texture */
1315                            stImage->face
1316                            );
1317
1318      pipe_texture_reference(&stImage->pt, NULL);
1319   }
1320   else if (stImage->base.Data) {
1321      assert(stImage->base.Data != NULL);
1322
1323      /* More straightforward upload.
1324       */
1325      st_texture_image_data(st->pipe,
1326                            stObj->pt,
1327                            stImage->face,
1328                            dstLevel,
1329                            stImage->base.Data,
1330                            stImage->base.RowStride *
1331                            stObj->pt->block.size,
1332                            stImage->base.RowStride *
1333                            stImage->base.Height *
1334                            stObj->pt->block.size);
1335      _mesa_align_free(stImage->base.Data);
1336      stImage->base.Data = NULL;
1337   }
1338
1339   pipe_texture_reference(&stImage->pt, stObj->pt);
1340}
1341
1342
1343/**
1344 * Called during state validation.  When this function is finished,
1345 * the texture object should be ready for rendering.
1346 * \return GL_TRUE for success, GL_FALSE for failure (out of mem)
1347 */
1348GLboolean
1349st_finalize_texture(GLcontext *ctx,
1350		    struct pipe_context *pipe,
1351		    struct gl_texture_object *tObj,
1352		    GLboolean *needFlush)
1353{
1354   struct st_texture_object *stObj = st_texture_object(tObj);
1355   const GLuint nr_faces = (stObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
1356   GLuint comp_byte = 0, cpp, face;
1357   struct st_texture_image *firstImage;
1358
1359   *needFlush = GL_FALSE;
1360
1361   /* We know/require this is true by now:
1362    */
1363   assert(stObj->base._Complete);
1364
1365   /* What levels must the texture include at a minimum?
1366    */
1367   calculate_first_last_level(stObj);
1368   firstImage = st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]);
1369
1370   /* If both firstImage and stObj point to a texture which can contain
1371    * all active images, favour firstImage.  Note that because of the
1372    * completeness requirement, we know that the image dimensions
1373    * will match.
1374    */
1375   if (firstImage->pt &&
1376       firstImage->pt != stObj->pt &&
1377       firstImage->pt->last_level >= stObj->lastLevel) {
1378      pipe_texture_reference(&stObj->pt, firstImage->pt);
1379   }
1380
1381   /* FIXME: determine format block instead of cpp */
1382   if (firstImage->base.IsCompressed) {
1383      comp_byte = compressed_num_bytes(firstImage->base.TexFormat->MesaFormat);
1384      cpp = comp_byte;
1385   }
1386   else {
1387      cpp = firstImage->base.TexFormat->TexelBytes;
1388   }
1389
1390   /* If we already have a gallium texture, check that it matches the texture
1391    * object's format, target, size, num_levels, etc.
1392    */
1393   if (stObj->pt) {
1394      const enum pipe_format fmt =
1395         st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat);
1396      if (stObj->pt->target != gl_target_to_pipe(stObj->base.Target) ||
1397          stObj->pt->format != fmt ||
1398          stObj->pt->last_level < stObj->lastLevel ||
1399          stObj->pt->width[0] != firstImage->base.Width2 ||
1400          stObj->pt->height[0] != firstImage->base.Height2 ||
1401          stObj->pt->depth[0] != firstImage->base.Depth2 ||
1402          stObj->pt->block.size/stObj->pt->block.width != cpp || /* Nominal bytes per pixel */
1403          stObj->pt->compressed != firstImage->base.IsCompressed) {
1404         pipe_texture_reference(&stObj->pt, NULL);
1405         ctx->st->dirty.st |= ST_NEW_FRAMEBUFFER;
1406      }
1407   }
1408
1409   /* May need to create a new gallium texture:
1410    */
1411   if (!stObj->pt) {
1412      const enum pipe_format fmt =
1413         st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat);
1414      GLuint usage = default_usage(fmt);
1415
1416      stObj->pt = st_texture_create(ctx->st,
1417                                    gl_target_to_pipe(stObj->base.Target),
1418                                    fmt,
1419                                    stObj->lastLevel,
1420                                    firstImage->base.Width2,
1421                                    firstImage->base.Height2,
1422                                    firstImage->base.Depth2,
1423                                    comp_byte,
1424                                    usage);
1425
1426      if (!stObj->pt) {
1427         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
1428         return GL_FALSE;
1429      }
1430   }
1431
1432   /* Pull in any images not in the object's texture:
1433    */
1434   for (face = 0; face < nr_faces; face++) {
1435      GLuint level;
1436      for (level = 0; level <= stObj->lastLevel; level++) {
1437         struct st_texture_image *stImage =
1438            st_texture_image(stObj->base.Image[face][stObj->base.BaseLevel + level]);
1439
1440         /* Need to import images in main memory or held in other textures.
1441          */
1442         if (stImage && stObj->pt != stImage->pt) {
1443            copy_image_data_to_texture(ctx->st, stObj, level, stImage);
1444	    *needFlush = GL_TRUE;
1445         }
1446      }
1447   }
1448
1449   return GL_TRUE;
1450}
1451
1452
1453/**
1454 * Returns pointer to a default/dummy texture.
1455 * This is typically used when the current shader has tex/sample instructions
1456 * but the user has not provided a (any) texture(s).
1457 */
1458struct gl_texture_object *
1459st_get_default_texture(struct st_context *st)
1460{
1461   if (!st->default_texture) {
1462      static const GLenum target = GL_TEXTURE_2D;
1463      GLubyte pixels[16][16][4];
1464      struct gl_texture_object *texObj;
1465      struct gl_texture_image *texImg;
1466      GLuint i, j;
1467
1468      /* The ARB_fragment_program spec says (0,0,0,1) should be returned
1469       * when attempting to sample incomplete textures.
1470       */
1471      for (i = 0; i < 16; i++) {
1472         for (j = 0; j < 16; j++) {
1473            pixels[i][j][0] = 0;
1474            pixels[i][j][1] = 0;
1475            pixels[i][j][2] = 0;
1476            pixels[i][j][3] = 255;
1477         }
1478      }
1479
1480      texObj = st->ctx->Driver.NewTextureObject(st->ctx, 0, target);
1481
1482      texImg = _mesa_get_tex_image(st->ctx, texObj, target, 0);
1483
1484      _mesa_init_teximage_fields(st->ctx, target, texImg,
1485                                 16, 16, 1, 0,  /* w, h, d, border */
1486                                 GL_RGBA);
1487
1488      st_TexImage(st->ctx, 2, target,
1489                  0, GL_RGBA,    /* level, intformat */
1490                  16, 16, 1, 0,  /* w, h, d, border */
1491                  GL_RGBA, GL_UNSIGNED_BYTE, pixels,
1492                  &st->ctx->DefaultPacking,
1493                  texObj, texImg,
1494                  0, 0);
1495
1496      texObj->MinFilter = GL_NEAREST;
1497      texObj->MagFilter = GL_NEAREST;
1498      texObj->_Complete = GL_TRUE;
1499
1500      st->default_texture = texObj;
1501   }
1502   return st->default_texture;
1503}
1504
1505
1506void
1507st_init_texture_functions(struct dd_function_table *functions)
1508{
1509   functions->ChooseTextureFormat = st_ChooseTextureFormat;
1510   functions->TexImage1D = st_TexImage1D;
1511   functions->TexImage2D = st_TexImage2D;
1512   functions->TexImage3D = st_TexImage3D;
1513   functions->TexSubImage1D = st_TexSubImage1D;
1514   functions->TexSubImage2D = st_TexSubImage2D;
1515   functions->TexSubImage3D = st_TexSubImage3D;
1516   functions->CopyTexImage1D = st_CopyTexImage1D;
1517   functions->CopyTexImage2D = st_CopyTexImage2D;
1518   functions->CopyTexSubImage1D = st_CopyTexSubImage1D;
1519   functions->CopyTexSubImage2D = st_CopyTexSubImage2D;
1520   functions->CopyTexSubImage3D = st_CopyTexSubImage3D;
1521   functions->GenerateMipmap = st_generate_mipmap;
1522
1523   functions->GetTexImage = st_GetTexImage;
1524
1525   /* compressed texture functions */
1526   functions->CompressedTexImage2D = st_CompressedTexImage2D;
1527   functions->GetCompressedTexImage = st_GetCompressedTexImage;
1528   functions->CompressedTextureSize = _mesa_compressed_texture_size;
1529
1530   functions->NewTextureObject = st_NewTextureObject;
1531   functions->NewTextureImage = st_NewTextureImage;
1532   functions->DeleteTexture = st_DeleteTextureObject;
1533   functions->FreeTexImageData = st_FreeTextureImageData;
1534   functions->UpdateTexturePalette = 0;
1535
1536   functions->TextureMemCpy = do_memcpy;
1537
1538   /* XXX Temporary until we can query pipe's texture sizes */
1539   functions->TestProxyTexImage = _mesa_test_proxy_teximage;
1540}
1541