st_cb_texture.c revision f2c023291a1f2887294d2aac504f8b82857ad092
1/**************************************************************************
2 *
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28#include "main/mfeatures.h"
29#if FEATURE_convolve
30#include "main/convolve.h"
31#endif
32#include "main/enums.h"
33#include "main/image.h"
34#include "main/imports.h"
35#include "main/macros.h"
36#include "main/mipmap.h"
37#include "main/pixel.h"
38#include "main/texcompress.h"
39#include "main/texformat.h"
40#include "main/teximage.h"
41#include "main/texobj.h"
42#include "main/texstore.h"
43
44#include "state_tracker/st_context.h"
45#include "state_tracker/st_cb_fbo.h"
46#include "state_tracker/st_cb_texture.h"
47#include "state_tracker/st_format.h"
48#include "state_tracker/st_public.h"
49#include "state_tracker/st_texture.h"
50#include "state_tracker/st_gen_mipmap.h"
51
52#include "pipe/p_context.h"
53#include "pipe/p_defines.h"
54#include "pipe/p_inlines.h"
55#include "util/u_tile.h"
56#include "util/u_blit.h"
57
58
59#define DBG if (0) printf
60
61
62static enum pipe_texture_target
63gl_target_to_pipe(GLenum target)
64{
65   switch (target) {
66   case GL_TEXTURE_1D:
67      return PIPE_TEXTURE_1D;
68
69   case GL_TEXTURE_2D:
70   case GL_TEXTURE_RECTANGLE_NV:
71      return PIPE_TEXTURE_2D;
72
73   case GL_TEXTURE_3D:
74      return PIPE_TEXTURE_3D;
75
76   case GL_TEXTURE_CUBE_MAP_ARB:
77      return PIPE_TEXTURE_CUBE;
78
79   default:
80      assert(0);
81      return 0;
82   }
83}
84
85
86/**
87 * Return nominal bytes per texel for a compressed format, 0 for non-compressed
88 * format.
89 */
90static int
91compressed_num_bytes(GLuint mesaFormat)
92{
93   switch(mesaFormat) {
94#if FEATURE_texture_fxt1
95   case MESA_FORMAT_RGB_FXT1:
96   case MESA_FORMAT_RGBA_FXT1:
97#endif
98#if FEATURE_texture_s3tc
99   case MESA_FORMAT_RGB_DXT1:
100   case MESA_FORMAT_RGBA_DXT1:
101      return 2;
102   case MESA_FORMAT_RGBA_DXT3:
103   case MESA_FORMAT_RGBA_DXT5:
104      return 4;
105#endif
106   default:
107      return 0;
108   }
109}
110
111
112/** called via ctx->Driver.NewTextureImage() */
113static struct gl_texture_image *
114st_NewTextureImage(GLcontext * ctx)
115{
116   DBG("%s\n", __FUNCTION__);
117   (void) ctx;
118   return (struct gl_texture_image *) ST_CALLOC_STRUCT(st_texture_image);
119}
120
121
122/** called via ctx->Driver.NewTextureObject() */
123static struct gl_texture_object *
124st_NewTextureObject(GLcontext * ctx, GLuint name, GLenum target)
125{
126   struct st_texture_object *obj = ST_CALLOC_STRUCT(st_texture_object);
127
128   DBG("%s\n", __FUNCTION__);
129   _mesa_initialize_texture_object(&obj->base, name, target);
130
131   return &obj->base;
132}
133
134/** called via ctx->Driver.DeleteTextureImage() */
135static void
136st_DeleteTextureObject(GLcontext *ctx,
137                       struct gl_texture_object *texObj)
138{
139   struct st_texture_object *stObj = st_texture_object(texObj);
140   if (stObj->pt)
141      pipe_texture_reference(&stObj->pt, NULL);
142
143   _mesa_delete_texture_object(ctx, texObj);
144}
145
146
147/** called via ctx->Driver.FreeTexImageData() */
148static void
149st_FreeTextureImageData(GLcontext * ctx, struct gl_texture_image *texImage)
150{
151   struct st_texture_image *stImage = st_texture_image(texImage);
152
153   DBG("%s\n", __FUNCTION__);
154
155   if (stImage->pt) {
156      pipe_texture_reference(&stImage->pt, NULL);
157   }
158
159   if (texImage->Data) {
160      _mesa_align_free(texImage->Data);
161      texImage->Data = NULL;
162   }
163}
164
165
166/**
167 * From linux kernel i386 header files, copes with odd sizes better
168 * than COPY_DWORDS would:
169 * XXX Put this in src/mesa/main/imports.h ???
170 */
171#if defined(i386) || defined(__i386__)
172static INLINE void *
173__memcpy(void *to, const void *from, size_t n)
174{
175   int d0, d1, d2;
176   __asm__ __volatile__("rep ; movsl\n\t"
177                        "testb $2,%b4\n\t"
178                        "je 1f\n\t"
179                        "movsw\n"
180                        "1:\ttestb $1,%b4\n\t"
181                        "je 2f\n\t"
182                        "movsb\n" "2:":"=&c"(d0), "=&D"(d1), "=&S"(d2)
183                        :"0"(n / 4), "q"(n), "1"((long) to), "2"((long) from)
184                        :"memory");
185   return (to);
186}
187#else
188#define __memcpy(a,b,c) memcpy(a,b,c)
189#endif
190
191
192/**
193 * The system memcpy (at least on ubuntu 5.10) has problems copying
194 * to agp (writecombined) memory from a source which isn't 64-byte
195 * aligned - there is a 4x performance falloff.
196 *
197 * The x86 __memcpy is immune to this but is slightly slower
198 * (10%-ish) than the system memcpy.
199 *
200 * The sse_memcpy seems to have a slight cliff at 64/32 bytes, but
201 * isn't much faster than x86_memcpy for agp copies.
202 *
203 * TODO: switch dynamically.
204 */
205static void *
206do_memcpy(void *dest, const void *src, size_t n)
207{
208   if ((((unsigned) src) & 63) || (((unsigned) dest) & 63)) {
209      return __memcpy(dest, src, n);
210   }
211   else
212      return memcpy(dest, src, n);
213}
214
215
216static int
217logbase2(int n)
218{
219   GLint i = 1, log2 = 0;
220   while (n > i) {
221      i *= 2;
222      log2++;
223   }
224   return log2;
225}
226
227
228/**
229 * Allocate a pipe_texture object for the given st_texture_object using
230 * the given st_texture_image to guess the mipmap size/levels.
231 *
232 * [comments...]
233 * Otherwise, store it in memory if (Border != 0) or (any dimension ==
234 * 1).
235 *
236 * Otherwise, if max_level >= level >= min_level, create texture with
237 * space for images from min_level down to max_level.
238 *
239 * Otherwise, create texture with space for images from (level 0)..(1x1).
240 * Consider pruning this texture at a validation if the saving is worth it.
241 */
242static void
243guess_and_alloc_texture(struct st_context *st,
244			struct st_texture_object *stObj,
245			const struct st_texture_image *stImage)
246{
247   GLuint firstLevel;
248   GLuint lastLevel;
249   GLuint width = stImage->base.Width2;  /* size w/out border */
250   GLuint height = stImage->base.Height2;
251   GLuint depth = stImage->base.Depth2;
252   GLuint i, comp_byte = 0;
253   enum pipe_format fmt;
254
255   DBG("%s\n", __FUNCTION__);
256
257   assert(!stObj->pt);
258
259   if (stObj->pt &&
260       (GLint) stImage->level > stObj->base.BaseLevel &&
261       (stImage->base.Width == 1 ||
262        (stObj->base.Target != GL_TEXTURE_1D &&
263         stImage->base.Height == 1) ||
264        (stObj->base.Target == GL_TEXTURE_3D &&
265         stImage->base.Depth == 1)))
266      return;
267
268   /* If this image disrespects BaseLevel, allocate from level zero.
269    * Usually BaseLevel == 0, so it's unlikely to happen.
270    */
271   if ((GLint) stImage->level < stObj->base.BaseLevel)
272      firstLevel = 0;
273   else
274      firstLevel = stObj->base.BaseLevel;
275
276
277   /* Figure out image dimensions at start level.
278    */
279   for (i = stImage->level; i > firstLevel; i--) {
280      if (width != 1)
281         width <<= 1;
282      if (height != 1)
283         height <<= 1;
284      if (depth != 1)
285         depth <<= 1;
286   }
287
288   if (width == 0 || height == 0 || depth == 0) {
289      /* no texture needed */
290      return;
291   }
292
293   /* Guess a reasonable value for lastLevel.  This is probably going
294    * to be wrong fairly often and might mean that we have to look at
295    * resizable buffers, or require that buffers implement lazy
296    * pagetable arrangements.
297    */
298   if ((stObj->base.MinFilter == GL_NEAREST ||
299        stObj->base.MinFilter == GL_LINEAR) &&
300       stImage->level == firstLevel) {
301      lastLevel = firstLevel;
302   }
303   else {
304      GLuint l2width = logbase2(width);
305      GLuint l2height = logbase2(height);
306      GLuint l2depth = logbase2(depth);
307      lastLevel = firstLevel + MAX2(MAX2(l2width, l2height), l2depth);
308   }
309
310   if (stImage->base.IsCompressed)
311      comp_byte = compressed_num_bytes(stImage->base.TexFormat->MesaFormat);
312
313   fmt = st_mesa_format_to_pipe_format(stImage->base.TexFormat->MesaFormat);
314   stObj->pt = st_texture_create(st,
315                                 gl_target_to_pipe(stObj->base.Target),
316                                 fmt,
317                                 lastLevel,
318                                 width,
319                                 height,
320                                 depth,
321                                 comp_byte,
322                                 ( (pf_is_depth_stencil(fmt) ?
323                                   PIPE_TEXTURE_USAGE_DEPTH_STENCIL :
324                                   PIPE_TEXTURE_USAGE_RENDER_TARGET) |
325                                   PIPE_TEXTURE_USAGE_SAMPLER ));
326
327   DBG("%s - success\n", __FUNCTION__);
328}
329
330
331/**
332 * Adjust pixel unpack params and image dimensions to strip off the
333 * texture border.
334 * Gallium doesn't support texture borders.  They've seldem been used
335 * and seldom been implemented correctly anyway.
336 * \param unpackNew  returns the new pixel unpack parameters
337 */
338static void
339strip_texture_border(GLint border,
340                     GLint *width, GLint *height, GLint *depth,
341                     const struct gl_pixelstore_attrib *unpack,
342                     struct gl_pixelstore_attrib *unpackNew)
343{
344   assert(border > 0);  /* sanity check */
345
346   *unpackNew = *unpack;
347
348   if (unpackNew->RowLength == 0)
349      unpackNew->RowLength = *width;
350
351   if (depth && unpackNew->ImageHeight == 0)
352      unpackNew->ImageHeight = *height;
353
354   unpackNew->SkipPixels += border;
355   if (height)
356      unpackNew->SkipRows += border;
357   if (depth)
358      unpackNew->SkipImages += border;
359
360   assert(*width >= 3);
361   *width = *width - 2 * border;
362   if (height && *height >= 3)
363      *height = *height - 2 * border;
364   if (depth && *depth >= 3)
365      *depth = *depth - 2 * border;
366}
367
368
369/**
370 * Do glTexImage1/2/3D().
371 */
372static void
373st_TexImage(GLcontext * ctx,
374            GLint dims,
375            GLenum target, GLint level,
376            GLint internalFormat,
377            GLint width, GLint height, GLint depth,
378            GLint border,
379            GLenum format, GLenum type, const void *pixels,
380            const struct gl_pixelstore_attrib *unpack,
381            struct gl_texture_object *texObj,
382            struct gl_texture_image *texImage,
383            GLsizei imageSize, int compressed)
384{
385   struct st_texture_object *stObj = st_texture_object(texObj);
386   struct st_texture_image *stImage = st_texture_image(texImage);
387   GLint postConvWidth, postConvHeight;
388   GLint texelBytes, sizeInBytes;
389   GLuint dstRowStride;
390   struct gl_pixelstore_attrib unpackNB;
391
392   DBG("%s target %s level %d %dx%dx%d border %d\n", __FUNCTION__,
393       _mesa_lookup_enum_by_nr(target), level, width, height, depth, border);
394
395   /* gallium does not support texture borders, strip it off */
396   if (border) {
397      strip_texture_border(border, &width, &height, &depth,
398                           unpack, &unpackNB);
399      unpack = &unpackNB;
400      texImage->Width = width;
401      texImage->Height = height;
402      texImage->Depth = depth;
403      texImage->Border = 0;
404      border = 0;
405   }
406
407   postConvWidth = width;
408   postConvHeight = height;
409
410   stImage->face = _mesa_tex_target_to_face(target);
411   stImage->level = level;
412
413#if FEATURE_convolve
414   if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) {
415      _mesa_adjust_image_for_convolution(ctx, dims, &postConvWidth,
416                                         &postConvHeight);
417   }
418#endif
419
420   /* choose the texture format */
421   texImage->TexFormat = st_ChooseTextureFormat(ctx, internalFormat,
422                                                format, type);
423
424   _mesa_set_fetch_functions(texImage, dims);
425
426   if (texImage->TexFormat->TexelBytes == 0) {
427      /* must be a compressed format */
428      texelBytes = 0;
429      texImage->IsCompressed = GL_TRUE;
430      texImage->CompressedSize =
431	 ctx->Driver.CompressedTextureSize(ctx, texImage->Width,
432					   texImage->Height, texImage->Depth,
433					   texImage->TexFormat->MesaFormat);
434   }
435   else {
436      texelBytes = texImage->TexFormat->TexelBytes;
437
438      /* Minimum pitch of 32 bytes */
439      if (postConvWidth * texelBytes < 32) {
440	 postConvWidth = 32 / texelBytes;
441	 texImage->RowStride = postConvWidth;
442      }
443
444      /* we'll set RowStride elsewhere when the texture is a "mapped" state */
445      /*assert(texImage->RowStride == postConvWidth);*/
446   }
447
448   /* Release the reference to a potentially orphaned buffer.
449    * Release any old malloced memory.
450    */
451   if (stImage->pt) {
452      pipe_texture_reference(&stImage->pt, NULL);
453      assert(!texImage->Data);
454   }
455   else if (texImage->Data) {
456      _mesa_align_free(texImage->Data);
457   }
458
459   if (width == 0 || height == 0 || depth == 0) {
460      /* stop after freeing old image */
461      return;
462   }
463
464   /* If this is the only mipmap level in the texture, could call
465    * bmBufferData with NULL data to free the old block and avoid
466    * waiting on any outstanding fences.
467    */
468   if (stObj->pt &&
469       (stObj->teximage_realloc ||
470        (/*stObj->pt->first_level == level &&*/
471         stObj->pt->last_level == level &&
472         stObj->pt->target != PIPE_TEXTURE_CUBE &&
473         !st_texture_match_image(stObj->pt, &stImage->base,
474                                 stImage->face, stImage->level)))) {
475
476      DBG("release it\n");
477      pipe_texture_reference(&stObj->pt, NULL);
478      assert(!stObj->pt);
479      stObj->teximage_realloc = FALSE;
480   }
481
482   if (!stObj->pt) {
483      guess_and_alloc_texture(ctx->st, stObj, stImage);
484      if (!stObj->pt) {
485         /* Probably out of memory.
486          * Try flushing any pending rendering, then retry.
487          */
488         st_finish(ctx->st);
489         guess_and_alloc_texture(ctx->st, stObj, stImage);
490         if (!stObj->pt) {
491            _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
492            return;
493         }
494      }
495   }
496
497   assert(!stImage->pt);
498
499   if (stObj->pt &&
500       st_texture_match_image(stObj->pt, &stImage->base,
501                                 stImage->face, stImage->level)) {
502
503      pipe_texture_reference(&stImage->pt, stObj->pt);
504      assert(stImage->pt);
505   }
506
507   if (!stImage->pt)
508      DBG("XXX: Image did not fit into texture - storing in local memory!\n");
509
510   /* st_CopyTexImage calls this function with pixels == NULL, with
511    * the expectation that the texture will be set up but nothing
512    * more will be done.  This is where those calls return:
513    */
514   if (compressed) {
515      pixels = _mesa_validate_pbo_compressed_teximage(ctx, imageSize, pixels,
516						      unpack,
517						      "glCompressedTexImage");
518   } else {
519      pixels = _mesa_validate_pbo_teximage(ctx, dims, width, height, 1,
520					   format, type,
521					   pixels, unpack, "glTexImage");
522   }
523   if (!pixels)
524      return;
525
526   if (stImage->pt) {
527      texImage->Data = st_texture_image_map(ctx->st, stImage, 0,
528                                            PIPE_TRANSFER_WRITE, 0, 0,
529                                            stImage->base.Width,
530                                            stImage->base.Height);
531      dstRowStride = stImage->transfer->stride;
532   }
533   else {
534      /* Allocate regular memory and store the image there temporarily.   */
535      if (texImage->IsCompressed) {
536         sizeInBytes = texImage->CompressedSize;
537         dstRowStride =
538            _mesa_compressed_row_stride(texImage->TexFormat->MesaFormat, width);
539         assert(dims != 3);
540      }
541      else {
542         dstRowStride = postConvWidth * texelBytes;
543         sizeInBytes = depth * dstRowStride * postConvHeight;
544      }
545
546      texImage->Data = _mesa_align_malloc(sizeInBytes, 16);
547   }
548
549   if (!texImage->Data) {
550      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
551      return;
552   }
553
554   DBG("Upload image %dx%dx%d row_len %x pitch %x\n",
555       width, height, depth, width * texelBytes, dstRowStride);
556
557   /* Copy data.  Would like to know when it's ok for us to eg. use
558    * the blitter to copy.  Or, use the hardware to do the format
559    * conversion and copy:
560    */
561   if (compressed) {
562      memcpy(texImage->Data, pixels, imageSize);
563   }
564   else {
565      GLuint srcImageStride = _mesa_image_image_stride(unpack, width, height,
566						       format, type);
567      int i;
568      const GLubyte *src = (const GLubyte *) pixels;
569
570      for (i = 0; i++ < depth;) {
571	 if (!texImage->TexFormat->StoreImage(ctx, dims,
572					      texImage->_BaseFormat,
573					      texImage->TexFormat,
574					      texImage->Data,
575					      0, 0, 0, /* dstX/Y/Zoffset */
576					      dstRowStride,
577					      texImage->ImageOffsets,
578					      width, height, 1,
579					      format, type, src, unpack)) {
580	    _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
581	 }
582
583	 if (stImage->pt && i < depth) {
584	    st_texture_image_unmap(ctx->st, stImage);
585	    texImage->Data = st_texture_image_map(ctx->st, stImage, i,
586                                                  PIPE_TRANSFER_WRITE, 0, 0,
587                                                  stImage->base.Width,
588                                                  stImage->base.Height);
589	    src += srcImageStride;
590	 }
591      }
592   }
593
594   _mesa_unmap_teximage_pbo(ctx, unpack);
595
596   if (stImage->pt) {
597      st_texture_image_unmap(ctx->st, stImage);
598      texImage->Data = NULL;
599   }
600
601   if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
602      ctx->Driver.GenerateMipmap(ctx, target, texObj);
603   }
604}
605
606
607static void
608st_TexImage3D(GLcontext * ctx,
609              GLenum target, GLint level,
610              GLint internalFormat,
611              GLint width, GLint height, GLint depth,
612              GLint border,
613              GLenum format, GLenum type, const void *pixels,
614              const struct gl_pixelstore_attrib *unpack,
615              struct gl_texture_object *texObj,
616              struct gl_texture_image *texImage)
617{
618   st_TexImage(ctx, 3, target, level,
619                 internalFormat, width, height, depth, border,
620                 format, type, pixels, unpack, texObj, texImage, 0, 0);
621}
622
623
624static void
625st_TexImage2D(GLcontext * ctx,
626              GLenum target, GLint level,
627              GLint internalFormat,
628              GLint width, GLint height, GLint border,
629              GLenum format, GLenum type, const void *pixels,
630              const struct gl_pixelstore_attrib *unpack,
631              struct gl_texture_object *texObj,
632              struct gl_texture_image *texImage)
633{
634   st_TexImage(ctx, 2, target, level,
635                 internalFormat, width, height, 1, border,
636                 format, type, pixels, unpack, texObj, texImage, 0, 0);
637}
638
639
640static void
641st_TexImage1D(GLcontext * ctx,
642              GLenum target, GLint level,
643              GLint internalFormat,
644              GLint width, GLint border,
645              GLenum format, GLenum type, const void *pixels,
646              const struct gl_pixelstore_attrib *unpack,
647              struct gl_texture_object *texObj,
648              struct gl_texture_image *texImage)
649{
650   st_TexImage(ctx, 1, target, level,
651                 internalFormat, width, 1, 1, border,
652                 format, type, pixels, unpack, texObj, texImage, 0, 0);
653}
654
655
656static void
657st_CompressedTexImage2D(GLcontext *ctx, GLenum target, GLint level,
658                        GLint internalFormat,
659                        GLint width, GLint height, GLint border,
660                        GLsizei imageSize, const GLvoid *data,
661                        struct gl_texture_object *texObj,
662                        struct gl_texture_image *texImage)
663{
664   st_TexImage(ctx, 2, target, level,
665		 internalFormat, width, height, 1, border,
666		 0, 0, data, &ctx->Unpack, texObj, texImage, imageSize, 1);
667}
668
669
670/**
671 * Need to map texture image into memory before copying image data,
672 * then unmap it.
673 */
674static void
675st_get_tex_image(GLcontext * ctx, GLenum target, GLint level,
676                 GLenum format, GLenum type, GLvoid * pixels,
677                 struct gl_texture_object *texObj,
678                 struct gl_texture_image *texImage, int compressed)
679{
680   struct st_texture_image *stImage = st_texture_image(texImage);
681   GLuint dstImageStride = _mesa_image_image_stride(&ctx->Pack,
682                                                    texImage->Width,
683						    texImage->Height,
684                                                    format, type);
685   GLuint depth;
686   GLuint i;
687   GLubyte *dest;
688
689   /* Map */
690   if (stImage->pt) {
691      /* Image is stored in hardware format in a buffer managed by the
692       * kernel.  Need to explicitly map and unmap it.
693       */
694      texImage->Data = st_texture_image_map(ctx->st, stImage, 0,
695                                            PIPE_TRANSFER_READ, 0, 0,
696                                            stImage->base.Width,
697                                            stImage->base.Height);
698      texImage->RowStride = stImage->transfer->stride / stImage->pt->block.size;
699   }
700   else {
701      /* Otherwise, the image should actually be stored in
702       * texImage->Data.  This is pretty confusing for
703       * everybody, I'd much prefer to separate the two functions of
704       * texImage->Data - storage for texture images in main memory
705       * and access (ie mappings) of images.  In other words, we'd
706       * create a new texImage->Map field and leave Data simply for
707       * storage.
708       */
709      assert(texImage->Data);
710   }
711
712   depth = texImage->Depth;
713   texImage->Depth = 1;
714
715   dest = (GLubyte *) pixels;
716
717   for (i = 0; i++ < depth;) {
718      if (compressed) {
719	 _mesa_get_compressed_teximage(ctx, target, level, dest,
720				       texObj, texImage);
721      } else {
722	 _mesa_get_teximage(ctx, target, level, format, type, dest,
723			    texObj, texImage);
724      }
725
726      if (stImage->pt && i < depth) {
727	 st_texture_image_unmap(ctx->st, stImage);
728	 texImage->Data = st_texture_image_map(ctx->st, stImage, i,
729                                               PIPE_TRANSFER_READ, 0, 0,
730                                               stImage->base.Width,
731                                               stImage->base.Height);
732	 dest += dstImageStride;
733      }
734   }
735
736   texImage->Depth = depth;
737
738   /* Unmap */
739   if (stImage->pt) {
740      st_texture_image_unmap(ctx->st, stImage);
741      texImage->Data = NULL;
742   }
743}
744
745
746static void
747st_GetTexImage(GLcontext * ctx, GLenum target, GLint level,
748               GLenum format, GLenum type, GLvoid * pixels,
749               struct gl_texture_object *texObj,
750               struct gl_texture_image *texImage)
751{
752   st_get_tex_image(ctx, target, level, format, type, pixels,
753                    texObj, texImage, 0);
754}
755
756
757static void
758st_GetCompressedTexImage(GLcontext *ctx, GLenum target, GLint level,
759                         GLvoid *pixels,
760                         struct gl_texture_object *texObj,
761                         struct gl_texture_image *texImage)
762{
763   st_get_tex_image(ctx, target, level, 0, 0, pixels,
764                    (struct gl_texture_object *) texObj,
765                    (struct gl_texture_image *) texImage, 1);
766}
767
768
769
770static void
771st_TexSubimage(GLcontext * ctx,
772               GLint dims,
773               GLenum target, GLint level,
774               GLint xoffset, GLint yoffset, GLint zoffset,
775               GLint width, GLint height, GLint depth,
776               GLenum format, GLenum type, const void *pixels,
777               const struct gl_pixelstore_attrib *packing,
778               struct gl_texture_object *texObj,
779               struct gl_texture_image *texImage)
780{
781   struct st_texture_image *stImage = st_texture_image(texImage);
782   GLuint dstRowStride;
783   GLuint srcImageStride = _mesa_image_image_stride(packing, width, height,
784						    format, type);
785   int i;
786   const GLubyte *src;
787
788   DBG("%s target %s level %d offset %d,%d %dx%d\n", __FUNCTION__,
789       _mesa_lookup_enum_by_nr(target),
790       level, xoffset, yoffset, width, height);
791
792   pixels =
793      _mesa_validate_pbo_teximage(ctx, dims, width, height, depth, format,
794                                  type, pixels, packing, "glTexSubImage2D");
795   if (!pixels)
796      return;
797
798   /* Map buffer if necessary.  Need to lock to prevent other contexts
799    * from uploading the buffer under us.
800    */
801   if (stImage->pt) {
802      texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset,
803                                            PIPE_TRANSFER_WRITE,
804                                            xoffset, yoffset,
805                                            stImage->base.Width,
806                                            stImage->base.Height);
807      dstRowStride = stImage->transfer->stride;
808   }
809
810   if (!texImage->Data) {
811      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
812      return;
813   }
814
815   src = (const GLubyte *) pixels;
816
817   for (i = 0; i++ < depth;) {
818      if (!texImage->TexFormat->StoreImage(ctx, dims, texImage->_BaseFormat,
819					   texImage->TexFormat,
820					   texImage->Data,
821					   0, 0, 0,
822					   dstRowStride,
823					   texImage->ImageOffsets,
824					   width, height, 1,
825					   format, type, src, packing)) {
826	 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
827      }
828
829      if (stImage->pt && i < depth) {
830         /* map next slice of 3D texture */
831	 st_texture_image_unmap(ctx->st, stImage);
832	 texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset + i,
833                                               PIPE_TRANSFER_WRITE,
834                                               xoffset, yoffset,
835                                               stImage->base.Width,
836                                               stImage->base.Height);
837	 src += srcImageStride;
838      }
839   }
840
841   if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
842      ctx->Driver.GenerateMipmap(ctx, target, texObj);
843   }
844
845   _mesa_unmap_teximage_pbo(ctx, packing);
846
847   if (stImage->pt) {
848      st_texture_image_unmap(ctx->st, stImage);
849      texImage->Data = NULL;
850   }
851}
852
853
854
855static void
856st_TexSubImage3D(GLcontext * ctx,
857                   GLenum target,
858                   GLint level,
859                   GLint xoffset, GLint yoffset, GLint zoffset,
860                   GLsizei width, GLsizei height, GLsizei depth,
861                   GLenum format, GLenum type,
862                   const GLvoid * pixels,
863                   const struct gl_pixelstore_attrib *packing,
864                   struct gl_texture_object *texObj,
865                   struct gl_texture_image *texImage)
866{
867   st_TexSubimage(ctx, 3, target, level,
868                  xoffset, yoffset, zoffset,
869                  width, height, depth,
870                  format, type, pixels, packing, texObj, texImage);
871}
872
873
874static void
875st_TexSubImage2D(GLcontext * ctx,
876                   GLenum target,
877                   GLint level,
878                   GLint xoffset, GLint yoffset,
879                   GLsizei width, GLsizei height,
880                   GLenum format, GLenum type,
881                   const GLvoid * pixels,
882                   const struct gl_pixelstore_attrib *packing,
883                   struct gl_texture_object *texObj,
884                   struct gl_texture_image *texImage)
885{
886   st_TexSubimage(ctx, 2, target, level,
887                  xoffset, yoffset, 0,
888                  width, height, 1,
889                  format, type, pixels, packing, texObj, texImage);
890}
891
892
893static void
894st_TexSubImage1D(GLcontext * ctx,
895                   GLenum target,
896                   GLint level,
897                   GLint xoffset,
898                   GLsizei width,
899                   GLenum format, GLenum type,
900                   const GLvoid * pixels,
901                   const struct gl_pixelstore_attrib *packing,
902                   struct gl_texture_object *texObj,
903                   struct gl_texture_image *texImage)
904{
905   st_TexSubimage(ctx, 1, target, level,
906                  xoffset, 0, 0,
907                  width, 1, 1,
908                  format, type, pixels, packing, texObj, texImage);
909}
910
911
912
913/**
914 * Do a CopyTexSubImage operation using a read transfer from the source, a write
915 * transfer to the destination and get_tile()/put_tile() to access the pixels/texels.
916 *
917 * Note: srcY=0=TOP of renderbuffer
918 */
919static void
920fallback_copy_texsubimage(GLcontext *ctx,
921                          GLenum target,
922                          GLint level,
923                          struct st_renderbuffer *strb,
924                          struct st_texture_image *stImage,
925                          GLenum baseFormat,
926                          GLint destX, GLint destY, GLint destZ,
927                          GLint srcX, GLint srcY,
928                          GLsizei width, GLsizei height)
929{
930   struct pipe_context *pipe = ctx->st->pipe;
931   struct pipe_screen *screen = pipe->screen;
932   struct pipe_transfer *src_trans;
933   GLvoid *texDest;
934
935   assert(width <= MAX_WIDTH);
936
937   if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
938      srcY = strb->Base.Height - srcY - height;
939   }
940
941   src_trans = pipe->screen->get_tex_transfer( pipe->screen,
942                                               strb->texture,
943                                               0, 0, 0,
944                                               PIPE_TRANSFER_READ,
945                                               srcX, srcY,
946                                               width, height);
947
948   texDest = st_texture_image_map(ctx->st, stImage, 0, PIPE_TRANSFER_WRITE,
949                                  destX, destY, width, height);
950
951   if (baseFormat == GL_DEPTH_COMPONENT) {
952      const GLboolean scaleOrBias = (ctx->Pixel.DepthScale != 1.0F ||
953                                     ctx->Pixel.DepthBias != 0.0F);
954      GLint row, yStep;
955
956      /* determine bottom-to-top vs. top-to-bottom order for src buffer */
957      if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
958         srcY = height - 1;
959         yStep = -1;
960      }
961      else {
962         srcY = 0;
963         yStep = 1;
964      }
965
966      /* To avoid a large temp memory allocation, do copy row by row */
967      for (row = 0; row < height; row++, srcY += yStep) {
968         uint data[MAX_WIDTH];
969         pipe_get_tile_z(src_trans, 0, srcY, width, 1, data);
970         if (scaleOrBias) {
971            _mesa_scale_and_bias_depth_uint(ctx, width, data);
972         }
973         pipe_put_tile_z(stImage->transfer, 0, row, width, 1, data);
974      }
975   }
976   else {
977      /* RGBA format */
978      GLfloat *tempSrc =
979         (GLfloat *) _mesa_malloc(width * height * 4 * sizeof(GLfloat));
980
981      if (tempSrc && texDest) {
982         const GLint dims = 2;
983         struct gl_texture_image *texImage = &stImage->base;
984         GLint dstRowStride = stImage->transfer->stride;
985         struct gl_pixelstore_attrib unpack = ctx->DefaultPacking;
986
987         if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
988            unpack.Invert = GL_TRUE;
989         }
990
991         /* get float/RGBA image from framebuffer */
992         /* XXX this usually involves a lot of int/float conversion.
993          * try to avoid that someday.
994          */
995         pipe_get_tile_rgba(src_trans, 0, 0, width, height, tempSrc);
996
997         /* Store into texture memory.
998          * Note that this does some special things such as pixel transfer
999          * ops and format conversion.  In particular, if the dest tex format
1000          * is actually RGBA but the user created the texture as GL_RGB we
1001          * need to fill-in/override the alpha channel with 1.0.
1002          */
1003         texImage->TexFormat->StoreImage(ctx, dims,
1004                                         texImage->_BaseFormat,
1005                                         texImage->TexFormat,
1006                                         texDest,
1007                                         0, 0, 0,
1008                                         dstRowStride,
1009                                         texImage->ImageOffsets,
1010                                         width, height, 1,
1011                                         GL_RGBA, GL_FLOAT, tempSrc, /* src */
1012                                         &unpack);
1013      }
1014      else {
1015         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
1016      }
1017
1018      if (tempSrc)
1019         _mesa_free(tempSrc);
1020   }
1021
1022   st_texture_image_unmap(ctx->st, stImage);
1023   screen->tex_transfer_release(screen, &src_trans);
1024}
1025
1026
1027/**
1028 * Do a CopyTex[Sub]Image1/2/3D() using a hardware (blit) path if possible.
1029 * Note that the region to copy has already been clipped so we know we
1030 * won't read from outside the source renderbuffer's bounds.
1031 *
1032 * Note: srcY=0=Bottom of renderbuffer (GL convention)
1033 */
1034static void
1035st_copy_texsubimage(GLcontext *ctx,
1036                    GLenum target, GLint level,
1037                    GLint destX, GLint destY, GLint destZ,
1038                    GLint srcX, GLint srcY,
1039                    GLsizei width, GLsizei height)
1040{
1041   struct gl_texture_unit *texUnit =
1042      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1043   struct gl_texture_object *texObj =
1044      _mesa_select_tex_object(ctx, texUnit, target);
1045   struct gl_texture_image *texImage =
1046      _mesa_select_tex_image(ctx, texObj, target, level);
1047   struct st_texture_image *stImage = st_texture_image(texImage);
1048   const GLenum texBaseFormat = texImage->InternalFormat;
1049   struct gl_framebuffer *fb = ctx->ReadBuffer;
1050   struct st_renderbuffer *strb;
1051   struct pipe_context *pipe = ctx->st->pipe;
1052   struct pipe_screen *screen = pipe->screen;
1053   enum pipe_format dest_format, src_format;
1054   GLboolean use_fallback = GL_TRUE;
1055   GLboolean matching_base_formats;
1056
1057   /* any rendering in progress must complete before we grab the fb image */
1058   st_finish(ctx->st);
1059
1060   /* determine if copying depth or color data */
1061   if (texBaseFormat == GL_DEPTH_COMPONENT) {
1062      strb = st_renderbuffer(fb->_DepthBuffer);
1063   }
1064   else if (texBaseFormat == GL_DEPTH_STENCIL_EXT) {
1065      strb = st_renderbuffer(fb->_StencilBuffer);
1066   }
1067   else {
1068      /* texBaseFormat == GL_RGB, GL_RGBA, GL_ALPHA, etc */
1069      strb = st_renderbuffer(fb->_ColorReadBuffer);
1070   }
1071
1072   assert(strb);
1073   assert(strb->surface);
1074   assert(stImage->pt);
1075
1076   src_format = strb->surface->format;
1077   dest_format = stImage->pt->format;
1078
1079   /*
1080    * Determine if the src framebuffer and dest texture have the same
1081    * base format.  We need this to detect a case such as the framebuffer
1082    * being GL_RGBA but the texture being GL_RGB.  If the actual hardware
1083    * texture format stores RGBA we need to set A=1 (overriding the
1084    * framebuffer's alpha values).  We can't do that with the blit or
1085    * textured-quad paths.
1086    */
1087   matching_base_formats = (strb->Base._BaseFormat == texImage->_BaseFormat);
1088
1089   if (matching_base_formats && ctx->_ImageTransferState == 0x0) {
1090      /* try potential hardware path */
1091      struct pipe_surface *dest_surface = NULL;
1092
1093      if (src_format == dest_format) {
1094         /* use surface_copy() / blit */
1095         boolean do_flip = (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP);
1096
1097         dest_surface = screen->get_tex_surface(screen, stImage->pt,
1098                                                stImage->face, stImage->level,
1099                                                destZ,
1100                                                PIPE_BUFFER_USAGE_GPU_WRITE);
1101         if (do_flip)
1102            srcY = strb->surface->height - srcY - height;
1103
1104         /* for surface_copy(), y=0=top, always */
1105         pipe->surface_copy(pipe,
1106                            do_flip,
1107                            /* dest */
1108                            dest_surface,
1109                            destX, destY,
1110                            /* src */
1111                            strb->surface,
1112                            srcX, srcY,
1113                            /* size */
1114                            width, height);
1115         use_fallback = GL_FALSE;
1116      }
1117      else if (screen->is_format_supported(screen, src_format,
1118                                           PIPE_TEXTURE_2D,
1119                                           PIPE_TEXTURE_USAGE_SAMPLER,
1120                                           0) &&
1121               screen->is_format_supported(screen, dest_format,
1122                                           PIPE_TEXTURE_2D,
1123                                           PIPE_TEXTURE_USAGE_RENDER_TARGET,
1124                                           0)) {
1125         /* draw textured quad to do the copy */
1126         boolean do_flip = (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP);
1127         int srcY0, srcY1;
1128
1129         dest_surface = screen->get_tex_surface(screen, stImage->pt,
1130                                                stImage->face, stImage->level,
1131                                                destZ,
1132                                                PIPE_BUFFER_USAGE_GPU_WRITE);
1133
1134         if (do_flip) {
1135            srcY1 = strb->Base.Height - srcY - height;
1136            srcY0 = srcY1 + height;
1137         }
1138         else {
1139            srcY0 = srcY;
1140            srcY1 = srcY0 + height;
1141         }
1142         util_blit_pixels(ctx->st->blit,
1143                          strb->surface,
1144                          srcX, srcY0,
1145                          srcX + width, srcY1,
1146                          dest_surface,
1147                          destX, destY,
1148                          destX + width, destY + height,
1149                          0.0, PIPE_TEX_MIPFILTER_NEAREST);
1150         use_fallback = GL_FALSE;
1151      }
1152
1153      if (dest_surface)
1154         pipe_surface_reference(&dest_surface, NULL);
1155   }
1156
1157   if (use_fallback) {
1158      /* software fallback */
1159      fallback_copy_texsubimage(ctx, target, level,
1160                                strb, stImage, texBaseFormat,
1161                                destX, destY, destZ,
1162                                srcX, srcY, width, height);
1163   }
1164
1165   if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
1166      ctx->Driver.GenerateMipmap(ctx, target, texObj);
1167   }
1168}
1169
1170
1171
1172static void
1173st_CopyTexImage1D(GLcontext * ctx, GLenum target, GLint level,
1174                  GLenum internalFormat,
1175                  GLint x, GLint y, GLsizei width, GLint border)
1176{
1177   struct gl_texture_unit *texUnit =
1178      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1179   struct gl_texture_object *texObj =
1180      _mesa_select_tex_object(ctx, texUnit, target);
1181   struct gl_texture_image *texImage =
1182      _mesa_select_tex_image(ctx, texObj, target, level);
1183
1184#if 0
1185   if (border)
1186      goto fail;
1187#endif
1188
1189   /* Setup or redefine the texture object, texture and texture
1190    * image.  Don't populate yet.
1191    */
1192   ctx->Driver.TexImage1D(ctx, target, level, internalFormat,
1193                          width, border,
1194                          GL_RGBA, CHAN_TYPE, NULL,
1195                          &ctx->DefaultPacking, texObj, texImage);
1196
1197   st_copy_texsubimage(ctx, target, level,
1198                       0, 0, 0,  /* destX,Y,Z */
1199                       x, y, width, 1);  /* src X, Y, size */
1200}
1201
1202
1203static void
1204st_CopyTexImage2D(GLcontext * ctx, GLenum target, GLint level,
1205                  GLenum internalFormat,
1206                  GLint x, GLint y, GLsizei width, GLsizei height,
1207                  GLint border)
1208{
1209   struct gl_texture_unit *texUnit =
1210      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1211   struct gl_texture_object *texObj =
1212      _mesa_select_tex_object(ctx, texUnit, target);
1213   struct gl_texture_image *texImage =
1214      _mesa_select_tex_image(ctx, texObj, target, level);
1215
1216   /* Setup or redefine the texture object, texture and texture
1217    * image.  Don't populate yet.
1218    */
1219   ctx->Driver.TexImage2D(ctx, target, level, internalFormat,
1220                          width, height, border,
1221                          GL_RGBA, CHAN_TYPE, NULL,
1222                          &ctx->DefaultPacking, texObj, texImage);
1223
1224   st_copy_texsubimage(ctx, target, level,
1225                       0, 0, 0,  /* destX,Y,Z */
1226                       x, y, width, height);  /* src X, Y, size */
1227}
1228
1229
1230static void
1231st_CopyTexSubImage1D(GLcontext * ctx, GLenum target, GLint level,
1232                     GLint xoffset, GLint x, GLint y, GLsizei width)
1233{
1234   const GLint yoffset = 0, zoffset = 0;
1235   const GLsizei height = 1;
1236   st_copy_texsubimage(ctx, target, level,
1237                       xoffset, yoffset, zoffset,  /* destX,Y,Z */
1238                       x, y, width, height);  /* src X, Y, size */
1239}
1240
1241
1242static void
1243st_CopyTexSubImage2D(GLcontext * ctx, GLenum target, GLint level,
1244                     GLint xoffset, GLint yoffset,
1245                     GLint x, GLint y, GLsizei width, GLsizei height)
1246{
1247   const GLint zoffset = 0;
1248   st_copy_texsubimage(ctx, target, level,
1249                       xoffset, yoffset, zoffset,  /* destX,Y,Z */
1250                       x, y, width, height);  /* src X, Y, size */
1251}
1252
1253
1254static void
1255st_CopyTexSubImage3D(GLcontext * ctx, GLenum target, GLint level,
1256                     GLint xoffset, GLint yoffset, GLint zoffset,
1257                     GLint x, GLint y, GLsizei width, GLsizei height)
1258{
1259   st_copy_texsubimage(ctx, target, level,
1260                       xoffset, yoffset, zoffset,  /* destX,Y,Z */
1261                       x, y, width, height);  /* src X, Y, size */
1262}
1263
1264
1265/**
1266 * Compute which mipmap levels that really need to be sent to the hardware.
1267 * This depends on the base image size, GL_TEXTURE_MIN_LOD,
1268 * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL.
1269 */
1270static void
1271calculate_first_last_level(struct st_texture_object *stObj)
1272{
1273   struct gl_texture_object *tObj = &stObj->base;
1274
1275   /* These must be signed values.  MinLod and MaxLod can be negative numbers,
1276    * and having firstLevel and lastLevel as signed prevents the need for
1277    * extra sign checks.
1278    */
1279   int firstLevel;
1280   int lastLevel;
1281
1282   /* Yes, this looks overly complicated, but it's all needed.
1283    */
1284   switch (tObj->Target) {
1285   case GL_TEXTURE_1D:
1286   case GL_TEXTURE_2D:
1287   case GL_TEXTURE_3D:
1288   case GL_TEXTURE_CUBE_MAP:
1289      if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) {
1290         /* GL_NEAREST and GL_LINEAR only care about GL_TEXTURE_BASE_LEVEL.
1291          */
1292         firstLevel = lastLevel = tObj->BaseLevel;
1293      }
1294      else {
1295         firstLevel = 0;
1296         lastLevel = MIN2(tObj->MaxLevel,
1297                          (int) tObj->Image[0][tObj->BaseLevel]->WidthLog2);
1298      }
1299      break;
1300   case GL_TEXTURE_RECTANGLE_NV:
1301   case GL_TEXTURE_4D_SGIS:
1302      firstLevel = lastLevel = 0;
1303      break;
1304   default:
1305      return;
1306   }
1307
1308   stObj->lastLevel = lastLevel;
1309}
1310
1311
1312static void
1313copy_image_data_to_texture(struct st_context *st,
1314			   struct st_texture_object *stObj,
1315                           GLuint dstLevel,
1316			   struct st_texture_image *stImage)
1317{
1318   if (stImage->pt) {
1319      /* Copy potentially with the blitter:
1320       */
1321      st_texture_image_copy(st->pipe,
1322                            stObj->pt, dstLevel,  /* dest texture, level */
1323                            stImage->pt, /* src texture */
1324                            stImage->face
1325                            );
1326
1327      pipe_texture_reference(&stImage->pt, NULL);
1328   }
1329   else if (stImage->base.Data) {
1330      assert(stImage->base.Data != NULL);
1331
1332      /* More straightforward upload.
1333       */
1334      st_texture_image_data(st->pipe,
1335                               stObj->pt,
1336                               stImage->face,
1337                               dstLevel,
1338                               stImage->base.Data,
1339                               stImage->base.RowStride *
1340                               stObj->pt->block.size,
1341                               stImage->base.RowStride *
1342                               stImage->base.Height *
1343                               stObj->pt->block.size);
1344      _mesa_align_free(stImage->base.Data);
1345      stImage->base.Data = NULL;
1346   }
1347
1348   pipe_texture_reference(&stImage->pt, stObj->pt);
1349}
1350
1351
1352/**
1353 * Called during state validation.  When this function is finished,
1354 * the texture object should be ready for rendering.
1355 * \return GL_TRUE for success, GL_FALSE for failure (out of mem)
1356 */
1357GLboolean
1358st_finalize_texture(GLcontext *ctx,
1359		    struct pipe_context *pipe,
1360		    struct gl_texture_object *tObj,
1361		    GLboolean *needFlush)
1362{
1363   struct st_texture_object *stObj = st_texture_object(tObj);
1364   const GLuint nr_faces = (stObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
1365   int comp_byte = 0;
1366   int cpp;
1367   GLuint face;
1368   struct st_texture_image *firstImage;
1369
1370   *needFlush = GL_FALSE;
1371
1372   /* We know/require this is true by now:
1373    */
1374   assert(stObj->base._Complete);
1375
1376   /* What levels must the texture include at a minimum?
1377    */
1378   calculate_first_last_level(stObj);
1379   firstImage = st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]);
1380
1381   /* If both firstImage and stObj point to a texture which can contain
1382    * all active images, favour firstImage.  Note that because of the
1383    * completeness requirement, we know that the image dimensions
1384    * will match.
1385    */
1386   if (firstImage->pt &&
1387       firstImage->pt != stObj->pt &&
1388       firstImage->pt->last_level >= stObj->lastLevel) {
1389
1390      pipe_texture_reference(&stObj->pt, firstImage->pt);
1391   }
1392
1393   /* FIXME: determine format block instead of cpp */
1394   if (firstImage->base.IsCompressed) {
1395      comp_byte = compressed_num_bytes(firstImage->base.TexFormat->MesaFormat);
1396      cpp = comp_byte;
1397   }
1398   else {
1399      cpp = firstImage->base.TexFormat->TexelBytes;
1400   }
1401
1402   /* If we already have a gallium texture, check that it matches the texture
1403    * object's format, target, size, num_levels, etc.
1404    */
1405   if (stObj->pt) {
1406      const enum pipe_format fmt =
1407         st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat);
1408      if (stObj->pt->target != gl_target_to_pipe(stObj->base.Target) ||
1409          stObj->pt->format != fmt ||
1410          stObj->pt->last_level < stObj->lastLevel ||
1411          stObj->pt->width[0] != firstImage->base.Width2 ||
1412          stObj->pt->height[0] != firstImage->base.Height2 ||
1413          stObj->pt->depth[0] != firstImage->base.Depth2 ||
1414          stObj->pt->block.size/stObj->pt->block.width != cpp || /* Nominal bytes per pixel */
1415          stObj->pt->compressed != firstImage->base.IsCompressed) {
1416         pipe_texture_release(&stObj->pt);
1417         ctx->st->dirty.st |= ST_NEW_FRAMEBUFFER;
1418      }
1419   }
1420
1421   /* May need to create a new gallium texture:
1422    */
1423   if (!stObj->pt) {
1424      const enum pipe_format fmt =
1425         st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat);
1426      stObj->pt = st_texture_create(ctx->st,
1427                                    gl_target_to_pipe(stObj->base.Target),
1428                                    fmt,
1429                                    stObj->lastLevel,
1430                                    firstImage->base.Width2,
1431                                    firstImage->base.Height2,
1432                                    firstImage->base.Depth2,
1433                                    comp_byte,
1434                                    ( (pf_is_depth_stencil(fmt) ?
1435                                      PIPE_TEXTURE_USAGE_DEPTH_STENCIL :
1436                                      PIPE_TEXTURE_USAGE_RENDER_TARGET) |
1437                                      PIPE_TEXTURE_USAGE_SAMPLER ));
1438
1439      if (!stObj->pt) {
1440         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
1441         return GL_FALSE;
1442      }
1443   }
1444
1445   /* Pull in any images not in the object's texture:
1446    */
1447   for (face = 0; face < nr_faces; face++) {
1448      GLuint level;
1449      for (level = 0; level <= stObj->lastLevel; level++) {
1450         struct st_texture_image *stImage =
1451            st_texture_image(stObj->base.Image[face][stObj->base.BaseLevel + level]);
1452
1453         /* Need to import images in main memory or held in other textures.
1454          */
1455         if (stImage && stObj->pt != stImage->pt) {
1456            copy_image_data_to_texture(ctx->st, stObj, level, stImage);
1457	    *needFlush = GL_TRUE;
1458         }
1459      }
1460   }
1461
1462   return GL_TRUE;
1463}
1464
1465
1466/**
1467 * Returns pointer to a default/dummy texture.
1468 * This is typically used when the current shader has tex/sample instructions
1469 * but the user has not provided a (any) texture(s).
1470 */
1471struct gl_texture_object *
1472st_get_default_texture(struct st_context *st)
1473{
1474   if (!st->default_texture) {
1475      static const GLenum target = GL_TEXTURE_2D;
1476      GLubyte pixels[16][16][4];
1477      struct gl_texture_object *texObj;
1478      struct gl_texture_image *texImg;
1479
1480      /* init image to gray */
1481      memset(pixels, 127, sizeof(pixels));
1482
1483      texObj = st->ctx->Driver.NewTextureObject(st->ctx, 0, target);
1484
1485      texImg = _mesa_get_tex_image(st->ctx, texObj, target, 0);
1486
1487      _mesa_init_teximage_fields(st->ctx, target, texImg,
1488                                 16, 16, 1, 0,  /* w, h, d, border */
1489                                 GL_RGBA);
1490
1491      st_TexImage(st->ctx, 2, target,
1492                  0, GL_RGBA,    /* level, intformat */
1493                  16, 16, 1, 0,  /* w, h, d, border */
1494                  GL_RGBA, GL_UNSIGNED_BYTE, pixels,
1495                  &st->ctx->DefaultPacking,
1496                  texObj, texImg,
1497                  0, 0);
1498
1499      texObj->MinFilter = GL_NEAREST;
1500      texObj->MagFilter = GL_NEAREST;
1501      texObj->_Complete = GL_TRUE;
1502
1503      st->default_texture = texObj;
1504   }
1505   return st->default_texture;
1506}
1507
1508
1509void
1510st_init_texture_functions(struct dd_function_table *functions)
1511{
1512   functions->ChooseTextureFormat = st_ChooseTextureFormat;
1513   functions->TexImage1D = st_TexImage1D;
1514   functions->TexImage2D = st_TexImage2D;
1515   functions->TexImage3D = st_TexImage3D;
1516   functions->TexSubImage1D = st_TexSubImage1D;
1517   functions->TexSubImage2D = st_TexSubImage2D;
1518   functions->TexSubImage3D = st_TexSubImage3D;
1519   functions->CopyTexImage1D = st_CopyTexImage1D;
1520   functions->CopyTexImage2D = st_CopyTexImage2D;
1521   functions->CopyTexSubImage1D = st_CopyTexSubImage1D;
1522   functions->CopyTexSubImage2D = st_CopyTexSubImage2D;
1523   functions->CopyTexSubImage3D = st_CopyTexSubImage3D;
1524   functions->GenerateMipmap = st_generate_mipmap;
1525
1526   functions->GetTexImage = st_GetTexImage;
1527
1528   /* compressed texture functions */
1529   functions->CompressedTexImage2D = st_CompressedTexImage2D;
1530   functions->GetCompressedTexImage = st_GetCompressedTexImage;
1531   functions->CompressedTextureSize = _mesa_compressed_texture_size;
1532
1533   functions->NewTextureObject = st_NewTextureObject;
1534   functions->NewTextureImage = st_NewTextureImage;
1535   functions->DeleteTexture = st_DeleteTextureObject;
1536   functions->FreeTexImageData = st_FreeTextureImageData;
1537   functions->UpdateTexturePalette = 0;
1538
1539   functions->TextureMemCpy = do_memcpy;
1540
1541   /* XXX Temporary until we can query pipe's texture sizes */
1542   functions->TestProxyTexImage = _mesa_test_proxy_teximage;
1543}
1544