st_cb_texture.c revision c3a8a41faabed4c9b84a6fbaf7a86a089b8fcbba
1/**************************************************************************
2 *
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28#include "main/imports.h"
29#include "main/convolve.h"
30#include "main/enums.h"
31#include "main/image.h"
32#include "main/macros.h"
33#include "main/mipmap.h"
34#include "main/pixel.h"
35#include "main/texcompress.h"
36#include "main/texformat.h"
37#include "main/teximage.h"
38#include "main/texobj.h"
39#include "main/texstore.h"
40
41#include "state_tracker/st_context.h"
42#include "state_tracker/st_cb_fbo.h"
43#include "state_tracker/st_cb_texture.h"
44#include "state_tracker/st_format.h"
45#include "state_tracker/st_public.h"
46#include "state_tracker/st_texture.h"
47#include "state_tracker/st_gen_mipmap.h"
48
49#include "pipe/p_context.h"
50#include "pipe/p_defines.h"
51#include "pipe/p_inlines.h"
52#include "util/p_tile.h"
53#include "util/u_blit.h"
54
55
56#define DBG if (0) printf
57
58
59static INLINE struct st_texture_image *
60st_texture_image(struct gl_texture_image *img)
61{
62   return (struct st_texture_image *) img;
63}
64
65
66static enum pipe_texture_target
67gl_target_to_pipe(GLenum target)
68{
69   switch (target) {
70   case GL_TEXTURE_1D:
71      return PIPE_TEXTURE_1D;
72
73   case GL_TEXTURE_2D:
74   case GL_TEXTURE_RECTANGLE_NV:
75      return PIPE_TEXTURE_2D;
76
77   case GL_TEXTURE_3D:
78      return PIPE_TEXTURE_3D;
79
80   case GL_TEXTURE_CUBE_MAP_ARB:
81      return PIPE_TEXTURE_CUBE;
82
83   default:
84      assert(0);
85      return 0;
86   }
87}
88
89
90/**
91 * Return nominal bytes per texel for a compressed format, 0 for non-compressed
92 * format.
93 */
94static int
95compressed_num_bytes(GLuint mesaFormat)
96{
97   switch(mesaFormat) {
98   case MESA_FORMAT_RGB_FXT1:
99   case MESA_FORMAT_RGBA_FXT1:
100   case MESA_FORMAT_RGB_DXT1:
101   case MESA_FORMAT_RGBA_DXT1:
102      return 2;
103   case MESA_FORMAT_RGBA_DXT3:
104   case MESA_FORMAT_RGBA_DXT5:
105      return 4;
106   default:
107      return 0;
108   }
109}
110
111
112static GLboolean
113st_IsTextureResident(GLcontext * ctx, struct gl_texture_object *texObj)
114{
115#if 0
116   struct intel_context *intel = intel_context(ctx);
117   struct st_texture_object *stObj = st_texture_object(texObj);
118
119   return
120      stObj->pt &&
121      stObj->pt->region &&
122      intel_is_region_resident(intel, stObj->pt->region);
123#endif
124   return 1;
125}
126
127
128static struct gl_texture_image *
129st_NewTextureImage(GLcontext * ctx)
130{
131   DBG("%s\n", __FUNCTION__);
132   (void) ctx;
133   return (struct gl_texture_image *) CALLOC_STRUCT(st_texture_image);
134}
135
136
137static struct gl_texture_object *
138st_NewTextureObject(GLcontext * ctx, GLuint name, GLenum target)
139{
140   struct st_texture_object *obj = CALLOC_STRUCT(st_texture_object);
141
142   DBG("%s\n", __FUNCTION__);
143   _mesa_initialize_texture_object(&obj->base, name, target);
144
145   return &obj->base;
146}
147
148static void
149st_DeleteTextureObject(GLcontext *ctx,
150                       struct gl_texture_object *texObj)
151{
152   struct st_texture_object *stObj = st_texture_object(texObj);
153   if (stObj->pt)
154      pipe_texture_release(&stObj->pt);
155
156   _mesa_delete_texture_object(ctx, texObj);
157}
158
159
160static void
161st_FreeTextureImageData(GLcontext * ctx, struct gl_texture_image *texImage)
162{
163   struct st_texture_image *stImage = st_texture_image(texImage);
164
165   DBG("%s\n", __FUNCTION__);
166
167   if (stImage->pt) {
168      pipe_texture_release(&stImage->pt);
169   }
170
171   if (texImage->Data) {
172      free(texImage->Data);
173      texImage->Data = NULL;
174   }
175}
176
177
178/* ================================================================
179 * From linux kernel i386 header files, copes with odd sizes better
180 * than COPY_DWORDS would:
181 * XXX Put this in src/mesa/main/imports.h ???
182 */
183#if defined(i386) || defined(__i386__)
184static INLINE void *
185__memcpy(void *to, const void *from, size_t n)
186{
187   int d0, d1, d2;
188   __asm__ __volatile__("rep ; movsl\n\t"
189                        "testb $2,%b4\n\t"
190                        "je 1f\n\t"
191                        "movsw\n"
192                        "1:\ttestb $1,%b4\n\t"
193                        "je 2f\n\t"
194                        "movsb\n" "2:":"=&c"(d0), "=&D"(d1), "=&S"(d2)
195                        :"0"(n / 4), "q"(n), "1"((long) to), "2"((long) from)
196                        :"memory");
197   return (to);
198}
199#else
200#define __memcpy(a,b,c) memcpy(a,b,c)
201#endif
202
203
204/* The system memcpy (at least on ubuntu 5.10) has problems copying
205 * to agp (writecombined) memory from a source which isn't 64-byte
206 * aligned - there is a 4x performance falloff.
207 *
208 * The x86 __memcpy is immune to this but is slightly slower
209 * (10%-ish) than the system memcpy.
210 *
211 * The sse_memcpy seems to have a slight cliff at 64/32 bytes, but
212 * isn't much faster than x86_memcpy for agp copies.
213 *
214 * TODO: switch dynamically.
215 */
216static void *
217do_memcpy(void *dest, const void *src, size_t n)
218{
219   if ((((unsigned) src) & 63) || (((unsigned) dest) & 63)) {
220      return __memcpy(dest, src, n);
221   }
222   else
223      return memcpy(dest, src, n);
224}
225
226
227/* Functions to store texture images.  Where possible, textures
228 * will be created or further instantiated with image data, otherwise
229 * images will be stored in malloc'd memory.  A validation step is
230 * required to pull those images into a texture, or otherwise
231 * decide a fallback is required.
232 */
233
234
235static int
236logbase2(int n)
237{
238   GLint i = 1;
239   GLint log2 = 0;
240
241   while (n > i) {
242      i *= 2;
243      log2++;
244   }
245
246   return log2;
247}
248
249
250/**
251 * Allocate a pipe_texture object for the given st_texture_object using
252 * the given st_texture_image to guess the mipmap size/levels.
253 *
254 * [comments...]
255 * Otherwise, store it in memory if (Border != 0) or (any dimension ==
256 * 1).
257 *
258 * Otherwise, if max_level >= level >= min_level, create texture with
259 * space for images from min_level down to max_level.
260 *
261 * Otherwise, create texture with space for images from (level 0)..(1x1).
262 * Consider pruning this texture at a validation if the saving is worth it.
263 */
264static void
265guess_and_alloc_texture(struct st_context *st,
266			struct st_texture_object *stObj,
267			const struct st_texture_image *stImage)
268{
269   GLuint firstLevel;
270   GLuint lastLevel;
271   GLuint width = stImage->base.Width2;  /* size w/out border */
272   GLuint height = stImage->base.Height2;
273   GLuint depth = stImage->base.Depth2;
274   GLuint i, comp_byte = 0;
275
276   DBG("%s\n", __FUNCTION__);
277
278   assert(!stObj->pt);
279
280   if (stObj->pt &&
281       stImage->level > stObj->base.BaseLevel &&
282       (stImage->base.Width == 1 ||
283        (stObj->base.Target != GL_TEXTURE_1D &&
284         stImage->base.Height == 1) ||
285        (stObj->base.Target == GL_TEXTURE_3D &&
286         stImage->base.Depth == 1)))
287      return;
288
289   /* If this image disrespects BaseLevel, allocate from level zero.
290    * Usually BaseLevel == 0, so it's unlikely to happen.
291    */
292   if (stImage->level < stObj->base.BaseLevel)
293      firstLevel = 0;
294   else
295      firstLevel = stObj->base.BaseLevel;
296
297
298   /* Figure out image dimensions at start level.
299    */
300   for (i = stImage->level; i > firstLevel; i--) {
301      if (width != 1)
302         width <<= 1;
303      if (height != 1)
304         height <<= 1;
305      if (depth != 1)
306         depth <<= 1;
307   }
308
309   /* Guess a reasonable value for lastLevel.  This is probably going
310    * to be wrong fairly often and might mean that we have to look at
311    * resizable buffers, or require that buffers implement lazy
312    * pagetable arrangements.
313    */
314   if ((stObj->base.MinFilter == GL_NEAREST ||
315        stObj->base.MinFilter == GL_LINEAR) &&
316       stImage->level == firstLevel) {
317      lastLevel = firstLevel;
318   }
319   else {
320      GLuint l2width = logbase2(width);
321      GLuint l2height = logbase2(height);
322      GLuint l2depth = logbase2(depth);
323      lastLevel = firstLevel + MAX2(MAX2(l2width, l2height), l2depth);
324   }
325
326   if (stImage->base.IsCompressed)
327      comp_byte = compressed_num_bytes(stImage->base.TexFormat->MesaFormat);
328
329   stObj->pt = st_texture_create(st,
330                                 gl_target_to_pipe(stObj->base.Target),
331                                 st_mesa_format_to_pipe_format(stImage->base.TexFormat->MesaFormat),
332                                 lastLevel,
333                                 width,
334                                 height,
335                                 depth,
336                                 comp_byte);
337
338   DBG("%s - success\n", __FUNCTION__);
339}
340
341
342/* There are actually quite a few combinations this will work for,
343 * more than what I've listed here.
344 */
345static GLboolean
346check_pbo_format(GLint internalFormat,
347                 GLenum format, GLenum type,
348                 const struct gl_texture_format *mesa_format)
349{
350   switch (internalFormat) {
351   case 4:
352   case GL_RGBA:
353      return (format == GL_BGRA &&
354              (type == GL_UNSIGNED_BYTE ||
355               type == GL_UNSIGNED_INT_8_8_8_8_REV) &&
356              mesa_format == &_mesa_texformat_argb8888);
357   case 3:
358   case GL_RGB:
359      return (format == GL_RGB &&
360              type == GL_UNSIGNED_SHORT_5_6_5 &&
361              mesa_format == &_mesa_texformat_rgb565);
362   case GL_YCBCR_MESA:
363      return (type == GL_UNSIGNED_SHORT_8_8_MESA || type == GL_UNSIGNED_BYTE);
364   default:
365      return GL_FALSE;
366   }
367}
368
369
370/* XXX: Do this for TexSubImage also:
371 */
372static GLboolean
373try_pbo_upload(GLcontext *ctx,
374               struct st_texture_image *stImage,
375               const struct gl_pixelstore_attrib *unpack,
376               GLint internalFormat,
377               GLint width, GLint height,
378               GLenum format, GLenum type, const void *pixels)
379{
380   return GL_FALSE;  /* XXX fix flushing/locking/blitting below */
381#if 000
382   struct intel_context *intel = intel_context(ctx);
383   struct intel_buffer_object *pbo = intel_buffer_object(unpack->BufferObj);
384   GLuint src_offset, src_stride;
385   GLuint dst_offset, dst_stride;
386
387   if (!pbo ||
388       ctx._ImageTransferState ||
389       unpack->SkipPixels || unpack->SkipRows) {
390      _mesa_printf("%s: failure 1\n", __FUNCTION__);
391      return GL_FALSE;
392   }
393
394   src_offset = (GLuint) pixels;
395
396   if (unpack->RowLength > 0)
397      src_stride = unpack->RowLength;
398   else
399      src_stride = width;
400
401   dst_offset = st_texture_image_offset(stImage->pt,
402                                           stImage->face,
403                                           stImage->level);
404
405   dst_stride = stImage->pt->pitch;
406
407   {
408      struct _DriBufferObject *src_buffer =
409         intel_bufferobj_buffer(intel, pbo, INTEL_READ);
410
411      /* Temporary hack: cast to _DriBufferObject:
412       */
413      struct _DriBufferObject *dst_buffer =
414         (struct _DriBufferObject *)stImage->pt->region->buffer;
415
416
417      intelEmitCopyBlit(intel,
418                        stImage->pt->cpp,
419                        src_stride, src_buffer, src_offset,
420                        dst_stride, dst_buffer, dst_offset,
421                        0, 0, 0, 0, width, height,
422			GL_COPY);
423   }
424
425   return GL_TRUE;
426#endif
427}
428
429
430/**
431 * Adjust pixel unpack params and image dimensions to strip off the
432 * texture border.
433 * Gallium doesn't support texture borders.  They've seldem been used
434 * and seldom been implemented correctly anyway.
435 * \param unpackNew  returns the new pixel unpack parameters
436 */
437static void
438strip_texture_border(GLint border,
439                     GLint *width, GLint *height, GLint *depth,
440                     const struct gl_pixelstore_attrib *unpack,
441                     struct gl_pixelstore_attrib *unpackNew)
442{
443   assert(border > 0);  /* sanity check */
444
445   *unpackNew = *unpack;
446
447   if (unpackNew->RowLength == 0)
448      unpackNew->RowLength = *width;
449
450   if (depth && unpackNew->ImageHeight == 0)
451      unpackNew->ImageHeight = *height;
452
453   unpackNew->SkipPixels += border;
454   if (height)
455      unpackNew->SkipRows += border;
456   if (depth)
457      unpackNew->SkipImages += border;
458
459   assert(*width >= 3);
460   *width = *width - 2 * border;
461   if (height && *height >= 3)
462      *height = *height - 2 * border;
463   if (depth && *depth >= 3)
464      *depth = *depth - 2 * border;
465}
466
467
468static void
469st_TexImage(GLcontext * ctx,
470            GLint dims,
471            GLenum target, GLint level,
472            GLint internalFormat,
473            GLint width, GLint height, GLint depth,
474            GLint border,
475            GLenum format, GLenum type, const void *pixels,
476            const struct gl_pixelstore_attrib *unpack,
477            struct gl_texture_object *texObj,
478            struct gl_texture_image *texImage,
479            GLsizei imageSize, int compressed)
480{
481   struct st_texture_object *stObj = st_texture_object(texObj);
482   struct st_texture_image *stImage = st_texture_image(texImage);
483   GLint postConvWidth, postConvHeight;
484   GLint texelBytes, sizeInBytes;
485   GLuint dstRowStride;
486   struct gl_pixelstore_attrib unpackNB;
487
488   DBG("%s target %s level %d %dx%dx%d border %d\n", __FUNCTION__,
489       _mesa_lookup_enum_by_nr(target), level, width, height, depth, border);
490
491   /* gallium does not support texture borders, strip it off */
492   if (border) {
493      strip_texture_border(border, &width, &height, &depth,
494                           unpack, &unpackNB);
495      unpack = &unpackNB;
496      texImage->Width = width;
497      texImage->Height = height;
498      texImage->Depth = depth;
499      texImage->Border = 0;
500      border = 0;
501   }
502
503   postConvWidth = width;
504   postConvHeight = height;
505
506   stImage->face = _mesa_tex_target_to_face(target);
507   stImage->level = level;
508
509   if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) {
510      _mesa_adjust_image_for_convolution(ctx, dims, &postConvWidth,
511                                         &postConvHeight);
512   }
513
514   /* choose the texture format */
515   texImage->TexFormat = st_ChooseTextureFormat(ctx, internalFormat,
516                                                format, type);
517
518   _mesa_set_fetch_functions(texImage, dims);
519
520   if (texImage->TexFormat->TexelBytes == 0) {
521      /* must be a compressed format */
522      texelBytes = 0;
523      texImage->IsCompressed = GL_TRUE;
524      texImage->CompressedSize =
525	 ctx->Driver.CompressedTextureSize(ctx, texImage->Width,
526					   texImage->Height, texImage->Depth,
527					   texImage->TexFormat->MesaFormat);
528   }
529   else {
530      texelBytes = texImage->TexFormat->TexelBytes;
531
532      /* Minimum pitch of 32 bytes */
533      if (postConvWidth * texelBytes < 32) {
534	 postConvWidth = 32 / texelBytes;
535	 texImage->RowStride = postConvWidth;
536      }
537
538      /* we'll set RowStride elsewhere when the texture is a "mapped" state */
539      /*assert(texImage->RowStride == postConvWidth);*/
540   }
541
542   /* Release the reference to a potentially orphaned buffer.
543    * Release any old malloced memory.
544    */
545   if (stImage->pt) {
546      pipe_texture_release(&stImage->pt);
547      assert(!texImage->Data);
548   }
549   else if (texImage->Data) {
550      _mesa_align_free(texImage->Data);
551   }
552
553   /* If this is the only mipmap level in the texture, could call
554    * bmBufferData with NULL data to free the old block and avoid
555    * waiting on any outstanding fences.
556    */
557   if (stObj->pt &&
558       /*stObj->pt->first_level == level &&*/
559       stObj->pt->last_level == level &&
560       stObj->pt->target != PIPE_TEXTURE_CUBE &&
561       !st_texture_match_image(stObj->pt, &stImage->base,
562                                  stImage->face, stImage->level)) {
563
564      DBG("release it\n");
565      pipe_texture_release(&stObj->pt);
566      assert(!stObj->pt);
567   }
568
569   if (!stObj->pt) {
570      guess_and_alloc_texture(ctx->st, stObj, stImage);
571      if (!stObj->pt) {
572         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
573         return;
574      }
575   }
576
577   assert(!stImage->pt);
578
579   if (stObj->pt &&
580       st_texture_match_image(stObj->pt, &stImage->base,
581                                 stImage->face, stImage->level)) {
582
583      pipe_texture_reference(&stImage->pt, stObj->pt);
584      assert(stImage->pt);
585   }
586
587   if (!stImage->pt)
588      DBG("XXX: Image did not fit into texture - storing in local memory!\n");
589
590#if 0 /* XXX FIX when st_buffer_objects are in place */
591   /* PBO fastpaths:
592    */
593   if (dims <= 2 &&
594       stImage->pt &&
595       intel_buffer_object(unpack->BufferObj) &&
596       check_pbo_format(internalFormat, format,
597                        type, texImage->TexFormat)) {
598
599      DBG("trying pbo upload\n");
600
601
602
603      /* Otherwise, attempt to use the blitter for PBO image uploads.
604       */
605      if (try_pbo_upload(intel, stImage, unpack,
606                         internalFormat,
607                         width, height, format, type, pixels)) {
608         DBG("pbo upload succeeded\n");
609         return;
610      }
611
612      DBG("pbo upload failed\n");
613   }
614#else
615   (void) try_pbo_upload;
616   (void) check_pbo_format;
617#endif
618
619
620   /* st_CopyTexImage calls this function with pixels == NULL, with
621    * the expectation that the texture will be set up but nothing
622    * more will be done.  This is where those calls return:
623    */
624   if (compressed) {
625      pixels = _mesa_validate_pbo_compressed_teximage(ctx, imageSize, pixels,
626						      unpack,
627						      "glCompressedTexImage");
628   } else {
629      pixels = _mesa_validate_pbo_teximage(ctx, dims, width, height, 1,
630					   format, type,
631					   pixels, unpack, "glTexImage");
632   }
633   if (!pixels)
634      return;
635
636   if (stImage->pt) {
637      texImage->Data = st_texture_image_map(ctx->st, stImage, 0,
638                                            PIPE_BUFFER_USAGE_CPU_WRITE);
639      dstRowStride = stImage->surface->pitch * stImage->surface->cpp;
640   }
641   else {
642      /* Allocate regular memory and store the image there temporarily.   */
643      if (texImage->IsCompressed) {
644         sizeInBytes = texImage->CompressedSize;
645         dstRowStride =
646            _mesa_compressed_row_stride(texImage->TexFormat->MesaFormat, width);
647         assert(dims != 3);
648      }
649      else {
650         dstRowStride = postConvWidth * texelBytes;
651         sizeInBytes = depth * dstRowStride * postConvHeight;
652      }
653
654      texImage->Data = malloc(sizeInBytes);
655   }
656
657   DBG("Upload image %dx%dx%d row_len %x pitch %x\n",
658       width, height, depth, width * texelBytes, dstRowStride);
659
660   /* Copy data.  Would like to know when it's ok for us to eg. use
661    * the blitter to copy.  Or, use the hardware to do the format
662    * conversion and copy:
663    */
664   if (compressed) {
665      memcpy(texImage->Data, pixels, imageSize);
666   }
667   else {
668      GLuint srcImageStride = _mesa_image_image_stride(unpack, width, height,
669						       format, type);
670      int i;
671      const GLubyte *src = (const GLubyte *) pixels;
672
673      for (i = 0; i++ < depth;) {
674	 if (!texImage->TexFormat->StoreImage(ctx, dims,
675					      texImage->_BaseFormat,
676					      texImage->TexFormat,
677					      texImage->Data,
678					      0, 0, 0, /* dstX/Y/Zoffset */
679					      dstRowStride,
680					      texImage->ImageOffsets,
681					      width, height, 1,
682					      format, type, src, unpack)) {
683	    _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
684	 }
685
686	 if (stImage->pt && i < depth) {
687	    st_texture_image_unmap(ctx->st, stImage);
688	    texImage->Data = st_texture_image_map(ctx->st, stImage, i,
689                                                  PIPE_BUFFER_USAGE_CPU_WRITE);
690	    src += srcImageStride;
691	 }
692      }
693   }
694
695   _mesa_unmap_teximage_pbo(ctx, unpack);
696
697   if (stImage->pt) {
698      st_texture_image_unmap(ctx->st, stImage);
699      texImage->Data = NULL;
700   }
701
702   if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
703      ctx->Driver.GenerateMipmap(ctx, target, texObj);
704   }
705}
706
707
708static void
709st_TexImage3D(GLcontext * ctx,
710                GLenum target, GLint level,
711                GLint internalFormat,
712                GLint width, GLint height, GLint depth,
713                GLint border,
714                GLenum format, GLenum type, const void *pixels,
715                const struct gl_pixelstore_attrib *unpack,
716                struct gl_texture_object *texObj,
717                struct gl_texture_image *texImage)
718{
719   st_TexImage(ctx, 3, target, level,
720                 internalFormat, width, height, depth, border,
721                 format, type, pixels, unpack, texObj, texImage, 0, 0);
722}
723
724
725static void
726st_TexImage2D(GLcontext * ctx,
727                GLenum target, GLint level,
728                GLint internalFormat,
729                GLint width, GLint height, GLint border,
730                GLenum format, GLenum type, const void *pixels,
731                const struct gl_pixelstore_attrib *unpack,
732                struct gl_texture_object *texObj,
733                struct gl_texture_image *texImage)
734{
735   st_TexImage(ctx, 2, target, level,
736                 internalFormat, width, height, 1, border,
737                 format, type, pixels, unpack, texObj, texImage, 0, 0);
738}
739
740
741static void
742st_TexImage1D(GLcontext * ctx,
743                GLenum target, GLint level,
744                GLint internalFormat,
745                GLint width, GLint border,
746                GLenum format, GLenum type, const void *pixels,
747                const struct gl_pixelstore_attrib *unpack,
748                struct gl_texture_object *texObj,
749                struct gl_texture_image *texImage)
750{
751   st_TexImage(ctx, 1, target, level,
752                 internalFormat, width, 1, 1, border,
753                 format, type, pixels, unpack, texObj, texImage, 0, 0);
754}
755
756
757static void
758st_CompressedTexImage2D( GLcontext *ctx, GLenum target, GLint level,
759				GLint internalFormat,
760				GLint width, GLint height, GLint border,
761				GLsizei imageSize, const GLvoid *data,
762				struct gl_texture_object *texObj,
763				struct gl_texture_image *texImage )
764{
765   st_TexImage(ctx, 2, target, level,
766		 internalFormat, width, height, 1, border,
767		 0, 0, data, &ctx->Unpack, texObj, texImage, imageSize, 1);
768}
769
770
771/**
772 * Need to map texture image into memory before copying image data,
773 * then unmap it.
774 */
775static void
776st_get_tex_image(GLcontext * ctx, GLenum target, GLint level,
777                 GLenum format, GLenum type, GLvoid * pixels,
778                 struct gl_texture_object *texObj,
779                 struct gl_texture_image *texImage, int compressed)
780{
781   struct st_texture_image *stImage = st_texture_image(texImage);
782   GLuint dstImageStride = _mesa_image_image_stride(&ctx->Pack, texImage->Width,
783						    texImage->Height, format,
784						    type);
785   GLuint depth;
786   int i;
787   GLubyte *dest;
788
789   /* Map */
790   if (stImage->pt) {
791      /* Image is stored in hardware format in a buffer managed by the
792       * kernel.  Need to explicitly map and unmap it.
793       */
794      texImage->Data = st_texture_image_map(ctx->st, stImage, 0,
795                                            PIPE_BUFFER_USAGE_CPU_READ);
796      texImage->RowStride = stImage->surface->pitch;
797   }
798   else {
799      /* Otherwise, the image should actually be stored in
800       * texImage->Data.  This is pretty confusing for
801       * everybody, I'd much prefer to separate the two functions of
802       * texImage->Data - storage for texture images in main memory
803       * and access (ie mappings) of images.  In other words, we'd
804       * create a new texImage->Map field and leave Data simply for
805       * storage.
806       */
807      assert(texImage->Data);
808   }
809
810   depth = texImage->Depth;
811   texImage->Depth = 1;
812
813   dest = (GLubyte *) pixels;
814
815   for (i = 0; i++ < depth;) {
816      if (compressed) {
817	 _mesa_get_compressed_teximage(ctx, target, level, dest,
818				       texObj, texImage);
819      } else {
820	 _mesa_get_teximage(ctx, target, level, format, type, dest,
821			    texObj, texImage);
822      }
823
824      if (stImage->pt && i < depth) {
825	 st_texture_image_unmap(ctx->st, stImage);
826	 texImage->Data = st_texture_image_map(ctx->st, stImage, i,
827                                               PIPE_BUFFER_USAGE_CPU_READ);
828	 dest += dstImageStride;
829      }
830   }
831
832   texImage->Depth = depth;
833
834   /* Unmap */
835   if (stImage->pt) {
836      st_texture_image_unmap(ctx->st, stImage);
837      texImage->Data = NULL;
838   }
839}
840
841
842static void
843st_GetTexImage(GLcontext * ctx, GLenum target, GLint level,
844                 GLenum format, GLenum type, GLvoid * pixels,
845                 struct gl_texture_object *texObj,
846                 struct gl_texture_image *texImage)
847{
848   st_get_tex_image(ctx, target, level, format, type, pixels,
849                    texObj, texImage, 0);
850}
851
852
853static void
854st_GetCompressedTexImage(GLcontext *ctx, GLenum target, GLint level,
855			   GLvoid *pixels,
856			   const struct gl_texture_object *texObj,
857			   const struct gl_texture_image *texImage)
858{
859   st_get_tex_image(ctx, target, level, 0, 0, pixels,
860                    (struct gl_texture_object *) texObj,
861                    (struct gl_texture_image *) texImage, 1);
862}
863
864
865
866static void
867st_TexSubimage(GLcontext * ctx,
868                 GLint dims,
869                 GLenum target, GLint level,
870                 GLint xoffset, GLint yoffset, GLint zoffset,
871                 GLint width, GLint height, GLint depth,
872                 GLenum format, GLenum type, const void *pixels,
873                 const struct gl_pixelstore_attrib *packing,
874                 struct gl_texture_object *texObj,
875                 struct gl_texture_image *texImage)
876{
877   struct st_texture_image *stImage = st_texture_image(texImage);
878   GLuint dstRowStride;
879   GLuint srcImageStride = _mesa_image_image_stride(packing, width, height,
880						    format, type);
881   int i;
882   const GLubyte *src;
883
884   DBG("%s target %s level %d offset %d,%d %dx%d\n", __FUNCTION__,
885       _mesa_lookup_enum_by_nr(target),
886       level, xoffset, yoffset, width, height);
887
888   pixels =
889      _mesa_validate_pbo_teximage(ctx, dims, width, height, depth, format,
890                                  type, pixels, packing, "glTexSubImage2D");
891   if (!pixels)
892      return;
893
894   /* Map buffer if necessary.  Need to lock to prevent other contexts
895    * from uploading the buffer under us.
896    */
897   if (stImage->pt) {
898      texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset,
899                                            PIPE_BUFFER_USAGE_CPU_WRITE);
900      dstRowStride = stImage->surface->pitch * stImage->surface->cpp;
901   }
902
903   if (!texImage->Data) {
904      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
905      return;
906   }
907
908   src = (const GLubyte *) pixels;
909
910   for (i = 0; i++ < depth;) {
911      if (!texImage->TexFormat->StoreImage(ctx, dims, texImage->_BaseFormat,
912					   texImage->TexFormat,
913					   texImage->Data,
914					   xoffset, yoffset, 0,
915					   dstRowStride,
916					   texImage->ImageOffsets,
917					   width, height, 1,
918					   format, type, src, packing)) {
919	 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
920      }
921
922      if (stImage->pt && i < depth) {
923         /* map next slice of 3D texture */
924	 st_texture_image_unmap(ctx->st, stImage);
925	 texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset + i,
926                                               PIPE_BUFFER_USAGE_CPU_WRITE);
927	 src += srcImageStride;
928      }
929   }
930
931   if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
932      ctx->Driver.GenerateMipmap(ctx, target, texObj);
933   }
934
935   _mesa_unmap_teximage_pbo(ctx, packing);
936
937   if (stImage->pt) {
938      st_texture_image_unmap(ctx->st, stImage);
939      texImage->Data = NULL;
940   }
941}
942
943
944
945static void
946st_TexSubImage3D(GLcontext * ctx,
947                   GLenum target,
948                   GLint level,
949                   GLint xoffset, GLint yoffset, GLint zoffset,
950                   GLsizei width, GLsizei height, GLsizei depth,
951                   GLenum format, GLenum type,
952                   const GLvoid * pixels,
953                   const struct gl_pixelstore_attrib *packing,
954                   struct gl_texture_object *texObj,
955                   struct gl_texture_image *texImage)
956{
957   st_TexSubimage(ctx, 3, target, level,
958                  xoffset, yoffset, zoffset,
959                  width, height, depth,
960                  format, type, pixels, packing, texObj, texImage);
961}
962
963
964
965static void
966st_TexSubImage2D(GLcontext * ctx,
967                   GLenum target,
968                   GLint level,
969                   GLint xoffset, GLint yoffset,
970                   GLsizei width, GLsizei height,
971                   GLenum format, GLenum type,
972                   const GLvoid * pixels,
973                   const struct gl_pixelstore_attrib *packing,
974                   struct gl_texture_object *texObj,
975                   struct gl_texture_image *texImage)
976{
977   st_TexSubimage(ctx, 2, target, level,
978                  xoffset, yoffset, 0,
979                  width, height, 1,
980                  format, type, pixels, packing, texObj, texImage);
981}
982
983
984static void
985st_TexSubImage1D(GLcontext * ctx,
986                   GLenum target,
987                   GLint level,
988                   GLint xoffset,
989                   GLsizei width,
990                   GLenum format, GLenum type,
991                   const GLvoid * pixels,
992                   const struct gl_pixelstore_attrib *packing,
993                   struct gl_texture_object *texObj,
994                   struct gl_texture_image *texImage)
995{
996   st_TexSubimage(ctx, 1, target, level,
997                  xoffset, 0, 0,
998                  width, 1, 1,
999                  format, type, pixels, packing, texObj, texImage);
1000}
1001
1002
1003
1004/**
1005 * Return 0 for GL_TEXTURE_CUBE_MAP_POSITIVE_X,
1006 *        1 for GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
1007 *        etc.
1008 * XXX duplicated from main/teximage.c
1009 */
1010static uint
1011texture_face(GLenum target)
1012{
1013   if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB &&
1014       target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB)
1015      return (GLuint) target - (GLuint) GL_TEXTURE_CUBE_MAP_POSITIVE_X;
1016   else
1017      return 0;
1018}
1019
1020
1021
1022/**
1023 * Do a CopyTexSubImage operation by mapping the source surface and
1024 * dest surface and using get_tile()/put_tile() to access the pixels/texels.
1025 *
1026 * Note: srcY=0=TOP of renderbuffer
1027 */
1028static void
1029fallback_copy_texsubimage(GLcontext *ctx,
1030                          GLenum target,
1031                          GLint level,
1032                          struct st_renderbuffer *strb,
1033                          struct st_texture_image *stImage,
1034                          GLenum baseFormat,
1035                          GLint destX, GLint destY, GLint destZ,
1036                          GLint srcX, GLint srcY,
1037                          GLsizei width, GLsizei height)
1038{
1039   struct pipe_context *pipe = ctx->st->pipe;
1040   struct pipe_screen *screen = pipe->screen;
1041   const uint face = texture_face(target);
1042   struct pipe_texture *pt = stImage->pt;
1043   struct pipe_surface *src_surf, *dest_surf;
1044   GLint row, yStep;
1045
1046   st_flush(ctx->st, PIPE_FLUSH_RENDER_CACHE, NULL);
1047
1048   /* determine bottom-to-top vs. top-to-bottom order */
1049   if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
1050      destY = height - 1 - destY;
1051      yStep = -1;
1052   }
1053   else {
1054      yStep = 1;
1055   }
1056
1057   src_surf = strb->surface;
1058
1059   dest_surf = screen->get_tex_surface(screen, pt, face, level, destZ,
1060                                       PIPE_BUFFER_USAGE_CPU_WRITE);
1061
1062   assert(width <= MAX_WIDTH);
1063
1064   /*
1065    * To avoid a large temp memory allocation, do copy row by row.
1066    */
1067   if (baseFormat == GL_DEPTH_COMPONENT) {
1068      const GLboolean scaleOrBias = (ctx->Pixel.DepthScale != 1.0F ||
1069                                     ctx->Pixel.DepthBias != 0.0F);
1070
1071      for (row = 0; row < height; row++, srcY++, destY += yStep) {
1072         uint data[MAX_WIDTH];
1073         pipe_get_tile_z(pipe, src_surf, srcX, srcY, width, 1, data);
1074         if (scaleOrBias) {
1075            _mesa_scale_and_bias_depth_uint(ctx, width, data);
1076         }
1077         pipe_put_tile_z(pipe, dest_surf, destX, destY, width, 1, data);
1078      }
1079   }
1080   else {
1081      /* RGBA format */
1082      for (row = 0; row < height; row++, srcY++, destY += yStep) {
1083         float data[4 * MAX_WIDTH];
1084         pipe_get_tile_rgba(pipe, src_surf, srcX, srcY, width, 1, data);
1085         /* XXX we're ignoring convolution for now */
1086         if (ctx->_ImageTransferState) {
1087            _mesa_apply_rgba_transfer_ops(ctx,
1088                          ctx->_ImageTransferState & ~IMAGE_CONVOLUTION_BIT,
1089                          width, (GLfloat (*)[4]) data);
1090         }
1091         pipe_put_tile_rgba(pipe, dest_surf, destX, destY, width, 1, data);
1092      }
1093   }
1094}
1095
1096
1097
1098
1099/**
1100 * Do a CopyTex[Sub]Image using an optimized hardware (blit) path.
1101 * Note that the region to copy has already been clip tested.
1102 *
1103 * Note: srcY=0=Bottom of renderbuffer
1104 *
1105 * \return GL_TRUE if success, GL_FALSE if failure (use a fallback)
1106 */
1107static void
1108do_copy_texsubimage(GLcontext *ctx,
1109                    GLenum target, GLint level,
1110                    GLint destX, GLint destY, GLint destZ,
1111                    GLint srcX, GLint srcY,
1112                    GLsizei width, GLsizei height)
1113{
1114   struct gl_texture_unit *texUnit =
1115      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1116   struct gl_texture_object *texObj =
1117      _mesa_select_tex_object(ctx, texUnit, target);
1118   struct gl_texture_image *texImage =
1119      _mesa_select_tex_image(ctx, texObj, target, level);
1120   struct st_texture_image *stImage = st_texture_image(texImage);
1121   GLenum baseFormat = texImage->InternalFormat;
1122   struct gl_framebuffer *fb = ctx->ReadBuffer;
1123   struct st_renderbuffer *strb;
1124   struct pipe_context *pipe = ctx->st->pipe;
1125   struct pipe_screen *screen = pipe->screen;
1126   struct pipe_surface *dest_surface;
1127   uint dest_format, src_format;
1128   uint do_flip = FALSE;
1129   GLboolean use_fallback = GL_TRUE;
1130
1131   (void) texImage;
1132
1133   /* determine if copying depth or color data */
1134   if (baseFormat == GL_DEPTH_COMPONENT) {
1135      strb = st_renderbuffer(fb->_DepthBuffer);
1136   }
1137   else if (baseFormat == GL_DEPTH_STENCIL_EXT) {
1138      strb = st_renderbuffer(fb->_StencilBuffer);
1139   }
1140   else {
1141      /* baseFormat == GL_RGB, GL_RGBA, GL_ALPHA, etc */
1142      strb = st_renderbuffer(fb->_ColorReadBuffer);
1143   }
1144
1145   assert(strb);
1146   assert(strb->surface);
1147   assert(stImage->pt);
1148
1149   if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
1150      srcY = strb->Base.Height - srcY - height;
1151      do_flip = TRUE;
1152   }
1153
1154   src_format = strb->surface->format;
1155   dest_format = stImage->pt->format;
1156
1157   dest_surface = screen->get_tex_surface(screen, stImage->pt, stImage->face,
1158                                          stImage->level, destZ,
1159                                          PIPE_BUFFER_USAGE_CPU_WRITE);
1160
1161   if (ctx->_ImageTransferState == 0x0 &&
1162       strb->surface->buffer &&
1163       dest_surface->buffer) {
1164      /* do blit-style copy */
1165
1166      /* XXX may need to invert image depending on window
1167       * vs. user-created FBO
1168       */
1169
1170#if 0
1171      /* A bit of fiddling to get the blitter to work with -ve
1172       * pitches.  But we get a nice inverted blit this way, so it's
1173       * worth it:
1174       */
1175      intelEmitCopyBlit(intel,
1176                        stImage->pt->cpp,
1177                        -src->pitch,
1178                        src->buffer,
1179                        src->height * src->pitch * src->cpp,
1180                        stImage->pt->pitch,
1181                        stImage->pt->region->buffer,
1182                        dest_offset,
1183                        x, y + height, dstx, dsty, width, height,
1184                        GL_COPY); /* ? */
1185#else
1186
1187      if (src_format == dest_format) {
1188          pipe->surface_copy(pipe,
1189			     do_flip,
1190			     /* dest */
1191			     dest_surface,
1192			     destX, destY,
1193			     /* src */
1194			     strb->surface,
1195			     srcX, srcY,
1196			     /* size */
1197			     width, height);
1198          use_fallback = GL_FALSE;
1199      }
1200      else if (screen->is_format_supported(screen, strb->surface->format,
1201                                           PIPE_TEXTURE) &&
1202               screen->is_format_supported(screen, dest_surface->format,
1203                                           PIPE_SURFACE)) {
1204         util_blit_pixels(ctx->st->blit,
1205                          strb->surface,
1206                          srcX, do_flip ? srcY + height : srcY,
1207                          srcX + width, do_flip ? srcY : srcY + height,
1208                          dest_surface,
1209                          destX, destY, destX + width, destY + height,
1210                          0.0, PIPE_TEX_MIPFILTER_NEAREST);
1211         use_fallback = GL_FALSE;
1212      }
1213#endif
1214   }
1215
1216   if (use_fallback) {
1217      fallback_copy_texsubimage(ctx, target, level,
1218                                strb, stImage, baseFormat,
1219                                destX, destY, destZ,
1220                                srcX, srcY, width, height);
1221   }
1222
1223   pipe_surface_reference(&dest_surface, NULL);
1224
1225   if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
1226      ctx->Driver.GenerateMipmap(ctx, target, texObj);
1227   }
1228}
1229
1230
1231
1232static void
1233st_CopyTexImage1D(GLcontext * ctx, GLenum target, GLint level,
1234                  GLenum internalFormat,
1235                  GLint x, GLint y, GLsizei width, GLint border)
1236{
1237   struct gl_texture_unit *texUnit =
1238      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1239   struct gl_texture_object *texObj =
1240      _mesa_select_tex_object(ctx, texUnit, target);
1241   struct gl_texture_image *texImage =
1242      _mesa_select_tex_image(ctx, texObj, target, level);
1243
1244#if 0
1245   if (border)
1246      goto fail;
1247#endif
1248
1249   /* Setup or redefine the texture object, texture and texture
1250    * image.  Don't populate yet.
1251    */
1252   ctx->Driver.TexImage1D(ctx, target, level, internalFormat,
1253                          width, border,
1254                          GL_RGBA, CHAN_TYPE, NULL,
1255                          &ctx->DefaultPacking, texObj, texImage);
1256
1257   do_copy_texsubimage(ctx, target, level,
1258                       0, 0, 0,
1259                       x, y, width, 1);
1260}
1261
1262
1263static void
1264st_CopyTexImage2D(GLcontext * ctx, GLenum target, GLint level,
1265                  GLenum internalFormat,
1266                  GLint x, GLint y, GLsizei width, GLsizei height,
1267                  GLint border)
1268{
1269   struct gl_texture_unit *texUnit =
1270      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1271   struct gl_texture_object *texObj =
1272      _mesa_select_tex_object(ctx, texUnit, target);
1273   struct gl_texture_image *texImage =
1274      _mesa_select_tex_image(ctx, texObj, target, level);
1275
1276#if 0
1277   if (border)
1278      goto fail;
1279#endif
1280
1281   /* Setup or redefine the texture object, texture and texture
1282    * image.  Don't populate yet.
1283    */
1284   ctx->Driver.TexImage2D(ctx, target, level, internalFormat,
1285                          width, height, border,
1286                          GL_RGBA, CHAN_TYPE, NULL,
1287                          &ctx->DefaultPacking, texObj, texImage);
1288
1289
1290   do_copy_texsubimage(ctx, target, level,
1291                       0, 0, 0,
1292                       x, y, width, height);
1293}
1294
1295
1296static void
1297st_CopyTexSubImage1D(GLcontext * ctx, GLenum target, GLint level,
1298                     GLint xoffset, GLint x, GLint y, GLsizei width)
1299{
1300   const GLint yoffset = 0, zoffset = 0;
1301   const GLsizei height = 1;
1302   do_copy_texsubimage(ctx, target, level,
1303                       xoffset, yoffset, zoffset,
1304                       x, y, width, height);
1305}
1306
1307
1308static void
1309st_CopyTexSubImage2D(GLcontext * ctx, GLenum target, GLint level,
1310                     GLint xoffset, GLint yoffset,
1311                     GLint x, GLint y, GLsizei width, GLsizei height)
1312{
1313   const GLint zoffset = 0;
1314   do_copy_texsubimage(ctx, target, level,
1315                       xoffset, yoffset, zoffset,
1316                       x, y, width, height);
1317}
1318
1319
1320static void
1321st_CopyTexSubImage3D(GLcontext * ctx, GLenum target, GLint level,
1322                     GLint xoffset, GLint yoffset, GLint zoffset,
1323                     GLint x, GLint y, GLsizei width, GLsizei height)
1324{
1325   do_copy_texsubimage(ctx, target, level,
1326                       xoffset, yoffset, zoffset,
1327                       x, y, width, height);
1328}
1329
1330
1331
1332
1333/**
1334 * Compute which mipmap levels that really need to be sent to the hardware.
1335 * This depends on the base image size, GL_TEXTURE_MIN_LOD,
1336 * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL.
1337 */
1338static void
1339calculate_first_last_level(struct st_texture_object *stObj)
1340{
1341   struct gl_texture_object *tObj = &stObj->base;
1342
1343   /* These must be signed values.  MinLod and MaxLod can be negative numbers,
1344    * and having firstLevel and lastLevel as signed prevents the need for
1345    * extra sign checks.
1346    */
1347   int firstLevel;
1348   int lastLevel;
1349
1350   /* Yes, this looks overly complicated, but it's all needed.
1351    */
1352   switch (tObj->Target) {
1353   case GL_TEXTURE_1D:
1354   case GL_TEXTURE_2D:
1355   case GL_TEXTURE_3D:
1356   case GL_TEXTURE_CUBE_MAP:
1357      if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) {
1358         /* GL_NEAREST and GL_LINEAR only care about GL_TEXTURE_BASE_LEVEL.
1359          */
1360         firstLevel = lastLevel = tObj->BaseLevel;
1361      }
1362      else {
1363         firstLevel = 0;
1364         lastLevel = MIN2(tObj->MaxLevel, tObj->Image[0][0]->WidthLog2);
1365      }
1366      break;
1367   case GL_TEXTURE_RECTANGLE_NV:
1368   case GL_TEXTURE_4D_SGIS:
1369      firstLevel = lastLevel = 0;
1370      break;
1371   default:
1372      return;
1373   }
1374
1375   stObj->lastLevel = lastLevel;
1376}
1377
1378
1379static void
1380copy_image_data_to_texture(struct st_context *st,
1381			   struct st_texture_object *stObj,
1382                           GLuint dstLevel,
1383			   struct st_texture_image *stImage)
1384{
1385   if (stImage->pt) {
1386      /* Copy potentially with the blitter:
1387       */
1388      st_texture_image_copy(st->pipe,
1389                            stObj->pt, dstLevel,  /* dest texture, level */
1390                            stImage->pt, /* src texture */
1391                            stImage->face
1392                            );
1393
1394      pipe_texture_release(&stImage->pt);
1395   }
1396   else if (stImage->base.Data) {
1397      assert(stImage->base.Data != NULL);
1398
1399      /* More straightforward upload.
1400       */
1401      st_texture_image_data(st->pipe,
1402                               stObj->pt,
1403                               stImage->face,
1404                               dstLevel,
1405                               stImage->base.Data,
1406                               stImage->base.RowStride,
1407                               stImage->base.RowStride *
1408                               stImage->base.Height);
1409      _mesa_align_free(stImage->base.Data);
1410      stImage->base.Data = NULL;
1411   }
1412
1413   pipe_texture_reference(&stImage->pt, stObj->pt);
1414}
1415
1416
1417/**
1418 * Called during state validation.  When this function is finished,
1419 * the texture object should be ready for rendering.
1420 * \return GL_TRUE for success, GL_FALSE for failure (out of mem)
1421 */
1422GLboolean
1423st_finalize_texture(GLcontext *ctx,
1424		    struct pipe_context *pipe,
1425		    struct gl_texture_object *tObj,
1426		    GLboolean *needFlush)
1427{
1428   struct st_texture_object *stObj = st_texture_object(tObj);
1429   const GLuint nr_faces = (stObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
1430   int comp_byte = 0;
1431   int cpp;
1432   GLuint face;
1433   struct st_texture_image *firstImage;
1434
1435   *needFlush = GL_FALSE;
1436
1437   /* We know/require this is true by now:
1438    */
1439   assert(stObj->base._Complete);
1440
1441   /* What levels must the texture include at a minimum?
1442    */
1443   calculate_first_last_level(stObj);
1444   firstImage = st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]);
1445
1446#if 0
1447   /* Fallback case:
1448    */
1449   if (firstImage->base.Border) {
1450      if (stObj->pt) {
1451         pipe_texture_release(&stObj->pt);
1452      }
1453      return GL_FALSE;
1454   }
1455#endif
1456
1457   /* If both firstImage and stObj point to a texture which can contain
1458    * all active images, favour firstImage.  Note that because of the
1459    * completeness requirement, we know that the image dimensions
1460    * will match.
1461    */
1462   if (firstImage->pt &&
1463       firstImage->pt != stObj->pt &&
1464       firstImage->pt->last_level >= stObj->lastLevel) {
1465
1466      if (stObj->pt)
1467         pipe_texture_release(&stObj->pt);
1468
1469      pipe_texture_reference(&stObj->pt, firstImage->pt);
1470   }
1471
1472   if (firstImage->base.IsCompressed) {
1473      comp_byte = compressed_num_bytes(firstImage->base.TexFormat->MesaFormat);
1474      cpp = comp_byte;
1475   }
1476   else {
1477      cpp = firstImage->base.TexFormat->TexelBytes;
1478   }
1479
1480   /* Check texture can hold all active levels.  Check texture matches
1481    * target, imageFormat, etc.
1482    */
1483   if (stObj->pt &&
1484       (stObj->pt->target != gl_target_to_pipe(stObj->base.Target) ||
1485	stObj->pt->format !=
1486	st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat) ||
1487	stObj->pt->last_level < stObj->lastLevel ||
1488	stObj->pt->cpp != cpp ||
1489	stObj->pt->compressed != firstImage->base.IsCompressed)) {
1490      pipe_texture_release(&stObj->pt);
1491   }
1492
1493
1494   /* May need to create a new texture:
1495    */
1496   if (!stObj->pt) {
1497      stObj->pt = st_texture_create(ctx->st,
1498                                    gl_target_to_pipe(stObj->base.Target),
1499                                    st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat),
1500                                    stObj->lastLevel,
1501                                    firstImage->base.Width2,
1502                                    firstImage->base.Height2,
1503                                    firstImage->base.Depth2,
1504                                    comp_byte);
1505      if (!stObj->pt) {
1506         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
1507         return GL_FALSE;
1508      }
1509   }
1510
1511   /* Pull in any images not in the object's texture:
1512    */
1513   for (face = 0; face < nr_faces; face++) {
1514      GLuint level;
1515      for (level = 0; level <= stObj->lastLevel; level++) {
1516         struct st_texture_image *stImage =
1517            st_texture_image(stObj->base.Image[face][stObj->base.BaseLevel + level]);
1518
1519         /* Need to import images in main memory or held in other textures.
1520          */
1521         if (stImage && stObj->pt != stImage->pt) {
1522            copy_image_data_to_texture(ctx->st, stObj, level, stImage);
1523	    *needFlush = GL_TRUE;
1524         }
1525      }
1526   }
1527
1528   return GL_TRUE;
1529}
1530
1531
1532
1533
1534void
1535st_init_texture_functions(struct dd_function_table *functions)
1536{
1537   functions->ChooseTextureFormat = st_ChooseTextureFormat;
1538   functions->TexImage1D = st_TexImage1D;
1539   functions->TexImage2D = st_TexImage2D;
1540   functions->TexImage3D = st_TexImage3D;
1541   functions->TexSubImage1D = st_TexSubImage1D;
1542   functions->TexSubImage2D = st_TexSubImage2D;
1543   functions->TexSubImage3D = st_TexSubImage3D;
1544   functions->CopyTexImage1D = st_CopyTexImage1D;
1545   functions->CopyTexImage2D = st_CopyTexImage2D;
1546   functions->CopyTexSubImage1D = st_CopyTexSubImage1D;
1547   functions->CopyTexSubImage2D = st_CopyTexSubImage2D;
1548   functions->CopyTexSubImage3D = st_CopyTexSubImage3D;
1549   functions->GenerateMipmap = st_generate_mipmap;
1550
1551   functions->GetTexImage = st_GetTexImage;
1552
1553   /* compressed texture functions */
1554   functions->CompressedTexImage2D = st_CompressedTexImage2D;
1555   functions->GetCompressedTexImage = st_GetCompressedTexImage;
1556   functions->CompressedTextureSize = _mesa_compressed_texture_size;
1557
1558   functions->NewTextureObject = st_NewTextureObject;
1559   functions->NewTextureImage = st_NewTextureImage;
1560   functions->DeleteTexture = st_DeleteTextureObject;
1561   functions->FreeTexImageData = st_FreeTextureImageData;
1562   functions->UpdateTexturePalette = 0;
1563   functions->IsTextureResident = st_IsTextureResident;
1564
1565   functions->TextureMemCpy = do_memcpy;
1566
1567   /* XXX Temporary until we can query pipe's texture sizes */
1568   functions->TestProxyTexImage = _mesa_test_proxy_teximage;
1569}
1570