st_cb_texture.c revision 4c00981b22b28141af1442e5a679d0923b4358ae
1/**************************************************************************
2 *
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28#include "main/mfeatures.h"
29#include "main/bufferobj.h"
30#if FEATURE_convolve
31#include "main/convolve.h"
32#endif
33#include "main/enums.h"
34#include "main/formats.h"
35#include "main/image.h"
36#include "main/imports.h"
37#include "main/macros.h"
38#include "main/mipmap.h"
39#include "main/pixel.h"
40#include "main/texcompress.h"
41#include "main/texfetch.h"
42#include "main/texformat.h"
43#include "main/texgetimage.h"
44#include "main/teximage.h"
45#include "main/texobj.h"
46#include "main/texstore.h"
47
48#include "state_tracker/st_context.h"
49#include "state_tracker/st_cb_fbo.h"
50#include "state_tracker/st_cb_texture.h"
51#include "state_tracker/st_format.h"
52#include "state_tracker/st_public.h"
53#include "state_tracker/st_texture.h"
54#include "state_tracker/st_gen_mipmap.h"
55#include "state_tracker/st_inlines.h"
56#include "state_tracker/st_atom.h"
57
58#include "pipe/p_context.h"
59#include "pipe/p_defines.h"
60#include "pipe/p_inlines.h"
61#include "pipe/p_shader_tokens.h"
62#include "util/u_tile.h"
63#include "util/u_blit.h"
64#include "util/u_surface.h"
65#include "util/u_math.h"
66
67
68#define DBG if (0) printf
69
70
71static enum pipe_texture_target
72gl_target_to_pipe(GLenum target)
73{
74   switch (target) {
75   case GL_TEXTURE_1D:
76      return PIPE_TEXTURE_1D;
77
78   case GL_TEXTURE_2D:
79   case GL_TEXTURE_RECTANGLE_NV:
80      return PIPE_TEXTURE_2D;
81
82   case GL_TEXTURE_3D:
83      return PIPE_TEXTURE_3D;
84
85   case GL_TEXTURE_CUBE_MAP_ARB:
86      return PIPE_TEXTURE_CUBE;
87
88   default:
89      assert(0);
90      return 0;
91   }
92}
93
94
95/**
96 * Return nominal bytes per texel for a compressed format, 0 for non-compressed
97 * format.
98 */
99static GLuint
100compressed_num_bytes(gl_format format)
101{
102   switch (format) {
103#if FEATURE_texture_fxt1
104   case MESA_FORMAT_RGB_FXT1:
105   case MESA_FORMAT_RGBA_FXT1:
106#endif
107#if FEATURE_texture_s3tc
108   case MESA_FORMAT_RGB_DXT1:
109   case MESA_FORMAT_RGBA_DXT1:
110      return 2;
111   case MESA_FORMAT_RGBA_DXT3:
112   case MESA_FORMAT_RGBA_DXT5:
113      return 4;
114#endif
115   default:
116      return 0;
117   }
118}
119
120
121static GLboolean
122is_compressed_mesa_format(gl_format format)
123{
124   switch (format) {
125   case MESA_FORMAT_RGB_DXT1:
126   case MESA_FORMAT_RGBA_DXT1:
127   case MESA_FORMAT_RGBA_DXT3:
128   case MESA_FORMAT_RGBA_DXT5:
129   case MESA_FORMAT_SRGB_DXT1:
130   case MESA_FORMAT_SRGBA_DXT1:
131   case MESA_FORMAT_SRGBA_DXT3:
132   case MESA_FORMAT_SRGBA_DXT5:
133      return GL_TRUE;
134   default:
135      return GL_FALSE;
136   }
137}
138
139
140/** called via ctx->Driver.NewTextureImage() */
141static struct gl_texture_image *
142st_NewTextureImage(GLcontext * ctx)
143{
144   DBG("%s\n", __FUNCTION__);
145   (void) ctx;
146   return (struct gl_texture_image *) ST_CALLOC_STRUCT(st_texture_image);
147}
148
149
150/** called via ctx->Driver.NewTextureObject() */
151static struct gl_texture_object *
152st_NewTextureObject(GLcontext * ctx, GLuint name, GLenum target)
153{
154   struct st_texture_object *obj = ST_CALLOC_STRUCT(st_texture_object);
155
156   DBG("%s\n", __FUNCTION__);
157   _mesa_initialize_texture_object(&obj->base, name, target);
158
159   return &obj->base;
160}
161
162/** called via ctx->Driver.DeleteTextureImage() */
163static void
164st_DeleteTextureObject(GLcontext *ctx,
165                       struct gl_texture_object *texObj)
166{
167   struct st_texture_object *stObj = st_texture_object(texObj);
168   if (stObj->pt)
169      pipe_texture_reference(&stObj->pt, NULL);
170
171   _mesa_delete_texture_object(ctx, texObj);
172}
173
174
175/** called via ctx->Driver.FreeTexImageData() */
176static void
177st_FreeTextureImageData(GLcontext * ctx, struct gl_texture_image *texImage)
178{
179   struct st_texture_image *stImage = st_texture_image(texImage);
180
181   DBG("%s\n", __FUNCTION__);
182
183   if (stImage->pt) {
184      pipe_texture_reference(&stImage->pt, NULL);
185   }
186
187   if (texImage->Data) {
188      _mesa_align_free(texImage->Data);
189      texImage->Data = NULL;
190   }
191}
192
193
194/**
195 * From linux kernel i386 header files, copes with odd sizes better
196 * than COPY_DWORDS would:
197 * XXX Put this in src/mesa/main/imports.h ???
198 */
199#if defined(PIPE_CC_GCC) && defined(PIPE_ARCH_X86)
200static INLINE void *
201__memcpy(void *to, const void *from, size_t n)
202{
203   int d0, d1, d2;
204   __asm__ __volatile__("rep ; movsl\n\t"
205                        "testb $2,%b4\n\t"
206                        "je 1f\n\t"
207                        "movsw\n"
208                        "1:\ttestb $1,%b4\n\t"
209                        "je 2f\n\t"
210                        "movsb\n" "2:":"=&c"(d0), "=&D"(d1), "=&S"(d2)
211                        :"0"(n / 4), "q"(n), "1"((long) to), "2"((long) from)
212                        :"memory");
213   return (to);
214}
215#else
216#define __memcpy(a,b,c) memcpy(a,b,c)
217#endif
218
219
220/**
221 * The system memcpy (at least on ubuntu 5.10) has problems copying
222 * to agp (writecombined) memory from a source which isn't 64-byte
223 * aligned - there is a 4x performance falloff.
224 *
225 * The x86 __memcpy is immune to this but is slightly slower
226 * (10%-ish) than the system memcpy.
227 *
228 * The sse_memcpy seems to have a slight cliff at 64/32 bytes, but
229 * isn't much faster than x86_memcpy for agp copies.
230 *
231 * TODO: switch dynamically.
232 */
233static void *
234do_memcpy(void *dest, const void *src, size_t n)
235{
236   if ((((unsigned long) src) & 63) || (((unsigned long) dest) & 63)) {
237      return __memcpy(dest, src, n);
238   }
239   else
240      return memcpy(dest, src, n);
241}
242
243
244/**
245 * Return default texture usage bitmask for the given texture format.
246 */
247static GLuint
248default_usage(enum pipe_format fmt)
249{
250   GLuint usage = PIPE_TEXTURE_USAGE_SAMPLER;
251   if (pf_is_depth_stencil(fmt))
252      usage |= PIPE_TEXTURE_USAGE_DEPTH_STENCIL;
253   else
254      usage |= PIPE_TEXTURE_USAGE_RENDER_TARGET;
255   return usage;
256}
257
258
259/**
260 * Allocate a pipe_texture object for the given st_texture_object using
261 * the given st_texture_image to guess the mipmap size/levels.
262 *
263 * [comments...]
264 * Otherwise, store it in memory if (Border != 0) or (any dimension ==
265 * 1).
266 *
267 * Otherwise, if max_level >= level >= min_level, create texture with
268 * space for images from min_level down to max_level.
269 *
270 * Otherwise, create texture with space for images from (level 0)..(1x1).
271 * Consider pruning this texture at a validation if the saving is worth it.
272 */
273static void
274guess_and_alloc_texture(struct st_context *st,
275			struct st_texture_object *stObj,
276			const struct st_texture_image *stImage)
277{
278   GLuint firstLevel;
279   GLuint lastLevel;
280   GLuint width = stImage->base.Width2;  /* size w/out border */
281   GLuint height = stImage->base.Height2;
282   GLuint depth = stImage->base.Depth2;
283   GLuint i, usage;
284   enum pipe_format fmt;
285
286   DBG("%s\n", __FUNCTION__);
287
288   assert(!stObj->pt);
289
290   if (stObj->pt &&
291       (GLint) stImage->level > stObj->base.BaseLevel &&
292       (stImage->base.Width == 1 ||
293        (stObj->base.Target != GL_TEXTURE_1D &&
294         stImage->base.Height == 1) ||
295        (stObj->base.Target == GL_TEXTURE_3D &&
296         stImage->base.Depth == 1)))
297      return;
298
299   /* If this image disrespects BaseLevel, allocate from level zero.
300    * Usually BaseLevel == 0, so it's unlikely to happen.
301    */
302   if ((GLint) stImage->level < stObj->base.BaseLevel)
303      firstLevel = 0;
304   else
305      firstLevel = stObj->base.BaseLevel;
306
307
308   /* Figure out image dimensions at start level.
309    */
310   for (i = stImage->level; i > firstLevel; i--) {
311      if (width != 1)
312         width <<= 1;
313      if (height != 1)
314         height <<= 1;
315      if (depth != 1)
316         depth <<= 1;
317   }
318
319   if (width == 0 || height == 0 || depth == 0) {
320      /* no texture needed */
321      return;
322   }
323
324   /* Guess a reasonable value for lastLevel.  This is probably going
325    * to be wrong fairly often and might mean that we have to look at
326    * resizable buffers, or require that buffers implement lazy
327    * pagetable arrangements.
328    */
329   if ((stObj->base.MinFilter == GL_NEAREST ||
330        stObj->base.MinFilter == GL_LINEAR ||
331        stImage->base._BaseFormat == GL_DEPTH_COMPONENT ||
332        stImage->base._BaseFormat == GL_DEPTH_STENCIL_EXT) &&
333       stImage->level == firstLevel) {
334      lastLevel = firstLevel;
335   }
336   else {
337      GLuint l2width = util_logbase2(width);
338      GLuint l2height = util_logbase2(height);
339      GLuint l2depth = util_logbase2(depth);
340      lastLevel = firstLevel + MAX2(MAX2(l2width, l2height), l2depth);
341   }
342
343   fmt = st_mesa_format_to_pipe_format(stImage->base.TexFormat);
344
345   usage = default_usage(fmt);
346
347   stObj->pt = st_texture_create(st,
348                                 gl_target_to_pipe(stObj->base.Target),
349                                 fmt,
350                                 lastLevel,
351                                 width,
352                                 height,
353                                 depth,
354                                 usage);
355
356   DBG("%s - success\n", __FUNCTION__);
357}
358
359
360/**
361 * Adjust pixel unpack params and image dimensions to strip off the
362 * texture border.
363 * Gallium doesn't support texture borders.  They've seldem been used
364 * and seldom been implemented correctly anyway.
365 * \param unpackNew  returns the new pixel unpack parameters
366 */
367static void
368strip_texture_border(GLint border,
369                     GLint *width, GLint *height, GLint *depth,
370                     const struct gl_pixelstore_attrib *unpack,
371                     struct gl_pixelstore_attrib *unpackNew)
372{
373   assert(border > 0);  /* sanity check */
374
375   *unpackNew = *unpack;
376
377   if (unpackNew->RowLength == 0)
378      unpackNew->RowLength = *width;
379
380   if (depth && unpackNew->ImageHeight == 0)
381      unpackNew->ImageHeight = *height;
382
383   unpackNew->SkipPixels += border;
384   if (height)
385      unpackNew->SkipRows += border;
386   if (depth)
387      unpackNew->SkipImages += border;
388
389   assert(*width >= 3);
390   *width = *width - 2 * border;
391   if (height && *height >= 3)
392      *height = *height - 2 * border;
393   if (depth && *depth >= 3)
394      *depth = *depth - 2 * border;
395}
396
397
398/**
399 * Try to do texture compression via rendering.  If the Gallium driver
400 * can render into a compressed surface this will allow us to do texture
401 * compression.
402 * \return GL_TRUE for success, GL_FALSE for failure
403 */
404static GLboolean
405compress_with_blit(GLcontext * ctx,
406                   GLenum target, GLint level,
407                   GLint xoffset, GLint yoffset, GLint zoffset,
408                   GLint width, GLint height, GLint depth,
409                   GLenum format, GLenum type, const void *pixels,
410                   const struct gl_pixelstore_attrib *unpack,
411                   struct gl_texture_image *texImage)
412{
413   const GLuint dstImageOffsets[1] = {0};
414   struct st_texture_image *stImage = st_texture_image(texImage);
415   struct pipe_screen *screen = ctx->st->pipe->screen;
416   gl_format mesa_format;
417   struct pipe_texture templ;
418   struct pipe_texture *src_tex;
419   struct pipe_surface *dst_surface;
420   struct pipe_transfer *tex_xfer;
421   void *map;
422
423   if (!stImage->pt) {
424      /* XXX: Can this happen? Should we assert? */
425      return GL_FALSE;
426   }
427
428   /* get destination surface (in the compressed texture) */
429   dst_surface = screen->get_tex_surface(screen, stImage->pt,
430                                         stImage->face, stImage->level, 0,
431                                         PIPE_BUFFER_USAGE_GPU_WRITE);
432   if (!dst_surface) {
433      /* can't render into this format (or other problem) */
434      return GL_FALSE;
435   }
436
437   /* Choose format for the temporary RGBA texture image.
438    */
439   mesa_format = st_ChooseTextureFormat(ctx, GL_RGBA, format, type);
440   assert(mesa_format);
441   if (!mesa_format)
442      return GL_FALSE;
443
444   /* Create the temporary source texture
445    */
446   memset(&templ, 0, sizeof(templ));
447   templ.target = PIPE_TEXTURE_2D;
448   templ.format = st_mesa_format_to_pipe_format(mesa_format);
449   pf_get_block(templ.format, &templ.block);
450   templ.width[0] = width;
451   templ.height[0] = height;
452   templ.depth[0] = 1;
453   templ.last_level = 0;
454   templ.tex_usage = PIPE_TEXTURE_USAGE_SAMPLER;
455   src_tex = screen->texture_create(screen, &templ);
456
457   if (!src_tex)
458      return GL_FALSE;
459
460   /* Put user's tex data into the temporary texture
461    */
462   tex_xfer = st_cond_flush_get_tex_transfer(st_context(ctx), src_tex,
463					     0, 0, 0, /* face, level are zero */
464					     PIPE_TRANSFER_WRITE,
465					     0, 0, width, height); /* x, y, w, h */
466   map = screen->transfer_map(screen, tex_xfer);
467
468   _mesa_texstore(ctx, 2, GL_RGBA, mesa_format,
469                  map,              /* dest ptr */
470                  0, 0, 0,          /* dest x/y/z offset */
471                  tex_xfer->stride, /* dest row stride (bytes) */
472                  dstImageOffsets,  /* image offsets (for 3D only) */
473                  width, height, 1, /* size */
474                  format, type,     /* source format/type */
475                  pixels,           /* source data */
476                  unpack);          /* source data packing */
477
478   screen->transfer_unmap(screen, tex_xfer);
479   screen->tex_transfer_destroy(tex_xfer);
480
481   /* copy / compress image */
482   util_blit_pixels_tex(ctx->st->blit,
483                        src_tex,          /* pipe_texture (src) */
484                        0, 0,             /* src x0, y0 */
485                        width, height,    /* src x1, y1 */
486                        dst_surface,      /* pipe_surface (dst) */
487                        xoffset, yoffset, /* dst x0, y0 */
488                        xoffset + width,  /* dst x1 */
489                        yoffset + height, /* dst y1 */
490                        0.0,              /* z */
491                        PIPE_TEX_MIPFILTER_NEAREST);
492
493   pipe_surface_reference(&dst_surface, NULL);
494   pipe_texture_reference(&src_tex, NULL);
495
496   return GL_TRUE;
497}
498
499
500/**
501 * Do glTexImage1/2/3D().
502 */
503static void
504st_TexImage(GLcontext * ctx,
505            GLint dims,
506            GLenum target, GLint level,
507            GLint internalFormat,
508            GLint width, GLint height, GLint depth,
509            GLint border,
510            GLenum format, GLenum type, const void *pixels,
511            const struct gl_pixelstore_attrib *unpack,
512            struct gl_texture_object *texObj,
513            struct gl_texture_image *texImage,
514            GLsizei imageSize, GLboolean compressed_src)
515{
516   struct pipe_screen *screen = ctx->st->pipe->screen;
517   struct st_texture_object *stObj = st_texture_object(texObj);
518   struct st_texture_image *stImage = st_texture_image(texImage);
519   GLint postConvWidth, postConvHeight;
520   GLint texelBytes, sizeInBytes;
521   GLuint dstRowStride = 0;
522   struct gl_pixelstore_attrib unpackNB;
523   enum pipe_transfer_usage transfer_usage = 0;
524
525   DBG("%s target %s level %d %dx%dx%d border %d\n", __FUNCTION__,
526       _mesa_lookup_enum_by_nr(target), level, width, height, depth, border);
527
528   /* switch to "normal" */
529   if (stObj->surface_based) {
530      _mesa_clear_texture_object(ctx, texObj);
531      stObj->surface_based = GL_FALSE;
532   }
533
534   /* gallium does not support texture borders, strip it off */
535   if (border) {
536      strip_texture_border(border, &width, &height, &depth, unpack, &unpackNB);
537      unpack = &unpackNB;
538      texImage->Width = width;
539      texImage->Height = height;
540      texImage->Depth = depth;
541      texImage->Border = 0;
542      border = 0;
543   }
544
545   postConvWidth = width;
546   postConvHeight = height;
547
548   stImage->face = _mesa_tex_target_to_face(target);
549   stImage->level = level;
550
551#if FEATURE_convolve
552   if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) {
553      _mesa_adjust_image_for_convolution(ctx, dims, &postConvWidth,
554                                         &postConvHeight);
555   }
556#endif
557
558   /* choose the texture format */
559   texImage->TexFormat = st_ChooseTextureFormat(ctx, internalFormat,
560                                                format, type);
561
562   _mesa_set_fetch_functions(texImage, dims);
563
564   if (_mesa_is_format_compressed(texImage->TexFormat)) {
565      /* must be a compressed format */
566      texelBytes = 0;
567   }
568   else {
569      texelBytes = _mesa_get_format_bytes(texImage->TexFormat);
570
571      /* Minimum pitch of 32 bytes */
572      if (postConvWidth * texelBytes < 32) {
573	 postConvWidth = 32 / texelBytes;
574	 texImage->RowStride = postConvWidth;
575      }
576
577      /* we'll set RowStride elsewhere when the texture is a "mapped" state */
578      /*assert(texImage->RowStride == postConvWidth);*/
579   }
580
581   /* Release the reference to a potentially orphaned buffer.
582    * Release any old malloced memory.
583    */
584   if (stImage->pt) {
585      pipe_texture_reference(&stImage->pt, NULL);
586      assert(!texImage->Data);
587   }
588   else if (texImage->Data) {
589      _mesa_align_free(texImage->Data);
590   }
591
592   if (width == 0 || height == 0 || depth == 0) {
593      /* stop after freeing old image */
594      return;
595   }
596
597   /* If this is the only mipmap level in the texture, could call
598    * bmBufferData with NULL data to free the old block and avoid
599    * waiting on any outstanding fences.
600    */
601   if (stObj->pt) {
602      if (stObj->teximage_realloc ||
603          level > (GLint) stObj->pt->last_level ||
604          (stObj->pt->last_level == level &&
605           stObj->pt->target != PIPE_TEXTURE_CUBE &&
606           !st_texture_match_image(stObj->pt, &stImage->base,
607                                   stImage->face, stImage->level))) {
608         DBG("release it\n");
609         pipe_texture_reference(&stObj->pt, NULL);
610         assert(!stObj->pt);
611         stObj->teximage_realloc = FALSE;
612      }
613   }
614
615   if (!stObj->pt) {
616      guess_and_alloc_texture(ctx->st, stObj, stImage);
617      if (!stObj->pt) {
618         /* Probably out of memory.
619          * Try flushing any pending rendering, then retry.
620          */
621         st_finish(ctx->st);
622         guess_and_alloc_texture(ctx->st, stObj, stImage);
623         if (!stObj->pt) {
624            _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
625            return;
626         }
627      }
628   }
629
630   assert(!stImage->pt);
631
632   if (stObj->pt &&
633       st_texture_match_image(stObj->pt, &stImage->base,
634                                 stImage->face, stImage->level)) {
635
636      pipe_texture_reference(&stImage->pt, stObj->pt);
637      assert(stImage->pt);
638   }
639
640   if (!stImage->pt)
641      DBG("XXX: Image did not fit into texture - storing in local memory!\n");
642
643   /* st_CopyTexImage calls this function with pixels == NULL, with
644    * the expectation that the texture will be set up but nothing
645    * more will be done.  This is where those calls return:
646    */
647   if (compressed_src) {
648      pixels = _mesa_validate_pbo_compressed_teximage(ctx, imageSize, pixels,
649						      unpack,
650						      "glCompressedTexImage");
651   }
652   else {
653      pixels = _mesa_validate_pbo_teximage(ctx, dims, width, height, 1,
654					   format, type,
655					   pixels, unpack, "glTexImage");
656   }
657
658   /* Note: we can't check for pixels==NULL until after we've allocated
659    * memory for the texture.
660    */
661
662   /* See if we can do texture compression with a blit/render.
663    */
664   if (!compressed_src &&
665       !ctx->Mesa_DXTn &&
666       is_compressed_mesa_format(texImage->TexFormat) &&
667       screen->is_format_supported(screen,
668                                   stImage->pt->format,
669                                   stImage->pt->target,
670                                   PIPE_TEXTURE_USAGE_RENDER_TARGET, 0)) {
671      if (!pixels)
672         goto done;
673
674      if (compress_with_blit(ctx, target, level, 0, 0, 0, width, height, depth,
675                             format, type, pixels, unpack, texImage)) {
676         goto done;
677      }
678   }
679
680   if (stImage->pt) {
681      if (format == GL_DEPTH_COMPONENT &&
682          pf_is_depth_and_stencil(stImage->pt->format))
683         transfer_usage = PIPE_TRANSFER_READ_WRITE;
684      else
685         transfer_usage = PIPE_TRANSFER_WRITE;
686
687      texImage->Data = st_texture_image_map(ctx->st, stImage, 0,
688                                            transfer_usage, 0, 0,
689                                            stImage->base.Width,
690                                            stImage->base.Height);
691      if(stImage->transfer)
692         dstRowStride = stImage->transfer->stride;
693   }
694   else {
695      /* Allocate regular memory and store the image there temporarily.   */
696      if (_mesa_is_format_compressed(texImage->TexFormat)) {
697         sizeInBytes = _mesa_format_image_size(texImage->TexFormat,
698                                               texImage->Width,
699                                               texImage->Height,
700                                               texImage->Depth);
701         dstRowStride =
702            _mesa_compressed_row_stride(texImage->TexFormat, width);
703         assert(dims != 3);
704      }
705      else {
706         dstRowStride = postConvWidth * texelBytes;
707         sizeInBytes = depth * dstRowStride * postConvHeight;
708      }
709
710      texImage->Data = _mesa_align_malloc(sizeInBytes, 16);
711   }
712
713   if (!texImage->Data) {
714      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
715      return;
716   }
717
718   if (!pixels)
719      goto done;
720
721   DBG("Upload image %dx%dx%d row_len %x pitch %x\n",
722       width, height, depth, width * texelBytes, dstRowStride);
723
724   /* Copy data.  Would like to know when it's ok for us to eg. use
725    * the blitter to copy.  Or, use the hardware to do the format
726    * conversion and copy:
727    */
728   if (compressed_src) {
729      memcpy(texImage->Data, pixels, imageSize);
730   }
731   else {
732      const GLuint srcImageStride =
733         _mesa_image_image_stride(unpack, width, height, format, type);
734      GLint i;
735      const GLubyte *src = (const GLubyte *) pixels;
736
737      for (i = 0; i < depth; i++) {
738	 if (!_mesa_texstore(ctx, dims,
739                             texImage->_BaseFormat,
740                             texImage->TexFormat,
741                             texImage->Data,
742                             0, 0, 0, /* dstX/Y/Zoffset */
743                             dstRowStride,
744                             texImage->ImageOffsets,
745                             width, height, 1,
746                             format, type, src, unpack)) {
747	    _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
748	 }
749
750	 if (stImage->pt && i + 1 < depth) {
751            /* unmap this slice */
752	    st_texture_image_unmap(ctx->st, stImage);
753            /* map next slice of 3D texture */
754	    texImage->Data = st_texture_image_map(ctx->st, stImage, i + 1,
755                                                  transfer_usage, 0, 0,
756                                                  stImage->base.Width,
757                                                  stImage->base.Height);
758	    src += srcImageStride;
759	 }
760      }
761   }
762
763done:
764   _mesa_unmap_teximage_pbo(ctx, unpack);
765
766   if (stImage->pt && texImage->Data) {
767      st_texture_image_unmap(ctx->st, stImage);
768      texImage->Data = NULL;
769   }
770}
771
772
773static void
774st_TexImage3D(GLcontext * ctx,
775              GLenum target, GLint level,
776              GLint internalFormat,
777              GLint width, GLint height, GLint depth,
778              GLint border,
779              GLenum format, GLenum type, const void *pixels,
780              const struct gl_pixelstore_attrib *unpack,
781              struct gl_texture_object *texObj,
782              struct gl_texture_image *texImage)
783{
784   st_TexImage(ctx, 3, target, level, internalFormat, width, height, depth,
785               border, format, type, pixels, unpack, texObj, texImage,
786               0, GL_FALSE);
787}
788
789
790static void
791st_TexImage2D(GLcontext * ctx,
792              GLenum target, GLint level,
793              GLint internalFormat,
794              GLint width, GLint height, GLint border,
795              GLenum format, GLenum type, const void *pixels,
796              const struct gl_pixelstore_attrib *unpack,
797              struct gl_texture_object *texObj,
798              struct gl_texture_image *texImage)
799{
800   st_TexImage(ctx, 2, target, level, internalFormat, width, height, 1, border,
801               format, type, pixels, unpack, texObj, texImage, 0, GL_FALSE);
802}
803
804
805static void
806st_TexImage1D(GLcontext * ctx,
807              GLenum target, GLint level,
808              GLint internalFormat,
809              GLint width, GLint border,
810              GLenum format, GLenum type, const void *pixels,
811              const struct gl_pixelstore_attrib *unpack,
812              struct gl_texture_object *texObj,
813              struct gl_texture_image *texImage)
814{
815   st_TexImage(ctx, 1, target, level, internalFormat, width, 1, 1, border,
816               format, type, pixels, unpack, texObj, texImage, 0, GL_FALSE);
817}
818
819
820static void
821st_CompressedTexImage2D(GLcontext *ctx, GLenum target, GLint level,
822                        GLint internalFormat,
823                        GLint width, GLint height, GLint border,
824                        GLsizei imageSize, const GLvoid *data,
825                        struct gl_texture_object *texObj,
826                        struct gl_texture_image *texImage)
827{
828   st_TexImage(ctx, 2, target, level, internalFormat, width, height, 1, border,
829               0, 0, data, &ctx->Unpack, texObj, texImage, imageSize, GL_TRUE);
830}
831
832
833
834/**
835 * glGetTexImage() helper: decompress a compressed texture by rendering
836 * a textured quad.  Store the results in the user's buffer.
837 */
838static void
839decompress_with_blit(GLcontext * ctx, GLenum target, GLint level,
840                     GLenum format, GLenum type, GLvoid *pixels,
841                     struct gl_texture_object *texObj,
842                     struct gl_texture_image *texImage)
843{
844   struct pipe_screen *screen = ctx->st->pipe->screen;
845   struct st_texture_image *stImage = st_texture_image(texImage);
846   const GLuint width = texImage->Width;
847   const GLuint height = texImage->Height;
848   struct pipe_surface *dst_surface;
849   struct pipe_texture *dst_texture;
850   struct pipe_transfer *tex_xfer;
851
852   /* create temp / dest surface */
853   if (!util_create_rgba_surface(screen, width, height,
854                                 &dst_texture, &dst_surface)) {
855      _mesa_problem(ctx, "util_create_rgba_surface() failed "
856                    "in decompress_with_blit()");
857      return;
858   }
859
860   /* blit/render/decompress */
861   util_blit_pixels_tex(ctx->st->blit,
862                        stImage->pt,      /* pipe_texture (src) */
863                        0, 0,             /* src x0, y0 */
864                        width, height,    /* src x1, y1 */
865                        dst_surface,      /* pipe_surface (dst) */
866                        0, 0,             /* dst x0, y0 */
867                        width, height,    /* dst x1, y1 */
868                        0.0,              /* z */
869                        PIPE_TEX_MIPFILTER_NEAREST);
870
871   /* map the dst_surface so we can read from it */
872   tex_xfer = st_cond_flush_get_tex_transfer(st_context(ctx),
873					     dst_texture, 0, 0, 0,
874					     PIPE_TRANSFER_READ,
875					     0, 0, width, height);
876
877   pixels = _mesa_map_pbo_dest(ctx, &ctx->Pack, pixels);
878
879   /* copy/pack data into user buffer */
880   if (st_equal_formats(stImage->pt->format, format, type)) {
881      /* memcpy */
882      const uint bytesPerRow = width * pf_get_size(stImage->pt->format);
883      ubyte *map = screen->transfer_map(screen, tex_xfer);
884      GLuint row;
885      for (row = 0; row < height; row++) {
886         GLvoid *dest = _mesa_image_address2d(&ctx->Pack, pixels, width,
887                                              height, format, type, row, 0);
888         memcpy(dest, map, bytesPerRow);
889         map += tex_xfer->stride;
890      }
891      screen->transfer_unmap(screen, tex_xfer);
892   }
893   else {
894      /* format translation via floats */
895      GLuint row;
896      for (row = 0; row < height; row++) {
897         const GLbitfield transferOps = 0x0; /* bypassed for glGetTexImage() */
898         GLfloat rgba[4 * MAX_WIDTH];
899         GLvoid *dest = _mesa_image_address2d(&ctx->Pack, pixels, width,
900                                              height, format, type, row, 0);
901
902         /* get float[4] rgba row from surface */
903         pipe_get_tile_rgba(tex_xfer, 0, row, width, 1, rgba);
904
905         _mesa_pack_rgba_span_float(ctx, width, (GLfloat (*)[4]) rgba, format,
906                                    type, dest, &ctx->Pack, transferOps);
907      }
908   }
909
910   _mesa_unmap_pbo_dest(ctx, &ctx->Pack);
911
912   /* destroy the temp / dest surface */
913   util_destroy_rgba_surface(dst_texture, dst_surface);
914}
915
916
917
918/**
919 * Need to map texture image into memory before copying image data,
920 * then unmap it.
921 */
922static void
923st_get_tex_image(GLcontext * ctx, GLenum target, GLint level,
924                 GLenum format, GLenum type, GLvoid * pixels,
925                 struct gl_texture_object *texObj,
926                 struct gl_texture_image *texImage, GLboolean compressed_dst)
927{
928   struct st_texture_image *stImage = st_texture_image(texImage);
929   const GLuint dstImageStride =
930      _mesa_image_image_stride(&ctx->Pack, texImage->Width, texImage->Height,
931                               format, type);
932   GLuint depth, i;
933   GLubyte *dest;
934
935   if (stImage->pt &&
936       pf_is_compressed(stImage->pt->format) &&
937       !compressed_dst) {
938      /* Need to decompress the texture.
939       * We'll do this by rendering a textured quad.
940       * Note that we only expect RGBA formats (no Z/depth formats).
941       */
942      decompress_with_blit(ctx, target, level, format, type, pixels,
943                           texObj, texImage);
944      return;
945   }
946
947   /* Map */
948   if (stImage->pt) {
949      /* Image is stored in hardware format in a buffer managed by the
950       * kernel.  Need to explicitly map and unmap it.
951       */
952      unsigned face = _mesa_tex_target_to_face(target);
953
954      st_teximage_flush_before_map(ctx->st, stImage->pt, face, level,
955				   PIPE_TRANSFER_READ);
956
957      texImage->Data = st_texture_image_map(ctx->st, stImage, 0,
958                                            PIPE_TRANSFER_READ, 0, 0,
959                                            stImage->base.Width,
960                                            stImage->base.Height);
961      texImage->RowStride = stImage->transfer->stride / stImage->pt->block.size;
962   }
963   else {
964      /* Otherwise, the image should actually be stored in
965       * texImage->Data.  This is pretty confusing for
966       * everybody, I'd much prefer to separate the two functions of
967       * texImage->Data - storage for texture images in main memory
968       * and access (ie mappings) of images.  In other words, we'd
969       * create a new texImage->Map field and leave Data simply for
970       * storage.
971       */
972      assert(texImage->Data);
973   }
974
975   depth = texImage->Depth;
976   texImage->Depth = 1;
977
978   dest = (GLubyte *) pixels;
979
980   for (i = 0; i < depth; i++) {
981      if (compressed_dst) {
982	 _mesa_get_compressed_teximage(ctx, target, level, dest,
983				       texObj, texImage);
984      }
985      else {
986	 _mesa_get_teximage(ctx, target, level, format, type, dest,
987			    texObj, texImage);
988      }
989
990      if (stImage->pt && i + 1 < depth) {
991         /* unmap this slice */
992	 st_texture_image_unmap(ctx->st, stImage);
993         /* map next slice of 3D texture */
994	 texImage->Data = st_texture_image_map(ctx->st, stImage, i + 1,
995                                               PIPE_TRANSFER_READ, 0, 0,
996                                               stImage->base.Width,
997                                               stImage->base.Height);
998	 dest += dstImageStride;
999      }
1000   }
1001
1002   texImage->Depth = depth;
1003
1004   /* Unmap */
1005   if (stImage->pt) {
1006      st_texture_image_unmap(ctx->st, stImage);
1007      texImage->Data = NULL;
1008   }
1009}
1010
1011
1012static void
1013st_GetTexImage(GLcontext * ctx, GLenum target, GLint level,
1014               GLenum format, GLenum type, GLvoid * pixels,
1015               struct gl_texture_object *texObj,
1016               struct gl_texture_image *texImage)
1017{
1018   st_get_tex_image(ctx, target, level, format, type, pixels, texObj, texImage,
1019                    GL_FALSE);
1020}
1021
1022
1023static void
1024st_GetCompressedTexImage(GLcontext *ctx, GLenum target, GLint level,
1025                         GLvoid *pixels,
1026                         struct gl_texture_object *texObj,
1027                         struct gl_texture_image *texImage)
1028{
1029   st_get_tex_image(ctx, target, level, 0, 0, pixels, texObj, texImage,
1030                    GL_TRUE);
1031}
1032
1033
1034
1035static void
1036st_TexSubimage(GLcontext *ctx, GLint dims, GLenum target, GLint level,
1037               GLint xoffset, GLint yoffset, GLint zoffset,
1038               GLint width, GLint height, GLint depth,
1039               GLenum format, GLenum type, const void *pixels,
1040               const struct gl_pixelstore_attrib *packing,
1041               struct gl_texture_object *texObj,
1042               struct gl_texture_image *texImage)
1043{
1044   struct pipe_screen *screen = ctx->st->pipe->screen;
1045   struct st_texture_image *stImage = st_texture_image(texImage);
1046   GLuint dstRowStride;
1047   const GLuint srcImageStride =
1048      _mesa_image_image_stride(packing, width, height, format, type);
1049   GLint i;
1050   const GLubyte *src;
1051   /* init to silence warning only: */
1052   enum pipe_transfer_usage transfer_usage = PIPE_TRANSFER_WRITE;
1053
1054   DBG("%s target %s level %d offset %d,%d %dx%d\n", __FUNCTION__,
1055       _mesa_lookup_enum_by_nr(target),
1056       level, xoffset, yoffset, width, height);
1057
1058   pixels =
1059      _mesa_validate_pbo_teximage(ctx, dims, width, height, depth, format,
1060                                  type, pixels, packing, "glTexSubImage2D");
1061   if (!pixels)
1062      return;
1063
1064   /* See if we can do texture compression with a blit/render.
1065    */
1066   if (!ctx->Mesa_DXTn &&
1067       is_compressed_mesa_format(texImage->TexFormat) &&
1068       screen->is_format_supported(screen,
1069                                   stImage->pt->format,
1070                                   stImage->pt->target,
1071                                   PIPE_TEXTURE_USAGE_RENDER_TARGET, 0)) {
1072      if (compress_with_blit(ctx, target, level,
1073                             xoffset, yoffset, zoffset,
1074                             width, height, depth,
1075                             format, type, pixels, packing, texImage)) {
1076         goto done;
1077      }
1078   }
1079
1080   /* Map buffer if necessary.  Need to lock to prevent other contexts
1081    * from uploading the buffer under us.
1082    */
1083   if (stImage->pt) {
1084      unsigned face = _mesa_tex_target_to_face(target);
1085
1086      if (format == GL_DEPTH_COMPONENT &&
1087          pf_is_depth_and_stencil(stImage->pt->format))
1088         transfer_usage = PIPE_TRANSFER_READ_WRITE;
1089      else
1090         transfer_usage = PIPE_TRANSFER_WRITE;
1091
1092      st_teximage_flush_before_map(ctx->st, stImage->pt, face, level,
1093				   transfer_usage);
1094      texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset,
1095                                            transfer_usage,
1096                                            xoffset, yoffset,
1097                                            width, height);
1098   }
1099
1100   if (!texImage->Data) {
1101      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
1102      goto done;
1103   }
1104
1105   src = (const GLubyte *) pixels;
1106   dstRowStride = stImage->transfer->stride;
1107
1108   for (i = 0; i < depth; i++) {
1109      if (!_mesa_texstore(ctx, dims, texImage->_BaseFormat,
1110                          texImage->TexFormat,
1111                          texImage->Data,
1112                          0, 0, 0,
1113                          dstRowStride,
1114                          texImage->ImageOffsets,
1115                          width, height, 1,
1116                          format, type, src, packing)) {
1117	 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
1118      }
1119
1120      if (stImage->pt && i + 1 < depth) {
1121         /* unmap this slice */
1122	 st_texture_image_unmap(ctx->st, stImage);
1123         /* map next slice of 3D texture */
1124	 texImage->Data = st_texture_image_map(ctx->st, stImage,
1125                                               zoffset + i + 1,
1126                                               transfer_usage,
1127                                               xoffset, yoffset,
1128                                               width, height);
1129	 src += srcImageStride;
1130      }
1131   }
1132
1133done:
1134   _mesa_unmap_teximage_pbo(ctx, packing);
1135
1136   if (stImage->pt) {
1137      st_texture_image_unmap(ctx->st, stImage);
1138      texImage->Data = NULL;
1139   }
1140}
1141
1142
1143
1144static void
1145st_TexSubImage3D(GLcontext *ctx, GLenum target, GLint level,
1146                 GLint xoffset, GLint yoffset, GLint zoffset,
1147                 GLsizei width, GLsizei height, GLsizei depth,
1148                 GLenum format, GLenum type, const GLvoid *pixels,
1149                 const struct gl_pixelstore_attrib *packing,
1150                 struct gl_texture_object *texObj,
1151                 struct gl_texture_image *texImage)
1152{
1153   st_TexSubimage(ctx, 3, target, level, xoffset, yoffset, zoffset,
1154                  width, height, depth, format, type,
1155                  pixels, packing, texObj, texImage);
1156}
1157
1158
1159static void
1160st_TexSubImage2D(GLcontext *ctx, GLenum target, GLint level,
1161                 GLint xoffset, GLint yoffset,
1162                 GLsizei width, GLsizei height,
1163                 GLenum format, GLenum type, const GLvoid * pixels,
1164                 const struct gl_pixelstore_attrib *packing,
1165                 struct gl_texture_object *texObj,
1166                 struct gl_texture_image *texImage)
1167{
1168   st_TexSubimage(ctx, 2, target, level, xoffset, yoffset, 0,
1169                  width, height, 1, format, type,
1170                  pixels, packing, texObj, texImage);
1171}
1172
1173
1174static void
1175st_TexSubImage1D(GLcontext *ctx, GLenum target, GLint level,
1176                 GLint xoffset, GLsizei width, GLenum format, GLenum type,
1177                 const GLvoid * pixels,
1178                 const struct gl_pixelstore_attrib *packing,
1179                 struct gl_texture_object *texObj,
1180                 struct gl_texture_image *texImage)
1181{
1182   st_TexSubimage(ctx, 1, target, level, xoffset, 0, 0, width, 1, 1,
1183                  format, type, pixels, packing, texObj, texImage);
1184}
1185
1186
1187static void
1188st_CompressedTexSubImage1D(GLcontext *ctx, GLenum target, GLint level,
1189                           GLint xoffset, GLsizei width,
1190                           GLenum format,
1191                           GLsizei imageSize, const GLvoid *data,
1192                           struct gl_texture_object *texObj,
1193                           struct gl_texture_image *texImage)
1194{
1195   assert(0);
1196}
1197
1198
1199static void
1200st_CompressedTexSubImage2D(GLcontext *ctx, GLenum target, GLint level,
1201                           GLint xoffset, GLint yoffset,
1202                           GLsizei width, GLint height,
1203                           GLenum format,
1204                           GLsizei imageSize, const GLvoid *data,
1205                           struct gl_texture_object *texObj,
1206                           struct gl_texture_image *texImage)
1207{
1208   struct st_texture_image *stImage = st_texture_image(texImage);
1209   struct pipe_format_block block;
1210   int srcBlockStride;
1211   int dstBlockStride;
1212   int y;
1213
1214   if (stImage->pt) {
1215      unsigned face = _mesa_tex_target_to_face(target);
1216
1217      st_teximage_flush_before_map(ctx->st, stImage->pt, face, level,
1218				   PIPE_TRANSFER_WRITE);
1219      texImage->Data = st_texture_image_map(ctx->st, stImage, 0,
1220                                            PIPE_TRANSFER_WRITE,
1221                                            xoffset, yoffset,
1222                                            width, height);
1223
1224      block = stImage->pt->block;
1225      srcBlockStride = pf_get_stride(&block, width);
1226      dstBlockStride = stImage->transfer->stride;
1227   } else {
1228      assert(stImage->pt);
1229      /* TODO find good values for block and strides */
1230      /* TODO also adjust texImage->data for yoffset/xoffset */
1231      return;
1232   }
1233
1234   if (!texImage->Data) {
1235      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCompressedTexSubImage");
1236      return;
1237   }
1238
1239   assert(xoffset % block.width == 0);
1240   assert(yoffset % block.height == 0);
1241   assert(width % block.width == 0);
1242   assert(height % block.height == 0);
1243
1244   for (y = 0; y < height; y += block.height) {
1245      /* don't need to adjust for xoffset and yoffset as st_texture_image_map does that */
1246      const char *src = (const char*)data + srcBlockStride * pf_get_nblocksy(&block, y);
1247      char *dst = (char*)texImage->Data + dstBlockStride * pf_get_nblocksy(&block, y);
1248      memcpy(dst, src, pf_get_stride(&block, width));
1249   }
1250
1251   if (stImage->pt) {
1252      st_texture_image_unmap(ctx->st, stImage);
1253      texImage->Data = NULL;
1254   }
1255}
1256
1257
1258static void
1259st_CompressedTexSubImage3D(GLcontext *ctx, GLenum target, GLint level,
1260                           GLint xoffset, GLint yoffset, GLint zoffset,
1261                           GLsizei width, GLint height, GLint depth,
1262                           GLenum format,
1263                           GLsizei imageSize, const GLvoid *data,
1264                           struct gl_texture_object *texObj,
1265                           struct gl_texture_image *texImage)
1266{
1267   assert(0);
1268}
1269
1270
1271
1272/**
1273 * Do a CopyTexSubImage operation using a read transfer from the source,
1274 * a write transfer to the destination and get_tile()/put_tile() to access
1275 * the pixels/texels.
1276 *
1277 * Note: srcY=0=TOP of renderbuffer
1278 */
1279static void
1280fallback_copy_texsubimage(GLcontext *ctx, GLenum target, GLint level,
1281                          struct st_renderbuffer *strb,
1282                          struct st_texture_image *stImage,
1283                          GLenum baseFormat,
1284                          GLint destX, GLint destY, GLint destZ,
1285                          GLint srcX, GLint srcY,
1286                          GLsizei width, GLsizei height)
1287{
1288   struct pipe_context *pipe = ctx->st->pipe;
1289   struct pipe_screen *screen = pipe->screen;
1290   struct pipe_transfer *src_trans;
1291   GLvoid *texDest;
1292   enum pipe_transfer_usage transfer_usage;
1293
1294   assert(width <= MAX_WIDTH);
1295
1296   if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
1297      srcY = strb->Base.Height - srcY - height;
1298   }
1299
1300   src_trans = st_cond_flush_get_tex_transfer( st_context(ctx),
1301					       strb->texture,
1302					       0, 0, 0,
1303					       PIPE_TRANSFER_READ,
1304					       srcX, srcY,
1305					       width, height);
1306
1307   if (baseFormat == GL_DEPTH_COMPONENT &&
1308       pf_is_depth_and_stencil(stImage->pt->format))
1309      transfer_usage = PIPE_TRANSFER_READ_WRITE;
1310   else
1311      transfer_usage = PIPE_TRANSFER_WRITE;
1312
1313   st_teximage_flush_before_map(ctx->st, stImage->pt, 0, 0,
1314				transfer_usage);
1315
1316   texDest = st_texture_image_map(ctx->st, stImage, 0, transfer_usage,
1317                                  destX, destY, width, height);
1318
1319   if (baseFormat == GL_DEPTH_COMPONENT ||
1320       baseFormat == GL_DEPTH24_STENCIL8) {
1321      const GLboolean scaleOrBias = (ctx->Pixel.DepthScale != 1.0F ||
1322                                     ctx->Pixel.DepthBias != 0.0F);
1323      GLint row, yStep;
1324
1325      /* determine bottom-to-top vs. top-to-bottom order for src buffer */
1326      if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
1327         srcY = height - 1;
1328         yStep = -1;
1329      }
1330      else {
1331         srcY = 0;
1332         yStep = 1;
1333      }
1334
1335      /* To avoid a large temp memory allocation, do copy row by row */
1336      for (row = 0; row < height; row++, srcY += yStep) {
1337         uint data[MAX_WIDTH];
1338         pipe_get_tile_z(src_trans, 0, srcY, width, 1, data);
1339         if (scaleOrBias) {
1340            _mesa_scale_and_bias_depth_uint(ctx, width, data);
1341         }
1342         pipe_put_tile_z(stImage->transfer, 0, row, width, 1, data);
1343      }
1344   }
1345   else {
1346      /* RGBA format */
1347      GLfloat *tempSrc =
1348         (GLfloat *) _mesa_malloc(width * height * 4 * sizeof(GLfloat));
1349
1350      if (tempSrc && texDest) {
1351         const GLint dims = 2;
1352         const GLint dstRowStride = stImage->transfer->stride;
1353         struct gl_texture_image *texImage = &stImage->base;
1354         struct gl_pixelstore_attrib unpack = ctx->DefaultPacking;
1355
1356         if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
1357            unpack.Invert = GL_TRUE;
1358         }
1359
1360         /* get float/RGBA image from framebuffer */
1361         /* XXX this usually involves a lot of int/float conversion.
1362          * try to avoid that someday.
1363          */
1364         pipe_get_tile_rgba(src_trans, 0, 0, width, height, tempSrc);
1365
1366         /* Store into texture memory.
1367          * Note that this does some special things such as pixel transfer
1368          * ops and format conversion.  In particular, if the dest tex format
1369          * is actually RGBA but the user created the texture as GL_RGB we
1370          * need to fill-in/override the alpha channel with 1.0.
1371          */
1372         _mesa_texstore(ctx, dims,
1373                        texImage->_BaseFormat,
1374                        texImage->TexFormat,
1375                        texDest,
1376                        0, 0, 0,
1377                        dstRowStride,
1378                        texImage->ImageOffsets,
1379                        width, height, 1,
1380                        GL_RGBA, GL_FLOAT, tempSrc, /* src */
1381                        &unpack);
1382      }
1383      else {
1384         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
1385      }
1386
1387      if (tempSrc)
1388         _mesa_free(tempSrc);
1389   }
1390
1391   st_texture_image_unmap(ctx->st, stImage);
1392   screen->tex_transfer_destroy(src_trans);
1393}
1394
1395
1396static unsigned
1397compatible_src_dst_formats(const struct gl_renderbuffer *src,
1398                           const struct gl_texture_image *dst)
1399{
1400   const GLenum srcFormat = _mesa_get_format_base_format(src->Format);
1401   const GLenum dstLogicalFormat = _mesa_get_format_base_format(dst->TexFormat);
1402
1403   if (srcFormat == dstLogicalFormat) {
1404      /* This is the same as matching_base_formats, which should
1405       * always pass, as it did previously.
1406       */
1407      return TGSI_WRITEMASK_XYZW;
1408   }
1409   else if (srcFormat == GL_RGBA &&
1410            dstLogicalFormat == GL_RGB) {
1411      /* Add a single special case to cope with RGBA->RGB transfers,
1412       * setting A to 1.0 to cope with situations where the RGB
1413       * destination is actually stored as RGBA.
1414       */
1415      return TGSI_WRITEMASK_XYZ; /* A ==> 1.0 */
1416   }
1417   else {
1418      /* Otherwise fail.
1419       */
1420      return 0;
1421   }
1422}
1423
1424
1425
1426/**
1427 * Do a CopyTex[Sub]Image1/2/3D() using a hardware (blit) path if possible.
1428 * Note that the region to copy has already been clipped so we know we
1429 * won't read from outside the source renderbuffer's bounds.
1430 *
1431 * Note: srcY=0=Bottom of renderbuffer (GL convention)
1432 */
1433static void
1434st_copy_texsubimage(GLcontext *ctx,
1435                    GLenum target, GLint level,
1436                    GLint destX, GLint destY, GLint destZ,
1437                    GLint srcX, GLint srcY,
1438                    GLsizei width, GLsizei height)
1439{
1440   struct gl_texture_unit *texUnit =
1441      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1442   struct gl_texture_object *texObj =
1443      _mesa_select_tex_object(ctx, texUnit, target);
1444   struct gl_texture_image *texImage =
1445      _mesa_select_tex_image(ctx, texObj, target, level);
1446   struct st_texture_image *stImage = st_texture_image(texImage);
1447   const GLenum texBaseFormat = texImage->InternalFormat;
1448   struct gl_framebuffer *fb = ctx->ReadBuffer;
1449   struct st_renderbuffer *strb;
1450   struct pipe_context *pipe = ctx->st->pipe;
1451   struct pipe_screen *screen = pipe->screen;
1452   enum pipe_format dest_format, src_format;
1453   GLboolean use_fallback = GL_TRUE;
1454   GLboolean matching_base_formats;
1455   GLuint format_writemask;
1456   struct pipe_surface *dest_surface = NULL;
1457   GLboolean do_flip = (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP);
1458
1459   /* any rendering in progress must flushed before we grab the fb image */
1460   st_flush(ctx->st, PIPE_FLUSH_RENDER_CACHE, NULL);
1461
1462   /* make sure finalize_textures has been called?
1463    */
1464   if (0) st_validate_state(ctx->st);
1465
1466   /* determine if copying depth or color data */
1467   if (texBaseFormat == GL_DEPTH_COMPONENT ||
1468       texBaseFormat == GL_DEPTH24_STENCIL8) {
1469      strb = st_renderbuffer(fb->_DepthBuffer);
1470   }
1471   else if (texBaseFormat == GL_DEPTH_STENCIL_EXT) {
1472      strb = st_renderbuffer(fb->_StencilBuffer);
1473   }
1474   else {
1475      /* texBaseFormat == GL_RGB, GL_RGBA, GL_ALPHA, etc */
1476      strb = st_renderbuffer(fb->_ColorReadBuffer);
1477   }
1478
1479   if (!strb || !strb->surface || !stImage->pt) {
1480      debug_printf("%s: null strb or stImage\n", __FUNCTION__);
1481      return;
1482   }
1483
1484   if (srcX < 0) {
1485      width -= -srcX;
1486      destX += -srcX;
1487      srcX = 0;
1488   }
1489
1490   if (srcY < 0) {
1491      height -= -srcY;
1492      destY += -srcY;
1493      srcY = 0;
1494   }
1495
1496   if (destX < 0) {
1497      width -= -destX;
1498      srcX += -destX;
1499      destX = 0;
1500   }
1501
1502   if (destY < 0) {
1503      height -= -destY;
1504      srcY += -destY;
1505      destY = 0;
1506   }
1507
1508   if (width < 0 || height < 0)
1509      return;
1510
1511
1512   assert(strb);
1513   assert(strb->surface);
1514   assert(stImage->pt);
1515
1516   src_format = strb->surface->format;
1517   dest_format = stImage->pt->format;
1518
1519   /*
1520    * Determine if the src framebuffer and dest texture have the same
1521    * base format.  We need this to detect a case such as the framebuffer
1522    * being GL_RGBA but the texture being GL_RGB.  If the actual hardware
1523    * texture format stores RGBA we need to set A=1 (overriding the
1524    * framebuffer's alpha values).  We can't do that with the blit or
1525    * textured-quad paths.
1526    */
1527   matching_base_formats =
1528      (_mesa_get_format_base_format(strb->Base.Format) ==
1529       _mesa_get_format_base_format(texImage->TexFormat));
1530   format_writemask = compatible_src_dst_formats(&strb->Base, texImage);
1531
1532   if (ctx->_ImageTransferState == 0x0) {
1533
1534      if (matching_base_formats &&
1535          src_format == dest_format &&
1536          !do_flip)
1537      {
1538         /* use surface_copy() / blit */
1539
1540         dest_surface = screen->get_tex_surface(screen, stImage->pt,
1541                                                stImage->face, stImage->level,
1542                                                destZ,
1543                                                PIPE_BUFFER_USAGE_GPU_WRITE);
1544
1545         /* for surface_copy(), y=0=top, always */
1546         pipe->surface_copy(pipe,
1547                            /* dest */
1548                            dest_surface,
1549                            destX, destY,
1550                            /* src */
1551                            strb->surface,
1552                            srcX, srcY,
1553                            /* size */
1554                            width, height);
1555         use_fallback = GL_FALSE;
1556      }
1557      else if (format_writemask &&
1558               screen->is_format_supported(screen, src_format,
1559                                           PIPE_TEXTURE_2D,
1560                                           PIPE_TEXTURE_USAGE_SAMPLER,
1561                                           0) &&
1562               screen->is_format_supported(screen, dest_format,
1563                                           PIPE_TEXTURE_2D,
1564                                           PIPE_TEXTURE_USAGE_RENDER_TARGET,
1565                                           0)) {
1566         /* draw textured quad to do the copy */
1567         GLint srcY0, srcY1;
1568
1569         dest_surface = screen->get_tex_surface(screen, stImage->pt,
1570                                                stImage->face, stImage->level,
1571                                                destZ,
1572                                                PIPE_BUFFER_USAGE_GPU_WRITE);
1573
1574         if (do_flip) {
1575            srcY1 = strb->Base.Height - srcY - height;
1576            srcY0 = srcY1 + height;
1577         }
1578         else {
1579            srcY0 = srcY;
1580            srcY1 = srcY0 + height;
1581         }
1582         util_blit_pixels_writemask(ctx->st->blit,
1583                                    strb->surface,
1584                                    srcX, srcY0,
1585                                    srcX + width, srcY1,
1586                                    dest_surface,
1587                                    destX, destY,
1588                                    destX + width, destY + height,
1589                                    0.0, PIPE_TEX_MIPFILTER_NEAREST,
1590                                    format_writemask);
1591         use_fallback = GL_FALSE;
1592      }
1593
1594      if (dest_surface)
1595         pipe_surface_reference(&dest_surface, NULL);
1596   }
1597
1598   if (use_fallback) {
1599      /* software fallback */
1600      fallback_copy_texsubimage(ctx, target, level,
1601                                strb, stImage, texBaseFormat,
1602                                destX, destY, destZ,
1603                                srcX, srcY, width, height);
1604   }
1605}
1606
1607
1608
1609static void
1610st_CopyTexImage1D(GLcontext * ctx, GLenum target, GLint level,
1611                  GLenum internalFormat,
1612                  GLint x, GLint y, GLsizei width, GLint border)
1613{
1614   struct gl_texture_unit *texUnit =
1615      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1616   struct gl_texture_object *texObj =
1617      _mesa_select_tex_object(ctx, texUnit, target);
1618   struct gl_texture_image *texImage =
1619      _mesa_select_tex_image(ctx, texObj, target, level);
1620
1621   /* Setup or redefine the texture object, texture and texture
1622    * image.  Don't populate yet.
1623    */
1624   ctx->Driver.TexImage1D(ctx, target, level, internalFormat,
1625                          width, border,
1626                          GL_RGBA, CHAN_TYPE, NULL,
1627                          &ctx->DefaultPacking, texObj, texImage);
1628
1629   st_copy_texsubimage(ctx, target, level,
1630                       0, 0, 0,  /* destX,Y,Z */
1631                       x, y, width, 1);  /* src X, Y, size */
1632}
1633
1634
1635static void
1636st_CopyTexImage2D(GLcontext * ctx, GLenum target, GLint level,
1637                  GLenum internalFormat,
1638                  GLint x, GLint y, GLsizei width, GLsizei height,
1639                  GLint border)
1640{
1641   struct gl_texture_unit *texUnit =
1642      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1643   struct gl_texture_object *texObj =
1644      _mesa_select_tex_object(ctx, texUnit, target);
1645   struct gl_texture_image *texImage =
1646      _mesa_select_tex_image(ctx, texObj, target, level);
1647
1648   /* Setup or redefine the texture object, texture and texture
1649    * image.  Don't populate yet.
1650    */
1651   ctx->Driver.TexImage2D(ctx, target, level, internalFormat,
1652                          width, height, border,
1653                          GL_RGBA, CHAN_TYPE, NULL,
1654                          &ctx->DefaultPacking, texObj, texImage);
1655
1656   st_copy_texsubimage(ctx, target, level,
1657                       0, 0, 0,  /* destX,Y,Z */
1658                       x, y, width, height);  /* src X, Y, size */
1659}
1660
1661
1662static void
1663st_CopyTexSubImage1D(GLcontext * ctx, GLenum target, GLint level,
1664                     GLint xoffset, GLint x, GLint y, GLsizei width)
1665{
1666   const GLint yoffset = 0, zoffset = 0;
1667   const GLsizei height = 1;
1668   st_copy_texsubimage(ctx, target, level,
1669                       xoffset, yoffset, zoffset,  /* destX,Y,Z */
1670                       x, y, width, height);  /* src X, Y, size */
1671}
1672
1673
1674static void
1675st_CopyTexSubImage2D(GLcontext * ctx, GLenum target, GLint level,
1676                     GLint xoffset, GLint yoffset,
1677                     GLint x, GLint y, GLsizei width, GLsizei height)
1678{
1679   const GLint zoffset = 0;
1680   st_copy_texsubimage(ctx, target, level,
1681                       xoffset, yoffset, zoffset,  /* destX,Y,Z */
1682                       x, y, width, height);  /* src X, Y, size */
1683}
1684
1685
1686static void
1687st_CopyTexSubImage3D(GLcontext * ctx, GLenum target, GLint level,
1688                     GLint xoffset, GLint yoffset, GLint zoffset,
1689                     GLint x, GLint y, GLsizei width, GLsizei height)
1690{
1691   st_copy_texsubimage(ctx, target, level,
1692                       xoffset, yoffset, zoffset,  /* destX,Y,Z */
1693                       x, y, width, height);  /* src X, Y, size */
1694}
1695
1696
1697/**
1698 * Compute which mipmap levels that really need to be sent to the hardware.
1699 * This depends on the base image size, GL_TEXTURE_MIN_LOD,
1700 * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL.
1701 */
1702static void
1703calculate_first_last_level(struct st_texture_object *stObj)
1704{
1705   struct gl_texture_object *tObj = &stObj->base;
1706
1707   /* These must be signed values.  MinLod and MaxLod can be negative numbers,
1708    * and having firstLevel and lastLevel as signed prevents the need for
1709    * extra sign checks.
1710    */
1711   GLint firstLevel;
1712   GLint lastLevel;
1713
1714   /* Yes, this looks overly complicated, but it's all needed.
1715    */
1716   switch (tObj->Target) {
1717   case GL_TEXTURE_1D:
1718   case GL_TEXTURE_2D:
1719   case GL_TEXTURE_3D:
1720   case GL_TEXTURE_CUBE_MAP:
1721      if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) {
1722         /* GL_NEAREST and GL_LINEAR only care about GL_TEXTURE_BASE_LEVEL.
1723          */
1724         firstLevel = lastLevel = tObj->BaseLevel;
1725      }
1726      else {
1727         firstLevel = 0;
1728         lastLevel = MIN2(tObj->MaxLevel,
1729                          (int) tObj->Image[0][tObj->BaseLevel]->WidthLog2);
1730      }
1731      break;
1732   case GL_TEXTURE_RECTANGLE_NV:
1733   case GL_TEXTURE_4D_SGIS:
1734      firstLevel = lastLevel = 0;
1735      break;
1736   default:
1737      return;
1738   }
1739
1740   stObj->lastLevel = lastLevel;
1741}
1742
1743
1744static void
1745copy_image_data_to_texture(struct st_context *st,
1746			   struct st_texture_object *stObj,
1747                           GLuint dstLevel,
1748			   struct st_texture_image *stImage)
1749{
1750   if (stImage->pt) {
1751      /* Copy potentially with the blitter:
1752       */
1753      st_texture_image_copy(st->pipe,
1754                            stObj->pt, dstLevel,  /* dest texture, level */
1755                            stImage->pt, /* src texture */
1756                            stImage->face
1757                            );
1758
1759      pipe_texture_reference(&stImage->pt, NULL);
1760   }
1761   else if (stImage->base.Data) {
1762      assert(stImage->base.Data != NULL);
1763
1764      /* More straightforward upload.
1765       */
1766
1767      st_teximage_flush_before_map(st, stObj->pt, stImage->face, dstLevel,
1768				   PIPE_TRANSFER_WRITE);
1769
1770
1771      st_texture_image_data(st,
1772                            stObj->pt,
1773                            stImage->face,
1774                            dstLevel,
1775                            stImage->base.Data,
1776                            stImage->base.RowStride *
1777                            stObj->pt->block.size,
1778                            stImage->base.RowStride *
1779                            stImage->base.Height *
1780                            stObj->pt->block.size);
1781      _mesa_align_free(stImage->base.Data);
1782      stImage->base.Data = NULL;
1783   }
1784
1785   pipe_texture_reference(&stImage->pt, stObj->pt);
1786}
1787
1788
1789/**
1790 * Called during state validation.  When this function is finished,
1791 * the texture object should be ready for rendering.
1792 * \return GL_TRUE for success, GL_FALSE for failure (out of mem)
1793 */
1794GLboolean
1795st_finalize_texture(GLcontext *ctx,
1796		    struct pipe_context *pipe,
1797		    struct gl_texture_object *tObj,
1798		    GLboolean *needFlush)
1799{
1800   struct st_texture_object *stObj = st_texture_object(tObj);
1801   const GLuint nr_faces = (stObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
1802   GLuint cpp, face;
1803   struct st_texture_image *firstImage;
1804
1805   *needFlush = GL_FALSE;
1806
1807   /* We know/require this is true by now:
1808    */
1809   assert(stObj->base._Complete);
1810
1811   /* What levels must the texture include at a minimum?
1812    */
1813   calculate_first_last_level(stObj);
1814   firstImage = st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]);
1815
1816   /* If both firstImage and stObj point to a texture which can contain
1817    * all active images, favour firstImage.  Note that because of the
1818    * completeness requirement, we know that the image dimensions
1819    * will match.
1820    */
1821   if (firstImage->pt &&
1822       firstImage->pt != stObj->pt &&
1823       firstImage->pt->last_level >= stObj->lastLevel) {
1824      pipe_texture_reference(&stObj->pt, firstImage->pt);
1825   }
1826
1827   /* FIXME: determine format block instead of cpp */
1828   if (_mesa_is_format_compressed(firstImage->base.TexFormat)) {
1829      cpp = compressed_num_bytes(firstImage->base.TexFormat);
1830   }
1831   else {
1832      cpp = _mesa_get_format_bytes(firstImage->base.TexFormat);
1833   }
1834
1835   /* If we already have a gallium texture, check that it matches the texture
1836    * object's format, target, size, num_levels, etc.
1837    */
1838   if (stObj->pt) {
1839      const enum pipe_format fmt =
1840         st_mesa_format_to_pipe_format(firstImage->base.TexFormat);
1841      if (stObj->pt->target != gl_target_to_pipe(stObj->base.Target) ||
1842          stObj->pt->format != fmt ||
1843          stObj->pt->last_level < stObj->lastLevel ||
1844          stObj->pt->width[0] != firstImage->base.Width2 ||
1845          stObj->pt->height[0] != firstImage->base.Height2 ||
1846          stObj->pt->depth[0] != firstImage->base.Depth2 ||
1847          /* Nominal bytes per pixel: */
1848          stObj->pt->block.size / stObj->pt->block.width != cpp)
1849      {
1850         pipe_texture_reference(&stObj->pt, NULL);
1851         ctx->st->dirty.st |= ST_NEW_FRAMEBUFFER;
1852      }
1853   }
1854
1855   /* May need to create a new gallium texture:
1856    */
1857   if (!stObj->pt) {
1858      const enum pipe_format fmt =
1859         st_mesa_format_to_pipe_format(firstImage->base.TexFormat);
1860      GLuint usage = default_usage(fmt);
1861
1862      stObj->pt = st_texture_create(ctx->st,
1863                                    gl_target_to_pipe(stObj->base.Target),
1864                                    fmt,
1865                                    stObj->lastLevel,
1866                                    firstImage->base.Width2,
1867                                    firstImage->base.Height2,
1868                                    firstImage->base.Depth2,
1869                                    usage);
1870
1871      if (!stObj->pt) {
1872         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
1873         return GL_FALSE;
1874      }
1875   }
1876
1877   /* Pull in any images not in the object's texture:
1878    */
1879   for (face = 0; face < nr_faces; face++) {
1880      GLuint level;
1881      for (level = 0; level <= stObj->lastLevel; level++) {
1882         struct st_texture_image *stImage =
1883            st_texture_image(stObj->base.Image[face][stObj->base.BaseLevel + level]);
1884
1885         /* Need to import images in main memory or held in other textures.
1886          */
1887         if (stImage && stObj->pt != stImage->pt) {
1888            copy_image_data_to_texture(ctx->st, stObj, level, stImage);
1889	    *needFlush = GL_TRUE;
1890         }
1891      }
1892   }
1893
1894   return GL_TRUE;
1895}
1896
1897
1898/**
1899 * Returns pointer to a default/dummy texture.
1900 * This is typically used when the current shader has tex/sample instructions
1901 * but the user has not provided a (any) texture(s).
1902 */
1903struct gl_texture_object *
1904st_get_default_texture(struct st_context *st)
1905{
1906   if (!st->default_texture) {
1907      static const GLenum target = GL_TEXTURE_2D;
1908      GLubyte pixels[16][16][4];
1909      struct gl_texture_object *texObj;
1910      struct gl_texture_image *texImg;
1911      GLuint i, j;
1912
1913      /* The ARB_fragment_program spec says (0,0,0,1) should be returned
1914       * when attempting to sample incomplete textures.
1915       */
1916      for (i = 0; i < 16; i++) {
1917         for (j = 0; j < 16; j++) {
1918            pixels[i][j][0] = 0;
1919            pixels[i][j][1] = 0;
1920            pixels[i][j][2] = 0;
1921            pixels[i][j][3] = 255;
1922         }
1923      }
1924
1925      texObj = st->ctx->Driver.NewTextureObject(st->ctx, 0, target);
1926
1927      texImg = _mesa_get_tex_image(st->ctx, texObj, target, 0);
1928
1929      _mesa_init_teximage_fields(st->ctx, target, texImg,
1930                                 16, 16, 1, 0,  /* w, h, d, border */
1931                                 GL_RGBA);
1932
1933      st_TexImage(st->ctx, 2, target,
1934                  0, GL_RGBA,    /* level, intformat */
1935                  16, 16, 1, 0,  /* w, h, d, border */
1936                  GL_RGBA, GL_UNSIGNED_BYTE, pixels,
1937                  &st->ctx->DefaultPacking,
1938                  texObj, texImg,
1939                  0, 0);
1940
1941      texObj->MinFilter = GL_NEAREST;
1942      texObj->MagFilter = GL_NEAREST;
1943      texObj->_Complete = GL_TRUE;
1944
1945      st->default_texture = texObj;
1946   }
1947   return st->default_texture;
1948}
1949
1950
1951void
1952st_init_texture_functions(struct dd_function_table *functions)
1953{
1954   functions->ChooseTextureFormat = st_ChooseTextureFormat;
1955   functions->TexImage1D = st_TexImage1D;
1956   functions->TexImage2D = st_TexImage2D;
1957   functions->TexImage3D = st_TexImage3D;
1958   functions->TexSubImage1D = st_TexSubImage1D;
1959   functions->TexSubImage2D = st_TexSubImage2D;
1960   functions->TexSubImage3D = st_TexSubImage3D;
1961   functions->CompressedTexSubImage1D = st_CompressedTexSubImage1D;
1962   functions->CompressedTexSubImage2D = st_CompressedTexSubImage2D;
1963   functions->CompressedTexSubImage3D = st_CompressedTexSubImage3D;
1964   functions->CopyTexImage1D = st_CopyTexImage1D;
1965   functions->CopyTexImage2D = st_CopyTexImage2D;
1966   functions->CopyTexSubImage1D = st_CopyTexSubImage1D;
1967   functions->CopyTexSubImage2D = st_CopyTexSubImage2D;
1968   functions->CopyTexSubImage3D = st_CopyTexSubImage3D;
1969   functions->GenerateMipmap = st_generate_mipmap;
1970
1971   functions->GetTexImage = st_GetTexImage;
1972
1973   /* compressed texture functions */
1974   functions->CompressedTexImage2D = st_CompressedTexImage2D;
1975   functions->GetCompressedTexImage = st_GetCompressedTexImage;
1976
1977   functions->NewTextureObject = st_NewTextureObject;
1978   functions->NewTextureImage = st_NewTextureImage;
1979   functions->DeleteTexture = st_DeleteTextureObject;
1980   functions->FreeTexImageData = st_FreeTextureImageData;
1981   functions->UpdateTexturePalette = 0;
1982
1983   functions->TextureMemCpy = do_memcpy;
1984
1985   /* XXX Temporary until we can query pipe's texture sizes */
1986   functions->TestProxyTexImage = _mesa_test_proxy_teximage;
1987}
1988