st_cb_texture.c revision d4074c509b5d28be0a2ec51d40329e1aed7047ef
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 pipe_context *pipe = ctx->st->pipe;
482   struct st_texture_object *stObj = st_texture_object(texObj);
483   struct st_texture_image *stImage = st_texture_image(texImage);
484   GLint postConvWidth, postConvHeight;
485   GLint texelBytes, sizeInBytes;
486   GLuint dstRowStride;
487   struct gl_pixelstore_attrib unpackNB;
488
489   DBG("%s target %s level %d %dx%dx%d border %d\n", __FUNCTION__,
490       _mesa_lookup_enum_by_nr(target), level, width, height, depth, border);
491
492   /* gallium does not support texture borders, strip it off */
493   if (border) {
494      strip_texture_border(border, &width, &height, &depth,
495                           unpack, &unpackNB);
496      unpack = &unpackNB;
497      texImage->Width = width;
498      texImage->Height = height;
499      texImage->Depth = depth;
500      texImage->Border = 0;
501      border = 0;
502   }
503
504   postConvWidth = width;
505   postConvHeight = height;
506
507   stImage->face = _mesa_tex_target_to_face(target);
508   stImage->level = level;
509
510   if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) {
511      _mesa_adjust_image_for_convolution(ctx, dims, &postConvWidth,
512                                         &postConvHeight);
513   }
514
515   /* choose the texture format */
516   texImage->TexFormat = st_ChooseTextureFormat(ctx, internalFormat,
517                                                format, type);
518
519   _mesa_set_fetch_functions(texImage, dims);
520
521   if (texImage->TexFormat->TexelBytes == 0) {
522      /* must be a compressed format */
523      texelBytes = 0;
524      texImage->IsCompressed = GL_TRUE;
525      texImage->CompressedSize =
526	 ctx->Driver.CompressedTextureSize(ctx, texImage->Width,
527					   texImage->Height, texImage->Depth,
528					   texImage->TexFormat->MesaFormat);
529   }
530   else {
531      texelBytes = texImage->TexFormat->TexelBytes;
532
533      /* Minimum pitch of 32 bytes */
534      if (postConvWidth * texelBytes < 32) {
535	 postConvWidth = 32 / texelBytes;
536	 texImage->RowStride = postConvWidth;
537      }
538
539      /* we'll set RowStride elsewhere when the texture is a "mapped" state */
540      /*assert(texImage->RowStride == postConvWidth);*/
541   }
542
543   /* Release the reference to a potentially orphaned buffer.
544    * Release any old malloced memory.
545    */
546   if (stImage->pt) {
547      pipe_texture_release(&stImage->pt);
548      assert(!texImage->Data);
549   }
550   else if (texImage->Data) {
551      _mesa_align_free(texImage->Data);
552   }
553
554   /* If this is the only mipmap level in the texture, could call
555    * bmBufferData with NULL data to free the old block and avoid
556    * waiting on any outstanding fences.
557    */
558   if (stObj->pt &&
559       (stObj->teximage_realloc ||
560        (/*stObj->pt->first_level == level &&*/
561         stObj->pt->last_level == level &&
562         stObj->pt->target != PIPE_TEXTURE_CUBE &&
563         !st_texture_match_image(stObj->pt, &stImage->base,
564                                 stImage->face, stImage->level)))) {
565
566      DBG("release it\n");
567      pipe_texture_release(&stObj->pt);
568      assert(!stObj->pt);
569      stObj->teximage_realloc = FALSE;
570   }
571
572   if (!stObj->pt) {
573      guess_and_alloc_texture(ctx->st, stObj, stImage);
574      if (!stObj->pt) {
575         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
576         return;
577      }
578   }
579
580   assert(!stImage->pt);
581
582   if (stObj->pt &&
583       st_texture_match_image(stObj->pt, &stImage->base,
584                                 stImage->face, stImage->level)) {
585
586      pipe_texture_reference(&stImage->pt, stObj->pt);
587      assert(stImage->pt);
588   }
589
590   if (!stImage->pt)
591      DBG("XXX: Image did not fit into texture - storing in local memory!\n");
592
593#if 0 /* XXX FIX when st_buffer_objects are in place */
594   /* PBO fastpaths:
595    */
596   if (dims <= 2 &&
597       stImage->pt &&
598       intel_buffer_object(unpack->BufferObj) &&
599       check_pbo_format(internalFormat, format,
600                        type, texImage->TexFormat)) {
601
602      DBG("trying pbo upload\n");
603
604
605
606      /* Otherwise, attempt to use the blitter for PBO image uploads.
607       */
608      if (try_pbo_upload(intel, stImage, unpack,
609                         internalFormat,
610                         width, height, format, type, pixels)) {
611         DBG("pbo upload succeeded\n");
612         return;
613      }
614
615      DBG("pbo upload failed\n");
616   }
617#else
618   (void) try_pbo_upload;
619   (void) check_pbo_format;
620#endif
621
622
623   /* st_CopyTexImage calls this function with pixels == NULL, with
624    * the expectation that the texture will be set up but nothing
625    * more will be done.  This is where those calls return:
626    */
627   if (compressed) {
628      pixels = _mesa_validate_pbo_compressed_teximage(ctx, imageSize, pixels,
629						      unpack,
630						      "glCompressedTexImage");
631   } else {
632      pixels = _mesa_validate_pbo_teximage(ctx, dims, width, height, 1,
633					   format, type,
634					   pixels, unpack, "glTexImage");
635   }
636   if (!pixels)
637      return;
638
639   if (stImage->pt) {
640      texImage->Data = st_texture_image_map(ctx->st, stImage, 0);
641      dstRowStride = stImage->surface->pitch * stImage->surface->cpp;
642   }
643   else {
644      /* Allocate regular memory and store the image there temporarily.   */
645      if (texImage->IsCompressed) {
646         sizeInBytes = texImage->CompressedSize;
647         dstRowStride =
648            _mesa_compressed_row_stride(texImage->TexFormat->MesaFormat, width);
649         assert(dims != 3);
650      }
651      else {
652         dstRowStride = postConvWidth * texelBytes;
653         sizeInBytes = depth * dstRowStride * postConvHeight;
654      }
655
656      texImage->Data = malloc(sizeInBytes);
657   }
658
659   DBG("Upload image %dx%dx%d row_len %x pitch %x\n",
660       width, height, depth, width * texelBytes, dstRowStride);
661
662   /* Copy data.  Would like to know when it's ok for us to eg. use
663    * the blitter to copy.  Or, use the hardware to do the format
664    * conversion and copy:
665    */
666   if (compressed) {
667      memcpy(texImage->Data, pixels, imageSize);
668   }
669   else {
670      GLuint srcImageStride = _mesa_image_image_stride(unpack, width, height,
671						       format, type);
672      int i;
673      const GLubyte *src = (const GLubyte *) pixels;
674
675      for (i = 0; i++ < depth;) {
676	 if (!texImage->TexFormat->StoreImage(ctx, dims,
677					      texImage->_BaseFormat,
678					      texImage->TexFormat,
679					      texImage->Data,
680					      0, 0, 0, /* dstX/Y/Zoffset */
681					      dstRowStride,
682					      texImage->ImageOffsets,
683					      width, height, 1,
684					      format, type, src, unpack)) {
685	    _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
686	 }
687
688	 if (stImage->pt && i < depth) {
689	    st_texture_image_unmap(stImage);
690	    texImage->Data = st_texture_image_map(ctx->st, stImage, i);
691	    src += srcImageStride;
692	 }
693      }
694   }
695
696   _mesa_unmap_teximage_pbo(ctx, unpack);
697
698   if (stImage->pt) {
699      st_texture_image_unmap(stImage);
700      texImage->Data = NULL;
701   }
702
703   if (stObj->pt)
704      pipe->texture_update(pipe, stObj->pt, stImage->face, (1 << level));
705
706   if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
707      ctx->Driver.GenerateMipmap(ctx, target, texObj);
708   }
709}
710
711
712static void
713st_TexImage3D(GLcontext * ctx,
714                GLenum target, GLint level,
715                GLint internalFormat,
716                GLint width, GLint height, GLint depth,
717                GLint border,
718                GLenum format, GLenum type, const void *pixels,
719                const struct gl_pixelstore_attrib *unpack,
720                struct gl_texture_object *texObj,
721                struct gl_texture_image *texImage)
722{
723   st_TexImage(ctx, 3, target, level,
724                 internalFormat, width, height, depth, border,
725                 format, type, pixels, unpack, texObj, texImage, 0, 0);
726}
727
728
729static void
730st_TexImage2D(GLcontext * ctx,
731                GLenum target, GLint level,
732                GLint internalFormat,
733                GLint width, GLint height, GLint border,
734                GLenum format, GLenum type, const void *pixels,
735                const struct gl_pixelstore_attrib *unpack,
736                struct gl_texture_object *texObj,
737                struct gl_texture_image *texImage)
738{
739   st_TexImage(ctx, 2, target, level,
740                 internalFormat, width, height, 1, border,
741                 format, type, pixels, unpack, texObj, texImage, 0, 0);
742}
743
744
745static void
746st_TexImage1D(GLcontext * ctx,
747                GLenum target, GLint level,
748                GLint internalFormat,
749                GLint width, GLint border,
750                GLenum format, GLenum type, const void *pixels,
751                const struct gl_pixelstore_attrib *unpack,
752                struct gl_texture_object *texObj,
753                struct gl_texture_image *texImage)
754{
755   st_TexImage(ctx, 1, target, level,
756                 internalFormat, width, 1, 1, border,
757                 format, type, pixels, unpack, texObj, texImage, 0, 0);
758}
759
760
761static void
762st_CompressedTexImage2D( GLcontext *ctx, GLenum target, GLint level,
763				GLint internalFormat,
764				GLint width, GLint height, GLint border,
765				GLsizei imageSize, const GLvoid *data,
766				struct gl_texture_object *texObj,
767				struct gl_texture_image *texImage )
768{
769   st_TexImage(ctx, 2, target, level,
770		 internalFormat, width, height, 1, border,
771		 0, 0, data, &ctx->Unpack, texObj, texImage, imageSize, 1);
772}
773
774
775/**
776 * Need to map texture image into memory before copying image data,
777 * then unmap it.
778 */
779static void
780st_get_tex_image(GLcontext * ctx, GLenum target, GLint level,
781                 GLenum format, GLenum type, GLvoid * pixels,
782                 struct gl_texture_object *texObj,
783                 struct gl_texture_image *texImage, int compressed)
784{
785   struct st_texture_image *stImage = st_texture_image(texImage);
786   GLuint dstImageStride = _mesa_image_image_stride(&ctx->Pack, texImage->Width,
787						    texImage->Height, format,
788						    type);
789   GLuint depth;
790   int i;
791   GLubyte *dest;
792
793   /* Map */
794   if (stImage->pt) {
795      /* Image is stored in hardware format in a buffer managed by the
796       * kernel.  Need to explicitly map and unmap it.
797       */
798      texImage->Data = st_texture_image_map(ctx->st, stImage, 0);
799      texImage->RowStride = stImage->surface->pitch;
800   }
801   else {
802      /* Otherwise, the image should actually be stored in
803       * texImage->Data.  This is pretty confusing for
804       * everybody, I'd much prefer to separate the two functions of
805       * texImage->Data - storage for texture images in main memory
806       * and access (ie mappings) of images.  In other words, we'd
807       * create a new texImage->Map field and leave Data simply for
808       * storage.
809       */
810      assert(texImage->Data);
811   }
812
813   depth = texImage->Depth;
814   texImage->Depth = 1;
815
816   dest = (GLubyte *) pixels;
817
818   for (i = 0; i++ < depth;) {
819      if (compressed) {
820	 _mesa_get_compressed_teximage(ctx, target, level, dest,
821				       texObj, texImage);
822      } else {
823	 _mesa_get_teximage(ctx, target, level, format, type, dest,
824			    texObj, texImage);
825      }
826
827      if (stImage->pt && i < depth) {
828	 st_texture_image_unmap(stImage);
829	 texImage->Data = st_texture_image_map(ctx->st, stImage, i);
830	 dest += dstImageStride;
831      }
832   }
833
834   texImage->Depth = depth;
835
836   /* Unmap */
837   if (stImage->pt) {
838      st_texture_image_unmap(stImage);
839      texImage->Data = NULL;
840   }
841}
842
843
844static void
845st_GetTexImage(GLcontext * ctx, GLenum target, GLint level,
846                 GLenum format, GLenum type, GLvoid * pixels,
847                 struct gl_texture_object *texObj,
848                 struct gl_texture_image *texImage)
849{
850   st_get_tex_image(ctx, target, level, format, type, pixels,
851                    texObj, texImage, 0);
852}
853
854
855static void
856st_GetCompressedTexImage(GLcontext *ctx, GLenum target, GLint level,
857			   GLvoid *pixels,
858			   const struct gl_texture_object *texObj,
859			   const struct gl_texture_image *texImage)
860{
861   st_get_tex_image(ctx, target, level, 0, 0, pixels,
862                    (struct gl_texture_object *) texObj,
863                    (struct gl_texture_image *) texImage, 1);
864}
865
866
867
868static void
869st_TexSubimage(GLcontext * ctx,
870                 GLint dims,
871                 GLenum target, GLint level,
872                 GLint xoffset, GLint yoffset, GLint zoffset,
873                 GLint width, GLint height, GLint depth,
874                 GLenum format, GLenum type, const void *pixels,
875                 const struct gl_pixelstore_attrib *packing,
876                 struct gl_texture_object *texObj,
877                 struct gl_texture_image *texImage)
878{
879   struct pipe_context *pipe = ctx->st->pipe;
880   struct st_texture_object *stObj = st_texture_object(texObj);
881   struct st_texture_image *stImage = st_texture_image(texImage);
882   GLuint dstRowStride;
883   GLuint srcImageStride = _mesa_image_image_stride(packing, width, height,
884						    format, type);
885   int i;
886   const GLubyte *src;
887
888   DBG("%s target %s level %d offset %d,%d %dx%d\n", __FUNCTION__,
889       _mesa_lookup_enum_by_nr(target),
890       level, xoffset, yoffset, width, height);
891
892   pixels =
893      _mesa_validate_pbo_teximage(ctx, dims, width, height, depth, format,
894                                  type, pixels, packing, "glTexSubImage2D");
895   if (!pixels)
896      return;
897
898   /* Map buffer if necessary.  Need to lock to prevent other contexts
899    * from uploading the buffer under us.
900    */
901   if (stImage->pt) {
902      texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset);
903      dstRowStride = stImage->surface->pitch * stImage->surface->cpp;
904   }
905
906   if (!texImage->Data) {
907      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
908      return;
909   }
910
911   src = (const GLubyte *) pixels;
912
913   for (i = 0; i++ < depth;) {
914      if (!texImage->TexFormat->StoreImage(ctx, dims, texImage->_BaseFormat,
915					   texImage->TexFormat,
916					   texImage->Data,
917					   xoffset, yoffset, 0,
918					   dstRowStride,
919					   texImage->ImageOffsets,
920					   width, height, 1,
921					   format, type, src, packing)) {
922	 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
923      }
924
925      if (stImage->pt && i < depth) {
926         /* map next slice of 3D texture */
927	 st_texture_image_unmap(stImage);
928	 texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset + i);
929	 src += srcImageStride;
930      }
931   }
932
933   if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
934      ctx->Driver.GenerateMipmap(ctx, target, texObj);
935   }
936
937   _mesa_unmap_teximage_pbo(ctx, packing);
938
939   if (stImage->pt) {
940      st_texture_image_unmap(stImage);
941      texImage->Data = NULL;
942   }
943
944   pipe->texture_update(pipe, stObj->pt, stImage->face, (1 << level));
945}
946
947
948
949static void
950st_TexSubImage3D(GLcontext * ctx,
951                   GLenum target,
952                   GLint level,
953                   GLint xoffset, GLint yoffset, GLint zoffset,
954                   GLsizei width, GLsizei height, GLsizei depth,
955                   GLenum format, GLenum type,
956                   const GLvoid * pixels,
957                   const struct gl_pixelstore_attrib *packing,
958                   struct gl_texture_object *texObj,
959                   struct gl_texture_image *texImage)
960{
961   st_TexSubimage(ctx, 3, target, level,
962                  xoffset, yoffset, zoffset,
963                  width, height, depth,
964                  format, type, pixels, packing, texObj, texImage);
965}
966
967
968
969static void
970st_TexSubImage2D(GLcontext * ctx,
971                   GLenum target,
972                   GLint level,
973                   GLint xoffset, GLint yoffset,
974                   GLsizei width, GLsizei height,
975                   GLenum format, GLenum type,
976                   const GLvoid * pixels,
977                   const struct gl_pixelstore_attrib *packing,
978                   struct gl_texture_object *texObj,
979                   struct gl_texture_image *texImage)
980{
981   st_TexSubimage(ctx, 2, target, level,
982                  xoffset, yoffset, 0,
983                  width, height, 1,
984                  format, type, pixels, packing, texObj, texImage);
985}
986
987
988static void
989st_TexSubImage1D(GLcontext * ctx,
990                   GLenum target,
991                   GLint level,
992                   GLint xoffset,
993                   GLsizei width,
994                   GLenum format, GLenum type,
995                   const GLvoid * pixels,
996                   const struct gl_pixelstore_attrib *packing,
997                   struct gl_texture_object *texObj,
998                   struct gl_texture_image *texImage)
999{
1000   st_TexSubimage(ctx, 1, target, level,
1001                  xoffset, 0, 0,
1002                  width, 1, 1,
1003                  format, type, pixels, packing, texObj, texImage);
1004}
1005
1006
1007
1008/**
1009 * Return 0 for GL_TEXTURE_CUBE_MAP_POSITIVE_X,
1010 *        1 for GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
1011 *        etc.
1012 * XXX duplicated from main/teximage.c
1013 */
1014static uint
1015texture_face(GLenum target)
1016{
1017   if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB &&
1018       target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB)
1019      return (GLuint) target - (GLuint) GL_TEXTURE_CUBE_MAP_POSITIVE_X;
1020   else
1021      return 0;
1022}
1023
1024
1025
1026/**
1027 * Do a CopyTexSubImage operation by mapping the source surface and
1028 * dest surface and using get_tile()/put_tile() to access the pixels/texels.
1029 *
1030 * Note: srcY=0=TOP of renderbuffer
1031 */
1032static void
1033fallback_copy_texsubimage(GLcontext *ctx,
1034                          GLenum target,
1035                          GLint level,
1036                          struct st_renderbuffer *strb,
1037                          struct st_texture_image *stImage,
1038                          GLenum baseFormat,
1039                          GLint destX, GLint destY, GLint destZ,
1040                          GLint srcX, GLint srcY,
1041                          GLsizei width, GLsizei height)
1042{
1043   struct pipe_context *pipe = ctx->st->pipe;
1044   struct pipe_screen *screen = pipe->screen;
1045   const uint face = texture_face(target);
1046   struct pipe_texture *pt = stImage->pt;
1047   struct pipe_surface *src_surf, *dest_surf;
1048   GLint row, yStep;
1049
1050   st_flush(ctx->st, PIPE_FLUSH_RENDER_CACHE, NULL);
1051
1052   /* determine bottom-to-top vs. top-to-bottom order */
1053   if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
1054      destY = height - 1 - destY;
1055      yStep = -1;
1056   }
1057   else {
1058      yStep = 1;
1059   }
1060
1061   src_surf = strb->surface;
1062
1063   dest_surf = screen->get_tex_surface(screen, pt, face, level, destZ);
1064
1065   assert(width <= MAX_WIDTH);
1066
1067   /*
1068    * To avoid a large temp memory allocation, do copy row by row.
1069    */
1070   if (baseFormat == GL_DEPTH_COMPONENT) {
1071      const GLboolean scaleOrBias = (ctx->Pixel.DepthScale != 1.0F ||
1072                                     ctx->Pixel.DepthBias != 0.0F);
1073
1074      for (row = 0; row < height; row++, srcY++, destY += yStep) {
1075         uint data[MAX_WIDTH];
1076         pipe_get_tile_z(pipe, src_surf, srcX, srcY, width, 1, data);
1077         if (scaleOrBias) {
1078            _mesa_scale_and_bias_depth_uint(ctx, width, data);
1079         }
1080         pipe_put_tile_z(pipe, dest_surf, destX, destY, width, 1, data);
1081      }
1082   }
1083   else {
1084      /* RGBA format */
1085      for (row = 0; row < height; row++, srcY++, destY += yStep) {
1086         float data[4 * MAX_WIDTH];
1087         pipe_get_tile_rgba(pipe, src_surf, srcX, srcY, width, 1, data);
1088         /* XXX we're ignoring convolution for now */
1089         if (ctx->_ImageTransferState) {
1090            _mesa_apply_rgba_transfer_ops(ctx,
1091                          ctx->_ImageTransferState & ~IMAGE_CONVOLUTION_BIT,
1092                          width, (GLfloat (*)[4]) data);
1093         }
1094         pipe_put_tile_rgba(pipe, dest_surf, destX, destY, width, 1, data);
1095      }
1096   }
1097}
1098
1099
1100
1101
1102/**
1103 * Do a CopyTex[Sub]Image using an optimized hardware (blit) path.
1104 * Note that the region to copy has already been clip tested.
1105 *
1106 * Note: srcY=0=Bottom of renderbuffer
1107 *
1108 * \return GL_TRUE if success, GL_FALSE if failure (use a fallback)
1109 */
1110static void
1111do_copy_texsubimage(GLcontext *ctx,
1112                    GLenum target, GLint level,
1113                    GLint destX, GLint destY, GLint destZ,
1114                    GLint srcX, GLint srcY,
1115                    GLsizei width, GLsizei height)
1116{
1117   struct gl_texture_unit *texUnit =
1118      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1119   struct gl_texture_object *texObj =
1120      _mesa_select_tex_object(ctx, texUnit, target);
1121   struct gl_texture_image *texImage =
1122      _mesa_select_tex_image(ctx, texObj, target, level);
1123   struct st_texture_image *stImage = st_texture_image(texImage);
1124   struct st_texture_object *stObj = st_texture_object(texObj);
1125   GLenum baseFormat = texImage->InternalFormat;
1126   struct gl_framebuffer *fb = ctx->ReadBuffer;
1127   struct st_renderbuffer *strb;
1128   struct pipe_context *pipe = ctx->st->pipe;
1129   struct pipe_screen *screen = pipe->screen;
1130   struct pipe_surface *dest_surface;
1131   uint dest_format, src_format;
1132   uint do_flip = FALSE;
1133   GLboolean use_fallback = GL_TRUE;
1134
1135   (void) texImage;
1136
1137   /* determine if copying depth or color data */
1138   if (baseFormat == GL_DEPTH_COMPONENT) {
1139      strb = st_renderbuffer(fb->_DepthBuffer);
1140   }
1141   else if (baseFormat == GL_DEPTH_STENCIL_EXT) {
1142      strb = st_renderbuffer(fb->_StencilBuffer);
1143   }
1144   else {
1145      /* baseFormat == GL_RGB, GL_RGBA, GL_ALPHA, etc */
1146      strb = st_renderbuffer(fb->_ColorReadBuffer);
1147   }
1148
1149   assert(strb);
1150   assert(strb->surface);
1151   assert(stImage->pt);
1152
1153   if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
1154      srcY = strb->Base.Height - srcY - height;
1155      do_flip = TRUE;
1156   }
1157
1158   src_format = strb->surface->format;
1159   dest_format = stImage->pt->format;
1160
1161   dest_surface = screen->get_tex_surface(screen, stImage->pt, stImage->face,
1162                                          stImage->level, destZ);
1163
1164   if (ctx->_ImageTransferState == 0x0 &&
1165       strb->surface->buffer &&
1166       dest_surface->buffer) {
1167      /* do blit-style copy */
1168
1169      /* XXX may need to invert image depending on window
1170       * vs. user-created FBO
1171       */
1172
1173#if 0
1174      /* A bit of fiddling to get the blitter to work with -ve
1175       * pitches.  But we get a nice inverted blit this way, so it's
1176       * worth it:
1177       */
1178      intelEmitCopyBlit(intel,
1179                        stImage->pt->cpp,
1180                        -src->pitch,
1181                        src->buffer,
1182                        src->height * src->pitch * src->cpp,
1183                        stImage->pt->pitch,
1184                        stImage->pt->region->buffer,
1185                        dest_offset,
1186                        x, y + height, dstx, dsty, width, height,
1187                        GL_COPY); /* ? */
1188#else
1189
1190      if (src_format == dest_format) {
1191          pipe->surface_copy(pipe,
1192			     do_flip,
1193			     /* dest */
1194			     dest_surface,
1195			     destX, destY,
1196			     /* src */
1197			     strb->surface,
1198			     srcX, srcY,
1199			     /* size */
1200			     width, height);
1201          use_fallback = GL_FALSE;
1202      }
1203      else if (screen->is_format_supported(screen, strb->surface->format,
1204                                           PIPE_TEXTURE) &&
1205               screen->is_format_supported(screen, dest_surface->format,
1206                                           PIPE_SURFACE)) {
1207         util_blit_pixels(ctx->st->blit,
1208                          strb->surface,
1209                          srcX, do_flip ? srcY + height : srcY,
1210                          srcX + width, do_flip ? srcY : srcY + height,
1211                          dest_surface,
1212                          destX, destY, destX + width, destY + height,
1213                          0.0, PIPE_TEX_MIPFILTER_NEAREST);
1214         use_fallback = GL_FALSE;
1215      }
1216#endif
1217   }
1218
1219   if (use_fallback) {
1220      fallback_copy_texsubimage(ctx, target, level,
1221                                strb, stImage, baseFormat,
1222                                destX, destY, destZ,
1223                                srcX, srcY, width, height);
1224   }
1225
1226   pipe_surface_reference(&dest_surface, NULL);
1227
1228   pipe->texture_update(pipe, stObj->pt, stImage->face, (1 << level));
1229
1230   if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
1231      ctx->Driver.GenerateMipmap(ctx, target, texObj);
1232   }
1233}
1234
1235
1236
1237static void
1238st_CopyTexImage1D(GLcontext * ctx, GLenum target, GLint level,
1239                  GLenum internalFormat,
1240                  GLint x, GLint y, GLsizei width, GLint border)
1241{
1242   struct gl_texture_unit *texUnit =
1243      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1244   struct gl_texture_object *texObj =
1245      _mesa_select_tex_object(ctx, texUnit, target);
1246   struct gl_texture_image *texImage =
1247      _mesa_select_tex_image(ctx, texObj, target, level);
1248
1249#if 0
1250   if (border)
1251      goto fail;
1252#endif
1253
1254   /* Setup or redefine the texture object, texture and texture
1255    * image.  Don't populate yet.
1256    */
1257   ctx->Driver.TexImage1D(ctx, target, level, internalFormat,
1258                          width, border,
1259                          GL_RGBA, CHAN_TYPE, NULL,
1260                          &ctx->DefaultPacking, texObj, texImage);
1261
1262   do_copy_texsubimage(ctx, target, level,
1263                       0, 0, 0,
1264                       x, y, width, 1);
1265}
1266
1267
1268static void
1269st_CopyTexImage2D(GLcontext * ctx, GLenum target, GLint level,
1270                  GLenum internalFormat,
1271                  GLint x, GLint y, GLsizei width, GLsizei height,
1272                  GLint border)
1273{
1274   struct gl_texture_unit *texUnit =
1275      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1276   struct gl_texture_object *texObj =
1277      _mesa_select_tex_object(ctx, texUnit, target);
1278   struct gl_texture_image *texImage =
1279      _mesa_select_tex_image(ctx, texObj, target, level);
1280
1281#if 0
1282   if (border)
1283      goto fail;
1284#endif
1285
1286   /* Setup or redefine the texture object, texture and texture
1287    * image.  Don't populate yet.
1288    */
1289   ctx->Driver.TexImage2D(ctx, target, level, internalFormat,
1290                          width, height, border,
1291                          GL_RGBA, CHAN_TYPE, NULL,
1292                          &ctx->DefaultPacking, texObj, texImage);
1293
1294
1295   do_copy_texsubimage(ctx, target, level,
1296                       0, 0, 0,
1297                       x, y, width, height);
1298}
1299
1300
1301static void
1302st_CopyTexSubImage1D(GLcontext * ctx, GLenum target, GLint level,
1303                     GLint xoffset, GLint x, GLint y, GLsizei width)
1304{
1305   const GLint yoffset = 0, zoffset = 0;
1306   const GLsizei height = 1;
1307   do_copy_texsubimage(ctx, target, level,
1308                       xoffset, yoffset, zoffset,
1309                       x, y, width, height);
1310}
1311
1312
1313static void
1314st_CopyTexSubImage2D(GLcontext * ctx, GLenum target, GLint level,
1315                     GLint xoffset, GLint yoffset,
1316                     GLint x, GLint y, GLsizei width, GLsizei height)
1317{
1318   const GLint zoffset = 0;
1319   do_copy_texsubimage(ctx, target, level,
1320                       xoffset, yoffset, zoffset,
1321                       x, y, width, height);
1322}
1323
1324
1325static void
1326st_CopyTexSubImage3D(GLcontext * ctx, GLenum target, GLint level,
1327                     GLint xoffset, GLint yoffset, GLint zoffset,
1328                     GLint x, GLint y, GLsizei width, GLsizei height)
1329{
1330   do_copy_texsubimage(ctx, target, level,
1331                       xoffset, yoffset, zoffset,
1332                       x, y, width, height);
1333}
1334
1335
1336
1337
1338/**
1339 * Compute which mipmap levels that really need to be sent to the hardware.
1340 * This depends on the base image size, GL_TEXTURE_MIN_LOD,
1341 * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL.
1342 */
1343static void
1344calculate_first_last_level(struct st_texture_object *stObj)
1345{
1346   struct gl_texture_object *tObj = &stObj->base;
1347
1348   /* These must be signed values.  MinLod and MaxLod can be negative numbers,
1349    * and having firstLevel and lastLevel as signed prevents the need for
1350    * extra sign checks.
1351    */
1352   int firstLevel;
1353   int lastLevel;
1354
1355   /* Yes, this looks overly complicated, but it's all needed.
1356    */
1357   switch (tObj->Target) {
1358   case GL_TEXTURE_1D:
1359   case GL_TEXTURE_2D:
1360   case GL_TEXTURE_3D:
1361   case GL_TEXTURE_CUBE_MAP:
1362      if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) {
1363         /* GL_NEAREST and GL_LINEAR only care about GL_TEXTURE_BASE_LEVEL.
1364          */
1365         firstLevel = lastLevel = tObj->BaseLevel;
1366      }
1367      else {
1368         firstLevel = 0;
1369         lastLevel = MIN2(tObj->MaxLevel, tObj->Image[0][0]->WidthLog2);
1370      }
1371      break;
1372   case GL_TEXTURE_RECTANGLE_NV:
1373   case GL_TEXTURE_4D_SGIS:
1374      firstLevel = lastLevel = 0;
1375      break;
1376   default:
1377      return;
1378   }
1379
1380   stObj->lastLevel = lastLevel;
1381}
1382
1383
1384static void
1385copy_image_data_to_texture(struct st_context *st,
1386			   struct st_texture_object *stObj,
1387                           GLuint dstLevel,
1388			   struct st_texture_image *stImage)
1389{
1390   if (stImage->pt) {
1391      /* Copy potentially with the blitter:
1392       */
1393      st_texture_image_copy(st->pipe,
1394                            stObj->pt, dstLevel,  /* dest texture, level */
1395                            stImage->pt, /* src texture */
1396                            stImage->face
1397                            );
1398
1399      pipe_texture_release(&stImage->pt);
1400   }
1401   else if (stImage->base.Data) {
1402      assert(stImage->base.Data != NULL);
1403
1404      /* More straightforward upload.
1405       */
1406      st_texture_image_data(st->pipe,
1407                               stObj->pt,
1408                               stImage->face,
1409                               dstLevel,
1410                               stImage->base.Data,
1411                               stImage->base.RowStride,
1412                               stImage->base.RowStride *
1413                               stImage->base.Height);
1414      _mesa_align_free(stImage->base.Data);
1415      stImage->base.Data = NULL;
1416   }
1417
1418   pipe_texture_reference(&stImage->pt, stObj->pt);
1419}
1420
1421
1422/**
1423 * Called during state validation.  When this function is finished,
1424 * the texture object should be ready for rendering.
1425 * \return GL_TRUE for success, GL_FALSE for failure (out of mem)
1426 */
1427GLboolean
1428st_finalize_texture(GLcontext *ctx,
1429		    struct pipe_context *pipe,
1430		    struct gl_texture_object *tObj,
1431		    GLboolean *needFlush)
1432{
1433   struct st_texture_object *stObj = st_texture_object(tObj);
1434   const GLuint nr_faces = (stObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
1435   int comp_byte = 0;
1436   int cpp;
1437   GLuint face;
1438   struct st_texture_image *firstImage;
1439
1440   *needFlush = GL_FALSE;
1441
1442   /* We know/require this is true by now:
1443    */
1444   assert(stObj->base._Complete);
1445
1446   /* What levels must the texture include at a minimum?
1447    */
1448   calculate_first_last_level(stObj);
1449   firstImage = st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]);
1450
1451#if 0
1452   /* Fallback case:
1453    */
1454   if (firstImage->base.Border) {
1455      if (stObj->pt) {
1456         pipe_texture_release(&stObj->pt);
1457      }
1458      return GL_FALSE;
1459   }
1460#endif
1461
1462   /* If both firstImage and stObj point to a texture which can contain
1463    * all active images, favour firstImage.  Note that because of the
1464    * completeness requirement, we know that the image dimensions
1465    * will match.
1466    */
1467   if (firstImage->pt &&
1468       firstImage->pt != stObj->pt &&
1469       firstImage->pt->last_level >= stObj->lastLevel) {
1470
1471      if (stObj->pt)
1472         pipe_texture_release(&stObj->pt);
1473
1474      pipe_texture_reference(&stObj->pt, firstImage->pt);
1475   }
1476
1477   if (firstImage->base.IsCompressed) {
1478      comp_byte = compressed_num_bytes(firstImage->base.TexFormat->MesaFormat);
1479      cpp = comp_byte;
1480   }
1481   else {
1482      cpp = firstImage->base.TexFormat->TexelBytes;
1483   }
1484
1485   /* Check texture can hold all active levels.  Check texture matches
1486    * target, imageFormat, etc.
1487    */
1488   if (stObj->pt &&
1489       (stObj->pt->target != gl_target_to_pipe(stObj->base.Target) ||
1490	stObj->pt->format !=
1491	st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat) ||
1492	stObj->pt->last_level < stObj->lastLevel ||
1493	stObj->pt->cpp != cpp ||
1494	stObj->pt->compressed != firstImage->base.IsCompressed)) {
1495      pipe_texture_release(&stObj->pt);
1496   }
1497
1498
1499   /* May need to create a new texture:
1500    */
1501   if (!stObj->pt) {
1502      stObj->pt = st_texture_create(ctx->st,
1503                                    gl_target_to_pipe(stObj->base.Target),
1504                                    st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat),
1505                                    stObj->lastLevel,
1506                                    firstImage->base.Width2,
1507                                    firstImage->base.Height2,
1508                                    firstImage->base.Depth2,
1509                                    comp_byte);
1510      if (!stObj->pt) {
1511         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
1512         return GL_FALSE;
1513      }
1514   }
1515
1516   /* Pull in any images not in the object's texture:
1517    */
1518   for (face = 0; face < nr_faces; face++) {
1519      GLuint level;
1520      for (level = 0; level <= stObj->lastLevel; level++) {
1521         struct st_texture_image *stImage =
1522            st_texture_image(stObj->base.Image[face][stObj->base.BaseLevel + level]);
1523
1524         /* Need to import images in main memory or held in other textures.
1525          */
1526         if (stImage && stObj->pt != stImage->pt) {
1527            copy_image_data_to_texture(ctx->st, stObj, level, stImage);
1528	    *needFlush = GL_TRUE;
1529            pipe->texture_update(pipe, stObj->pt, face, (1 << level));
1530         }
1531      }
1532   }
1533
1534   return GL_TRUE;
1535}
1536
1537
1538
1539
1540void
1541st_init_texture_functions(struct dd_function_table *functions)
1542{
1543   functions->ChooseTextureFormat = st_ChooseTextureFormat;
1544   functions->TexImage1D = st_TexImage1D;
1545   functions->TexImage2D = st_TexImage2D;
1546   functions->TexImage3D = st_TexImage3D;
1547   functions->TexSubImage1D = st_TexSubImage1D;
1548   functions->TexSubImage2D = st_TexSubImage2D;
1549   functions->TexSubImage3D = st_TexSubImage3D;
1550   functions->CopyTexImage1D = st_CopyTexImage1D;
1551   functions->CopyTexImage2D = st_CopyTexImage2D;
1552   functions->CopyTexSubImage1D = st_CopyTexSubImage1D;
1553   functions->CopyTexSubImage2D = st_CopyTexSubImage2D;
1554   functions->CopyTexSubImage3D = st_CopyTexSubImage3D;
1555   functions->GenerateMipmap = st_generate_mipmap;
1556
1557   functions->GetTexImage = st_GetTexImage;
1558
1559   /* compressed texture functions */
1560   functions->CompressedTexImage2D = st_CompressedTexImage2D;
1561   functions->GetCompressedTexImage = st_GetCompressedTexImage;
1562   functions->CompressedTextureSize = _mesa_compressed_texture_size;
1563
1564   functions->NewTextureObject = st_NewTextureObject;
1565   functions->NewTextureImage = st_NewTextureImage;
1566   functions->DeleteTexture = st_DeleteTextureObject;
1567   functions->FreeTexImageData = st_FreeTextureImageData;
1568   functions->UpdateTexturePalette = 0;
1569   functions->IsTextureResident = st_IsTextureResident;
1570
1571   functions->TextureMemCpy = do_memcpy;
1572
1573   /* XXX Temporary until we can query pipe's texture sizes */
1574   functions->TestProxyTexImage = _mesa_test_proxy_teximage;
1575}
1576