st_cb_texture.c revision 8d6ef125ac6044438db5b89d6d310ccfc4b8140a
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#if FEATURE_convolve
30#include "main/convolve.h"
31#endif
32#include "main/enums.h"
33#include "main/image.h"
34#include "main/macros.h"
35#include "main/mipmap.h"
36#include "main/pixel.h"
37#include "main/texcompress.h"
38#include "main/texformat.h"
39#include "main/teximage.h"
40#include "main/texobj.h"
41#include "main/texstore.h"
42
43#include "state_tracker/st_context.h"
44#include "state_tracker/st_cb_fbo.h"
45#include "state_tracker/st_cb_texture.h"
46#include "state_tracker/st_format.h"
47#include "state_tracker/st_public.h"
48#include "state_tracker/st_texture.h"
49#include "state_tracker/st_gen_mipmap.h"
50
51#include "pipe/p_context.h"
52#include "pipe/p_defines.h"
53#include "pipe/p_inlines.h"
54#include "util/u_tile.h"
55#include "util/u_blit.h"
56
57
58#define DBG if (0) printf
59
60
61static enum pipe_texture_target
62gl_target_to_pipe(GLenum target)
63{
64   switch (target) {
65   case GL_TEXTURE_1D:
66      return PIPE_TEXTURE_1D;
67
68   case GL_TEXTURE_2D:
69   case GL_TEXTURE_RECTANGLE_NV:
70      return PIPE_TEXTURE_2D;
71
72   case GL_TEXTURE_3D:
73      return PIPE_TEXTURE_3D;
74
75   case GL_TEXTURE_CUBE_MAP_ARB:
76      return PIPE_TEXTURE_CUBE;
77
78   default:
79      assert(0);
80      return 0;
81   }
82}
83
84
85/**
86 * Return nominal bytes per texel for a compressed format, 0 for non-compressed
87 * format.
88 */
89static int
90compressed_num_bytes(GLuint mesaFormat)
91{
92   switch(mesaFormat) {
93#if FEATURE_texture_fxt1
94   case MESA_FORMAT_RGB_FXT1:
95   case MESA_FORMAT_RGBA_FXT1:
96#endif
97#if FEATURE_texture_s3tc
98   case MESA_FORMAT_RGB_DXT1:
99   case MESA_FORMAT_RGBA_DXT1:
100      return 2;
101   case MESA_FORMAT_RGBA_DXT3:
102   case MESA_FORMAT_RGBA_DXT5:
103      return 4;
104#endif
105   default:
106      return 0;
107   }
108}
109
110
111/** called via ctx->Driver.NewTextureImage() */
112static struct gl_texture_image *
113st_NewTextureImage(GLcontext * ctx)
114{
115   DBG("%s\n", __FUNCTION__);
116   (void) ctx;
117   return (struct gl_texture_image *) CALLOC_STRUCT(st_texture_image);
118}
119
120
121/** called via ctx->Driver.NewTextureObject() */
122static struct gl_texture_object *
123st_NewTextureObject(GLcontext * ctx, GLuint name, GLenum target)
124{
125   struct st_texture_object *obj = CALLOC_STRUCT(st_texture_object);
126
127   DBG("%s\n", __FUNCTION__);
128   _mesa_initialize_texture_object(&obj->base, name, target);
129
130   return &obj->base;
131}
132
133/** called via ctx->Driver.DeleteTextureImage() */
134static void
135st_DeleteTextureObject(GLcontext *ctx,
136                       struct gl_texture_object *texObj)
137{
138   struct st_texture_object *stObj = st_texture_object(texObj);
139   if (stObj->pt)
140      pipe_texture_reference(&stObj->pt, NULL);
141
142   _mesa_delete_texture_object(ctx, texObj);
143}
144
145
146/** called via ctx->Driver.FreeTexImageData() */
147static void
148st_FreeTextureImageData(GLcontext * ctx, struct gl_texture_image *texImage)
149{
150   struct st_texture_image *stImage = st_texture_image(texImage);
151
152   DBG("%s\n", __FUNCTION__);
153
154   if (stImage->pt) {
155      pipe_texture_reference(&stImage->pt, NULL);
156   }
157
158   if (texImage->Data) {
159      _mesa_align_free(texImage->Data);
160      texImage->Data = NULL;
161   }
162}
163
164
165/**
166 * From linux kernel i386 header files, copes with odd sizes better
167 * than COPY_DWORDS would:
168 * XXX Put this in src/mesa/main/imports.h ???
169 */
170#if defined(i386) || defined(__i386__)
171static INLINE void *
172__memcpy(void *to, const void *from, size_t n)
173{
174   int d0, d1, d2;
175   __asm__ __volatile__("rep ; movsl\n\t"
176                        "testb $2,%b4\n\t"
177                        "je 1f\n\t"
178                        "movsw\n"
179                        "1:\ttestb $1,%b4\n\t"
180                        "je 2f\n\t"
181                        "movsb\n" "2:":"=&c"(d0), "=&D"(d1), "=&S"(d2)
182                        :"0"(n / 4), "q"(n), "1"((long) to), "2"((long) from)
183                        :"memory");
184   return (to);
185}
186#else
187#define __memcpy(a,b,c) memcpy(a,b,c)
188#endif
189
190
191/**
192 * The system memcpy (at least on ubuntu 5.10) has problems copying
193 * to agp (writecombined) memory from a source which isn't 64-byte
194 * aligned - there is a 4x performance falloff.
195 *
196 * The x86 __memcpy is immune to this but is slightly slower
197 * (10%-ish) than the system memcpy.
198 *
199 * The sse_memcpy seems to have a slight cliff at 64/32 bytes, but
200 * isn't much faster than x86_memcpy for agp copies.
201 *
202 * TODO: switch dynamically.
203 */
204static void *
205do_memcpy(void *dest, const void *src, size_t n)
206{
207   if ((((unsigned) src) & 63) || (((unsigned) dest) & 63)) {
208      return __memcpy(dest, src, n);
209   }
210   else
211      return memcpy(dest, src, n);
212}
213
214
215static int
216logbase2(int n)
217{
218   GLint i = 1, log2 = 0;
219   while (n > i) {
220      i *= 2;
221      log2++;
222   }
223   return log2;
224}
225
226
227/**
228 * Allocate a pipe_texture object for the given st_texture_object using
229 * the given st_texture_image to guess the mipmap size/levels.
230 *
231 * [comments...]
232 * Otherwise, store it in memory if (Border != 0) or (any dimension ==
233 * 1).
234 *
235 * Otherwise, if max_level >= level >= min_level, create texture with
236 * space for images from min_level down to max_level.
237 *
238 * Otherwise, create texture with space for images from (level 0)..(1x1).
239 * Consider pruning this texture at a validation if the saving is worth it.
240 */
241static void
242guess_and_alloc_texture(struct st_context *st,
243			struct st_texture_object *stObj,
244			const struct st_texture_image *stImage)
245{
246   GLuint firstLevel;
247   GLuint lastLevel;
248   GLuint width = stImage->base.Width2;  /* size w/out border */
249   GLuint height = stImage->base.Height2;
250   GLuint depth = stImage->base.Depth2;
251   GLuint i, comp_byte = 0;
252   enum pipe_format fmt;
253
254   DBG("%s\n", __FUNCTION__);
255
256   assert(!stObj->pt);
257
258   if (stObj->pt &&
259       (GLint) stImage->level > stObj->base.BaseLevel &&
260       (stImage->base.Width == 1 ||
261        (stObj->base.Target != GL_TEXTURE_1D &&
262         stImage->base.Height == 1) ||
263        (stObj->base.Target == GL_TEXTURE_3D &&
264         stImage->base.Depth == 1)))
265      return;
266
267   /* If this image disrespects BaseLevel, allocate from level zero.
268    * Usually BaseLevel == 0, so it's unlikely to happen.
269    */
270   if ((GLint) stImage->level < stObj->base.BaseLevel)
271      firstLevel = 0;
272   else
273      firstLevel = stObj->base.BaseLevel;
274
275
276   /* Figure out image dimensions at start level.
277    */
278   for (i = stImage->level; i > firstLevel; i--) {
279      if (width != 1)
280         width <<= 1;
281      if (height != 1)
282         height <<= 1;
283      if (depth != 1)
284         depth <<= 1;
285   }
286
287   if (width == 0 || height == 0 || depth == 0) {
288      /* no texture needed */
289      return;
290   }
291
292   /* Guess a reasonable value for lastLevel.  This is probably going
293    * to be wrong fairly often and might mean that we have to look at
294    * resizable buffers, or require that buffers implement lazy
295    * pagetable arrangements.
296    */
297   if ((stObj->base.MinFilter == GL_NEAREST ||
298        stObj->base.MinFilter == GL_LINEAR) &&
299       stImage->level == firstLevel) {
300      lastLevel = firstLevel;
301   }
302   else {
303      GLuint l2width = logbase2(width);
304      GLuint l2height = logbase2(height);
305      GLuint l2depth = logbase2(depth);
306      lastLevel = firstLevel + MAX2(MAX2(l2width, l2height), l2depth);
307   }
308
309   if (stImage->base.IsCompressed)
310      comp_byte = compressed_num_bytes(stImage->base.TexFormat->MesaFormat);
311
312   fmt = st_mesa_format_to_pipe_format(stImage->base.TexFormat->MesaFormat);
313   stObj->pt = st_texture_create(st,
314                                 gl_target_to_pipe(stObj->base.Target),
315                                 fmt,
316                                 lastLevel,
317                                 width,
318                                 height,
319                                 depth,
320                                 comp_byte,
321                                 ( (pf_is_depth_stencil(fmt) ?
322                                   PIPE_TEXTURE_USAGE_DEPTH_STENCIL :
323                                   PIPE_TEXTURE_USAGE_RENDER_TARGET) |
324                                   PIPE_TEXTURE_USAGE_SAMPLER ));
325
326   DBG("%s - success\n", __FUNCTION__);
327}
328
329
330/**
331 * Adjust pixel unpack params and image dimensions to strip off the
332 * texture border.
333 * Gallium doesn't support texture borders.  They've seldem been used
334 * and seldom been implemented correctly anyway.
335 * \param unpackNew  returns the new pixel unpack parameters
336 */
337static void
338strip_texture_border(GLint border,
339                     GLint *width, GLint *height, GLint *depth,
340                     const struct gl_pixelstore_attrib *unpack,
341                     struct gl_pixelstore_attrib *unpackNew)
342{
343   assert(border > 0);  /* sanity check */
344
345   *unpackNew = *unpack;
346
347   if (unpackNew->RowLength == 0)
348      unpackNew->RowLength = *width;
349
350   if (depth && unpackNew->ImageHeight == 0)
351      unpackNew->ImageHeight = *height;
352
353   unpackNew->SkipPixels += border;
354   if (height)
355      unpackNew->SkipRows += border;
356   if (depth)
357      unpackNew->SkipImages += border;
358
359   assert(*width >= 3);
360   *width = *width - 2 * border;
361   if (height && *height >= 3)
362      *height = *height - 2 * border;
363   if (depth && *depth >= 3)
364      *depth = *depth - 2 * border;
365}
366
367
368/**
369 * Do glTexImage1/2/3D().
370 */
371static void
372st_TexImage(GLcontext * ctx,
373            GLint dims,
374            GLenum target, GLint level,
375            GLint internalFormat,
376            GLint width, GLint height, GLint depth,
377            GLint border,
378            GLenum format, GLenum type, const void *pixels,
379            const struct gl_pixelstore_attrib *unpack,
380            struct gl_texture_object *texObj,
381            struct gl_texture_image *texImage,
382            GLsizei imageSize, int compressed)
383{
384   struct st_texture_object *stObj = st_texture_object(texObj);
385   struct st_texture_image *stImage = st_texture_image(texImage);
386   GLint postConvWidth, postConvHeight;
387   GLint texelBytes, sizeInBytes;
388   GLuint dstRowStride;
389   struct gl_pixelstore_attrib unpackNB;
390
391   DBG("%s target %s level %d %dx%dx%d border %d\n", __FUNCTION__,
392       _mesa_lookup_enum_by_nr(target), level, width, height, depth, border);
393
394   /* gallium does not support texture borders, strip it off */
395   if (border) {
396      strip_texture_border(border, &width, &height, &depth,
397                           unpack, &unpackNB);
398      unpack = &unpackNB;
399      texImage->Width = width;
400      texImage->Height = height;
401      texImage->Depth = depth;
402      texImage->Border = 0;
403      border = 0;
404   }
405
406   postConvWidth = width;
407   postConvHeight = height;
408
409   stImage->face = _mesa_tex_target_to_face(target);
410   stImage->level = level;
411
412#if FEATURE_convolve
413   if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) {
414      _mesa_adjust_image_for_convolution(ctx, dims, &postConvWidth,
415                                         &postConvHeight);
416   }
417#endif
418
419   /* choose the texture format */
420   texImage->TexFormat = st_ChooseTextureFormat(ctx, internalFormat,
421                                                format, type);
422
423   _mesa_set_fetch_functions(texImage, dims);
424
425   if (texImage->TexFormat->TexelBytes == 0) {
426      /* must be a compressed format */
427      texelBytes = 0;
428      texImage->IsCompressed = GL_TRUE;
429      texImage->CompressedSize =
430	 ctx->Driver.CompressedTextureSize(ctx, texImage->Width,
431					   texImage->Height, texImage->Depth,
432					   texImage->TexFormat->MesaFormat);
433   }
434   else {
435      texelBytes = texImage->TexFormat->TexelBytes;
436
437      /* Minimum pitch of 32 bytes */
438      if (postConvWidth * texelBytes < 32) {
439	 postConvWidth = 32 / texelBytes;
440	 texImage->RowStride = postConvWidth;
441      }
442
443      /* we'll set RowStride elsewhere when the texture is a "mapped" state */
444      /*assert(texImage->RowStride == postConvWidth);*/
445   }
446
447   /* Release the reference to a potentially orphaned buffer.
448    * Release any old malloced memory.
449    */
450   if (stImage->pt) {
451      pipe_texture_reference(&stImage->pt, NULL);
452      assert(!texImage->Data);
453   }
454   else if (texImage->Data) {
455      _mesa_align_free(texImage->Data);
456   }
457
458   if (width == 0 || height == 0 || depth == 0) {
459      /* stop after freeing old image */
460      return;
461   }
462
463   /* If this is the only mipmap level in the texture, could call
464    * bmBufferData with NULL data to free the old block and avoid
465    * waiting on any outstanding fences.
466    */
467   if (stObj->pt &&
468       (stObj->teximage_realloc ||
469        (/*stObj->pt->first_level == level &&*/
470         stObj->pt->last_level == level &&
471         stObj->pt->target != PIPE_TEXTURE_CUBE &&
472         !st_texture_match_image(stObj->pt, &stImage->base,
473                                 stImage->face, stImage->level)))) {
474
475      DBG("release it\n");
476      pipe_texture_reference(&stObj->pt, NULL);
477      assert(!stObj->pt);
478      stObj->teximage_realloc = FALSE;
479   }
480
481   if (!stObj->pt) {
482      guess_and_alloc_texture(ctx->st, stObj, stImage);
483      if (!stObj->pt) {
484         /* Probably out of memory.
485          * Try flushing any pending rendering, then retry.
486          */
487         st_finish(ctx->st);
488         guess_and_alloc_texture(ctx->st, stObj, stImage);
489         if (!stObj->pt) {
490            _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
491            return;
492         }
493      }
494   }
495
496   assert(!stImage->pt);
497
498   if (stObj->pt &&
499       st_texture_match_image(stObj->pt, &stImage->base,
500                                 stImage->face, stImage->level)) {
501
502      pipe_texture_reference(&stImage->pt, stObj->pt);
503      assert(stImage->pt);
504   }
505
506   if (!stImage->pt)
507      DBG("XXX: Image did not fit into texture - storing in local memory!\n");
508
509   /* st_CopyTexImage calls this function with pixels == NULL, with
510    * the expectation that the texture will be set up but nothing
511    * more will be done.  This is where those calls return:
512    */
513   if (compressed) {
514      pixels = _mesa_validate_pbo_compressed_teximage(ctx, imageSize, pixels,
515						      unpack,
516						      "glCompressedTexImage");
517   } else {
518      pixels = _mesa_validate_pbo_teximage(ctx, dims, width, height, 1,
519					   format, type,
520					   pixels, unpack, "glTexImage");
521   }
522   if (!pixels)
523      return;
524
525   if (stImage->pt) {
526      texImage->Data = st_texture_image_map(ctx->st, stImage, 0,
527                                            PIPE_BUFFER_USAGE_CPU_WRITE);
528      if (stImage->surface)
529         dstRowStride = stImage->surface->stride;
530   }
531   else {
532      /* Allocate regular memory and store the image there temporarily.   */
533      if (texImage->IsCompressed) {
534         sizeInBytes = texImage->CompressedSize;
535         dstRowStride =
536            _mesa_compressed_row_stride(texImage->TexFormat->MesaFormat, width);
537         assert(dims != 3);
538      }
539      else {
540         dstRowStride = postConvWidth * texelBytes;
541         sizeInBytes = depth * dstRowStride * postConvHeight;
542      }
543
544      texImage->Data = _mesa_align_malloc(sizeInBytes, 16);
545   }
546
547   if (!texImage->Data) {
548      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
549      return;
550   }
551
552   DBG("Upload image %dx%dx%d row_len %x pitch %x\n",
553       width, height, depth, width * texelBytes, dstRowStride);
554
555   /* Copy data.  Would like to know when it's ok for us to eg. use
556    * the blitter to copy.  Or, use the hardware to do the format
557    * conversion and copy:
558    */
559   if (compressed) {
560      memcpy(texImage->Data, pixels, imageSize);
561   }
562   else {
563      GLuint srcImageStride = _mesa_image_image_stride(unpack, width, height,
564						       format, type);
565      int i;
566      const GLubyte *src = (const GLubyte *) pixels;
567
568      for (i = 0; i++ < depth;) {
569	 if (!texImage->TexFormat->StoreImage(ctx, dims,
570					      texImage->_BaseFormat,
571					      texImage->TexFormat,
572					      texImage->Data,
573					      0, 0, 0, /* dstX/Y/Zoffset */
574					      dstRowStride,
575					      texImage->ImageOffsets,
576					      width, height, 1,
577					      format, type, src, unpack)) {
578	    _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
579	 }
580
581	 if (stImage->pt && i < depth) {
582	    st_texture_image_unmap(ctx->st, stImage);
583	    texImage->Data = st_texture_image_map(ctx->st, stImage, i,
584                                                  PIPE_BUFFER_USAGE_CPU_WRITE);
585	    src += srcImageStride;
586	 }
587      }
588   }
589
590   _mesa_unmap_teximage_pbo(ctx, unpack);
591
592   if (stImage->pt) {
593      st_texture_image_unmap(ctx->st, stImage);
594      texImage->Data = NULL;
595   }
596
597   if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
598      ctx->Driver.GenerateMipmap(ctx, target, texObj);
599   }
600}
601
602
603static void
604st_TexImage3D(GLcontext * ctx,
605              GLenum target, GLint level,
606              GLint internalFormat,
607              GLint width, GLint height, GLint depth,
608              GLint border,
609              GLenum format, GLenum type, const void *pixels,
610              const struct gl_pixelstore_attrib *unpack,
611              struct gl_texture_object *texObj,
612              struct gl_texture_image *texImage)
613{
614   st_TexImage(ctx, 3, target, level,
615                 internalFormat, width, height, depth, border,
616                 format, type, pixels, unpack, texObj, texImage, 0, 0);
617}
618
619
620static void
621st_TexImage2D(GLcontext * ctx,
622              GLenum target, GLint level,
623              GLint internalFormat,
624              GLint width, GLint height, GLint border,
625              GLenum format, GLenum type, const void *pixels,
626              const struct gl_pixelstore_attrib *unpack,
627              struct gl_texture_object *texObj,
628              struct gl_texture_image *texImage)
629{
630   st_TexImage(ctx, 2, target, level,
631                 internalFormat, width, height, 1, border,
632                 format, type, pixels, unpack, texObj, texImage, 0, 0);
633}
634
635
636static void
637st_TexImage1D(GLcontext * ctx,
638              GLenum target, GLint level,
639              GLint internalFormat,
640              GLint width, GLint border,
641              GLenum format, GLenum type, const void *pixels,
642              const struct gl_pixelstore_attrib *unpack,
643              struct gl_texture_object *texObj,
644              struct gl_texture_image *texImage)
645{
646   st_TexImage(ctx, 1, target, level,
647                 internalFormat, width, 1, 1, border,
648                 format, type, pixels, unpack, texObj, texImage, 0, 0);
649}
650
651
652static void
653st_CompressedTexImage2D(GLcontext *ctx, GLenum target, GLint level,
654                        GLint internalFormat,
655                        GLint width, GLint height, GLint border,
656                        GLsizei imageSize, const GLvoid *data,
657                        struct gl_texture_object *texObj,
658                        struct gl_texture_image *texImage)
659{
660   st_TexImage(ctx, 2, target, level,
661		 internalFormat, width, height, 1, border,
662		 0, 0, data, &ctx->Unpack, texObj, texImage, imageSize, 1);
663}
664
665
666/**
667 * Need to map texture image into memory before copying image data,
668 * then unmap it.
669 */
670static void
671st_get_tex_image(GLcontext * ctx, GLenum target, GLint level,
672                 GLenum format, GLenum type, GLvoid * pixels,
673                 struct gl_texture_object *texObj,
674                 struct gl_texture_image *texImage, int compressed)
675{
676   struct st_texture_image *stImage = st_texture_image(texImage);
677   GLuint dstImageStride = _mesa_image_image_stride(&ctx->Pack,
678                                                    texImage->Width,
679						    texImage->Height,
680                                                    format, type);
681   GLuint depth;
682   GLuint i;
683   GLubyte *dest;
684
685   /* Map */
686   if (stImage->pt) {
687      /* Image is stored in hardware format in a buffer managed by the
688       * kernel.  Need to explicitly map and unmap it.
689       */
690      texImage->Data = st_texture_image_map(ctx->st, stImage, 0,
691                                            PIPE_BUFFER_USAGE_CPU_READ);
692      texImage->RowStride = stImage->surface->stride / stImage->pt->block.size;
693   }
694   else {
695      /* Otherwise, the image should actually be stored in
696       * texImage->Data.  This is pretty confusing for
697       * everybody, I'd much prefer to separate the two functions of
698       * texImage->Data - storage for texture images in main memory
699       * and access (ie mappings) of images.  In other words, we'd
700       * create a new texImage->Map field and leave Data simply for
701       * storage.
702       */
703      assert(texImage->Data);
704   }
705
706   depth = texImage->Depth;
707   texImage->Depth = 1;
708
709   dest = (GLubyte *) pixels;
710
711   for (i = 0; i++ < depth;) {
712      if (compressed) {
713	 _mesa_get_compressed_teximage(ctx, target, level, dest,
714				       texObj, texImage);
715      } else {
716	 _mesa_get_teximage(ctx, target, level, format, type, dest,
717			    texObj, texImage);
718      }
719
720      if (stImage->pt && i < depth) {
721	 st_texture_image_unmap(ctx->st, stImage);
722	 texImage->Data = st_texture_image_map(ctx->st, stImage, i,
723                                               PIPE_BUFFER_USAGE_CPU_READ);
724	 dest += dstImageStride;
725      }
726   }
727
728   texImage->Depth = depth;
729
730   /* Unmap */
731   if (stImage->pt) {
732      st_texture_image_unmap(ctx->st, stImage);
733      texImage->Data = NULL;
734   }
735}
736
737
738static void
739st_GetTexImage(GLcontext * ctx, GLenum target, GLint level,
740               GLenum format, GLenum type, GLvoid * pixels,
741               struct gl_texture_object *texObj,
742               struct gl_texture_image *texImage)
743{
744   st_get_tex_image(ctx, target, level, format, type, pixels,
745                    texObj, texImage, 0);
746}
747
748
749static void
750st_GetCompressedTexImage(GLcontext *ctx, GLenum target, GLint level,
751                         GLvoid *pixels,
752                         const struct gl_texture_object *texObj,
753                         const struct gl_texture_image *texImage)
754{
755   st_get_tex_image(ctx, target, level, 0, 0, pixels,
756                    (struct gl_texture_object *) texObj,
757                    (struct gl_texture_image *) texImage, 1);
758}
759
760
761
762static void
763st_TexSubimage(GLcontext * ctx,
764               GLint dims,
765               GLenum target, GLint level,
766               GLint xoffset, GLint yoffset, GLint zoffset,
767               GLint width, GLint height, GLint depth,
768               GLenum format, GLenum type, const void *pixels,
769               const struct gl_pixelstore_attrib *packing,
770               struct gl_texture_object *texObj,
771               struct gl_texture_image *texImage)
772{
773   struct st_texture_image *stImage = st_texture_image(texImage);
774   GLuint dstRowStride;
775   GLuint srcImageStride = _mesa_image_image_stride(packing, width, height,
776						    format, type);
777   int i;
778   const GLubyte *src;
779
780   DBG("%s target %s level %d offset %d,%d %dx%d\n", __FUNCTION__,
781       _mesa_lookup_enum_by_nr(target),
782       level, xoffset, yoffset, width, height);
783
784   pixels =
785      _mesa_validate_pbo_teximage(ctx, dims, width, height, depth, format,
786                                  type, pixels, packing, "glTexSubImage2D");
787   if (!pixels)
788      return;
789
790   /* Map buffer if necessary.  Need to lock to prevent other contexts
791    * from uploading the buffer under us.
792    */
793   if (stImage->pt) {
794      texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset,
795                                            PIPE_BUFFER_USAGE_CPU_WRITE);
796      if (stImage->surface)
797         dstRowStride = stImage->surface->stride;
798   }
799
800   if (!texImage->Data) {
801      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
802      return;
803   }
804
805   src = (const GLubyte *) pixels;
806
807   for (i = 0; i++ < depth;) {
808      if (!texImage->TexFormat->StoreImage(ctx, dims, texImage->_BaseFormat,
809					   texImage->TexFormat,
810					   texImage->Data,
811					   xoffset, yoffset, 0,
812					   dstRowStride,
813					   texImage->ImageOffsets,
814					   width, height, 1,
815					   format, type, src, packing)) {
816	 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
817      }
818
819      if (stImage->pt && i < depth) {
820         /* map next slice of 3D texture */
821	 st_texture_image_unmap(ctx->st, stImage);
822	 texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset + i,
823                                               PIPE_BUFFER_USAGE_CPU_WRITE);
824	 src += srcImageStride;
825      }
826   }
827
828   if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
829      ctx->Driver.GenerateMipmap(ctx, target, texObj);
830   }
831
832   _mesa_unmap_teximage_pbo(ctx, packing);
833
834   if (stImage->pt) {
835      st_texture_image_unmap(ctx->st, stImage);
836      texImage->Data = NULL;
837   }
838}
839
840
841
842static void
843st_TexSubImage3D(GLcontext * ctx,
844                   GLenum target,
845                   GLint level,
846                   GLint xoffset, GLint yoffset, GLint zoffset,
847                   GLsizei width, GLsizei height, GLsizei depth,
848                   GLenum format, GLenum type,
849                   const GLvoid * pixels,
850                   const struct gl_pixelstore_attrib *packing,
851                   struct gl_texture_object *texObj,
852                   struct gl_texture_image *texImage)
853{
854   st_TexSubimage(ctx, 3, target, level,
855                  xoffset, yoffset, zoffset,
856                  width, height, depth,
857                  format, type, pixels, packing, texObj, texImage);
858}
859
860
861static void
862st_TexSubImage2D(GLcontext * ctx,
863                   GLenum target,
864                   GLint level,
865                   GLint xoffset, GLint yoffset,
866                   GLsizei width, GLsizei height,
867                   GLenum format, GLenum type,
868                   const GLvoid * pixels,
869                   const struct gl_pixelstore_attrib *packing,
870                   struct gl_texture_object *texObj,
871                   struct gl_texture_image *texImage)
872{
873   st_TexSubimage(ctx, 2, target, level,
874                  xoffset, yoffset, 0,
875                  width, height, 1,
876                  format, type, pixels, packing, texObj, texImage);
877}
878
879
880static void
881st_TexSubImage1D(GLcontext * ctx,
882                   GLenum target,
883                   GLint level,
884                   GLint xoffset,
885                   GLsizei width,
886                   GLenum format, GLenum type,
887                   const GLvoid * pixels,
888                   const struct gl_pixelstore_attrib *packing,
889                   struct gl_texture_object *texObj,
890                   struct gl_texture_image *texImage)
891{
892   st_TexSubimage(ctx, 1, target, level,
893                  xoffset, 0, 0,
894                  width, 1, 1,
895                  format, type, pixels, packing, texObj, texImage);
896}
897
898
899
900/**
901 * Return 0 for GL_TEXTURE_CUBE_MAP_POSITIVE_X,
902 *        1 for GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
903 *        etc.
904 * XXX duplicated from main/teximage.c
905 */
906static uint
907texture_face(GLenum target)
908{
909   if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB &&
910       target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB)
911      return (GLuint) target - (GLuint) GL_TEXTURE_CUBE_MAP_POSITIVE_X;
912   else
913      return 0;
914}
915
916
917
918/**
919 * Do a CopyTexSubImage operation by mapping the source surface and
920 * dest surface and using get_tile()/put_tile() to access the pixels/texels.
921 *
922 * Note: srcY=0=TOP of renderbuffer
923 */
924static void
925fallback_copy_texsubimage(GLcontext *ctx,
926                          GLenum target,
927                          GLint level,
928                          struct st_renderbuffer *strb,
929                          struct st_texture_image *stImage,
930                          GLenum baseFormat,
931                          GLint destX, GLint destY, GLint destZ,
932                          GLint srcX, GLint srcY,
933                          GLsizei width, GLsizei height)
934{
935   struct pipe_context *pipe = ctx->st->pipe;
936   struct pipe_screen *screen = pipe->screen;
937   const uint face = texture_face(target);
938   struct pipe_texture *pt = stImage->pt;
939   struct pipe_surface *src_surf, *dest_surf;
940
941   /* We'd use strb->surface, here but it's created for GPU read/write only */
942   src_surf = pipe->screen->get_tex_surface( pipe->screen,
943                                             strb->texture,
944                                             0, 0, 0,
945                                             PIPE_BUFFER_USAGE_CPU_READ);
946
947   dest_surf = screen->get_tex_surface(screen, pt, face, level, destZ,
948                                       PIPE_BUFFER_USAGE_CPU_WRITE);
949
950   assert(width <= MAX_WIDTH);
951
952   if (baseFormat == GL_DEPTH_COMPONENT) {
953      const GLboolean scaleOrBias = (ctx->Pixel.DepthScale != 1.0F ||
954                                     ctx->Pixel.DepthBias != 0.0F);
955      GLint row, yStep;
956
957      /* determine bottom-to-top vs. top-to-bottom order for src buffer */
958      if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
959         srcY = strb->Base.Height - 1 - srcY;
960         yStep = -1;
961      }
962      else {
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, destY++) {
968         uint data[MAX_WIDTH];
969         pipe_get_tile_z(src_surf, srcX, srcY, width, 1, data);
970         if (scaleOrBias) {
971            _mesa_scale_and_bias_depth_uint(ctx, width, data);
972         }
973         pipe_put_tile_z(dest_surf, destX, destY, width, 1, data);
974      }
975   }
976   else {
977      /* RGBA format */
978      GLfloat *tempSrc =
979         (GLfloat *) _mesa_malloc(width * height * 4 * sizeof(GLfloat));
980      GLvoid *texDest =
981         st_texture_image_map(ctx->st, stImage, 0,PIPE_BUFFER_USAGE_CPU_WRITE);
982
983      if (tempSrc && texDest) {
984         const GLint dims = 2;
985         struct gl_texture_image *texImage = &stImage->base;
986         GLint dstRowStride = stImage->surface->stride;
987         struct gl_pixelstore_attrib unpack = ctx->DefaultPacking;
988
989         if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
990            /* need to invert src */
991            srcY = strb->Base.Height - srcY - height;
992            unpack.Invert = GL_TRUE;
993         }
994
995         /* get float/RGBA image from framebuffer */
996         /* XXX this usually involves a lot of int/float conversion.
997          * try to avoid that someday.
998          */
999         pipe_get_tile_rgba(src_surf, srcX, srcY, width, height, tempSrc);
1000
1001         /* Store into texture memory.
1002          * Note that this does some special things such as pixel transfer
1003          * ops and format conversion.  In particular, if the dest tex format
1004          * is actually RGBA but the user created the texture as GL_RGB we
1005          * need to fill-in/override the alpha channel with 1.0.
1006          */
1007         texImage->TexFormat->StoreImage(ctx, dims,
1008                                         texImage->_BaseFormat,
1009                                         texImage->TexFormat,
1010                                         texDest,
1011                                         destX, destY, destZ,
1012                                         dstRowStride,
1013                                         texImage->ImageOffsets,
1014                                         width, height, 1,
1015                                         GL_RGBA, GL_FLOAT, tempSrc, /* src */
1016                                         &unpack);
1017      }
1018      else {
1019         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
1020      }
1021
1022      if (tempSrc)
1023         _mesa_free(tempSrc);
1024      if (texDest)
1025         st_texture_image_unmap(ctx->st, stImage);
1026   }
1027
1028   screen->tex_surface_release(screen, &dest_surf);
1029   screen->tex_surface_release(screen, &src_surf);
1030}
1031
1032
1033/**
1034 * Do a CopyTex[Sub]Image1/2/3D() using a hardware (blit) path if possible.
1035 * Note that the region to copy has already been clipped so we know we
1036 * won't read from outside the source renderbuffer's bounds.
1037 *
1038 * Note: srcY=0=Bottom of renderbuffer (GL convention)
1039 */
1040static void
1041st_copy_texsubimage(GLcontext *ctx,
1042                    GLenum target, GLint level,
1043                    GLint destX, GLint destY, GLint destZ,
1044                    GLint srcX, GLint srcY,
1045                    GLsizei width, GLsizei height)
1046{
1047   struct gl_texture_unit *texUnit =
1048      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1049   struct gl_texture_object *texObj =
1050      _mesa_select_tex_object(ctx, texUnit, target);
1051   struct gl_texture_image *texImage =
1052      _mesa_select_tex_image(ctx, texObj, target, level);
1053   struct st_texture_image *stImage = st_texture_image(texImage);
1054   const GLenum texBaseFormat = texImage->InternalFormat;
1055   struct gl_framebuffer *fb = ctx->ReadBuffer;
1056   struct st_renderbuffer *strb;
1057   struct pipe_context *pipe = ctx->st->pipe;
1058   struct pipe_screen *screen = pipe->screen;
1059   enum pipe_format dest_format, src_format;
1060   GLboolean use_fallback = GL_TRUE;
1061   GLboolean matching_base_formats;
1062
1063   /* any rendering in progress must complete before we grab the fb image */
1064   st_finish(ctx->st);
1065
1066   /* determine if copying depth or color data */
1067   if (texBaseFormat == GL_DEPTH_COMPONENT) {
1068      strb = st_renderbuffer(fb->_DepthBuffer);
1069   }
1070   else if (texBaseFormat == GL_DEPTH_STENCIL_EXT) {
1071      strb = st_renderbuffer(fb->_StencilBuffer);
1072   }
1073   else {
1074      /* texBaseFormat == GL_RGB, GL_RGBA, GL_ALPHA, etc */
1075      strb = st_renderbuffer(fb->_ColorReadBuffer);
1076   }
1077
1078   assert(strb);
1079   assert(strb->surface);
1080   assert(stImage->pt);
1081
1082   src_format = strb->surface->format;
1083   dest_format = stImage->pt->format;
1084
1085   /*
1086    * Determine if the src framebuffer and dest texture have the same
1087    * base format.  We need this to detect a case such as the framebuffer
1088    * being GL_RGBA but the texture being GL_RGB.  If the actual hardware
1089    * texture format stores RGBA we need to set A=1 (overriding the
1090    * framebuffer's alpha values).  We can't do that with the blit or
1091    * textured-quad paths.
1092    */
1093   matching_base_formats = (strb->Base._BaseFormat == texImage->_BaseFormat);
1094
1095   if (matching_base_formats && ctx->_ImageTransferState == 0x0) {
1096      /* try potential hardware path */
1097      struct pipe_surface *dest_surface = NULL;
1098
1099      if (src_format == dest_format) {
1100         /* use surface_copy() / blit */
1101         boolean do_flip = (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP);
1102
1103         dest_surface = screen->get_tex_surface(screen, stImage->pt,
1104                                                stImage->face, stImage->level,
1105                                                destZ,
1106                                                PIPE_BUFFER_USAGE_GPU_WRITE);
1107         if (do_flip)
1108            srcY = strb->surface->height - srcY - height;
1109
1110         /* for surface_copy(), y=0=top, always */
1111         pipe->surface_copy(pipe,
1112                            do_flip,
1113                            /* dest */
1114                            dest_surface,
1115                            destX, destY,
1116                            /* src */
1117                            strb->surface,
1118                            srcX, srcY,
1119                            /* size */
1120                            width, height);
1121         use_fallback = GL_FALSE;
1122      }
1123      else if (screen->is_format_supported(screen, src_format,
1124                                           PIPE_TEXTURE_2D,
1125                                           PIPE_TEXTURE_USAGE_SAMPLER,
1126                                           0) &&
1127               screen->is_format_supported(screen, dest_format,
1128                                           PIPE_TEXTURE_2D,
1129                                           PIPE_TEXTURE_USAGE_RENDER_TARGET,
1130                                           0)) {
1131         /* draw textured quad to do the copy */
1132         boolean do_flip = (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP);
1133         int srcY0, srcY1;
1134
1135         dest_surface = screen->get_tex_surface(screen, stImage->pt,
1136                                                stImage->face, stImage->level,
1137                                                destZ,
1138                                                PIPE_BUFFER_USAGE_GPU_WRITE);
1139
1140         if (do_flip) {
1141            srcY1 = strb->Base.Height - srcY - height;
1142            srcY0 = srcY1 + height;
1143         }
1144         else {
1145            srcY0 = srcY;
1146            srcY1 = srcY0 + height;
1147         }
1148         util_blit_pixels(ctx->st->blit,
1149                          strb->surface,
1150                          srcX, srcY0,
1151                          srcX + width, srcY1,
1152                          dest_surface,
1153                          destX, destY,
1154                          destX + width, destY + height,
1155                          0.0, PIPE_TEX_MIPFILTER_NEAREST);
1156         use_fallback = GL_FALSE;
1157      }
1158
1159      if (dest_surface)
1160         pipe_surface_reference(&dest_surface, NULL);
1161   }
1162
1163   if (use_fallback) {
1164      /* software fallback */
1165      fallback_copy_texsubimage(ctx, target, level,
1166                                strb, stImage, texBaseFormat,
1167                                destX, destY, destZ,
1168                                srcX, srcY, width, height);
1169   }
1170
1171   if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
1172      ctx->Driver.GenerateMipmap(ctx, target, texObj);
1173   }
1174}
1175
1176
1177
1178static void
1179st_CopyTexImage1D(GLcontext * ctx, GLenum target, GLint level,
1180                  GLenum internalFormat,
1181                  GLint x, GLint y, GLsizei width, GLint border)
1182{
1183   struct gl_texture_unit *texUnit =
1184      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1185   struct gl_texture_object *texObj =
1186      _mesa_select_tex_object(ctx, texUnit, target);
1187   struct gl_texture_image *texImage =
1188      _mesa_select_tex_image(ctx, texObj, target, level);
1189
1190#if 0
1191   if (border)
1192      goto fail;
1193#endif
1194
1195   /* Setup or redefine the texture object, texture and texture
1196    * image.  Don't populate yet.
1197    */
1198   ctx->Driver.TexImage1D(ctx, target, level, internalFormat,
1199                          width, border,
1200                          GL_RGBA, CHAN_TYPE, NULL,
1201                          &ctx->DefaultPacking, texObj, texImage);
1202
1203   st_copy_texsubimage(ctx, target, level,
1204                       0, 0, 0,  /* destX,Y,Z */
1205                       x, y, width, 1);  /* src X, Y, size */
1206}
1207
1208
1209static void
1210st_CopyTexImage2D(GLcontext * ctx, GLenum target, GLint level,
1211                  GLenum internalFormat,
1212                  GLint x, GLint y, GLsizei width, GLsizei height,
1213                  GLint border)
1214{
1215   struct gl_texture_unit *texUnit =
1216      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1217   struct gl_texture_object *texObj =
1218      _mesa_select_tex_object(ctx, texUnit, target);
1219   struct gl_texture_image *texImage =
1220      _mesa_select_tex_image(ctx, texObj, target, level);
1221
1222   /* Setup or redefine the texture object, texture and texture
1223    * image.  Don't populate yet.
1224    */
1225   ctx->Driver.TexImage2D(ctx, target, level, internalFormat,
1226                          width, height, border,
1227                          GL_RGBA, CHAN_TYPE, NULL,
1228                          &ctx->DefaultPacking, texObj, texImage);
1229
1230   st_copy_texsubimage(ctx, target, level,
1231                       0, 0, 0,  /* destX,Y,Z */
1232                       x, y, width, height);  /* src X, Y, size */
1233}
1234
1235
1236static void
1237st_CopyTexSubImage1D(GLcontext * ctx, GLenum target, GLint level,
1238                     GLint xoffset, GLint x, GLint y, GLsizei width)
1239{
1240   const GLint yoffset = 0, zoffset = 0;
1241   const GLsizei height = 1;
1242   st_copy_texsubimage(ctx, target, level,
1243                       xoffset, yoffset, zoffset,  /* destX,Y,Z */
1244                       x, y, width, height);  /* src X, Y, size */
1245}
1246
1247
1248static void
1249st_CopyTexSubImage2D(GLcontext * ctx, GLenum target, GLint level,
1250                     GLint xoffset, GLint yoffset,
1251                     GLint x, GLint y, GLsizei width, GLsizei height)
1252{
1253   const GLint zoffset = 0;
1254   st_copy_texsubimage(ctx, target, level,
1255                       xoffset, yoffset, zoffset,  /* destX,Y,Z */
1256                       x, y, width, height);  /* src X, Y, size */
1257}
1258
1259
1260static void
1261st_CopyTexSubImage3D(GLcontext * ctx, GLenum target, GLint level,
1262                     GLint xoffset, GLint yoffset, GLint zoffset,
1263                     GLint x, GLint y, GLsizei width, GLsizei height)
1264{
1265   st_copy_texsubimage(ctx, target, level,
1266                       xoffset, yoffset, zoffset,  /* destX,Y,Z */
1267                       x, y, width, height);  /* src X, Y, size */
1268}
1269
1270
1271/**
1272 * Compute which mipmap levels that really need to be sent to the hardware.
1273 * This depends on the base image size, GL_TEXTURE_MIN_LOD,
1274 * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL.
1275 */
1276static void
1277calculate_first_last_level(struct st_texture_object *stObj)
1278{
1279   struct gl_texture_object *tObj = &stObj->base;
1280
1281   /* These must be signed values.  MinLod and MaxLod can be negative numbers,
1282    * and having firstLevel and lastLevel as signed prevents the need for
1283    * extra sign checks.
1284    */
1285   int firstLevel;
1286   int lastLevel;
1287
1288   /* Yes, this looks overly complicated, but it's all needed.
1289    */
1290   switch (tObj->Target) {
1291   case GL_TEXTURE_1D:
1292   case GL_TEXTURE_2D:
1293   case GL_TEXTURE_3D:
1294   case GL_TEXTURE_CUBE_MAP:
1295      if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) {
1296         /* GL_NEAREST and GL_LINEAR only care about GL_TEXTURE_BASE_LEVEL.
1297          */
1298         firstLevel = lastLevel = tObj->BaseLevel;
1299      }
1300      else {
1301         firstLevel = 0;
1302         lastLevel = MIN2(tObj->MaxLevel,
1303                          (int) tObj->Image[0][tObj->BaseLevel]->WidthLog2);
1304      }
1305      break;
1306   case GL_TEXTURE_RECTANGLE_NV:
1307   case GL_TEXTURE_4D_SGIS:
1308      firstLevel = lastLevel = 0;
1309      break;
1310   default:
1311      return;
1312   }
1313
1314   stObj->lastLevel = lastLevel;
1315}
1316
1317
1318static void
1319copy_image_data_to_texture(struct st_context *st,
1320			   struct st_texture_object *stObj,
1321                           GLuint dstLevel,
1322			   struct st_texture_image *stImage)
1323{
1324   if (stImage->pt) {
1325      /* Copy potentially with the blitter:
1326       */
1327      st_texture_image_copy(st->pipe,
1328                            stObj->pt, dstLevel,  /* dest texture, level */
1329                            stImage->pt, /* src texture */
1330                            stImage->face
1331                            );
1332
1333      pipe_texture_reference(&stImage->pt, NULL);
1334   }
1335   else if (stImage->base.Data) {
1336      assert(stImage->base.Data != NULL);
1337
1338      /* More straightforward upload.
1339       */
1340      st_texture_image_data(st->pipe,
1341                               stObj->pt,
1342                               stImage->face,
1343                               dstLevel,
1344                               stImage->base.Data,
1345                               stImage->base.RowStride *
1346                               stObj->pt->block.size,
1347                               stImage->base.RowStride *
1348                               stImage->base.Height *
1349                               stObj->pt->block.size);
1350      _mesa_align_free(stImage->base.Data);
1351      stImage->base.Data = NULL;
1352   }
1353
1354   pipe_texture_reference(&stImage->pt, stObj->pt);
1355}
1356
1357
1358/**
1359 * Called during state validation.  When this function is finished,
1360 * the texture object should be ready for rendering.
1361 * \return GL_TRUE for success, GL_FALSE for failure (out of mem)
1362 */
1363GLboolean
1364st_finalize_texture(GLcontext *ctx,
1365		    struct pipe_context *pipe,
1366		    struct gl_texture_object *tObj,
1367		    GLboolean *needFlush)
1368{
1369   struct st_texture_object *stObj = st_texture_object(tObj);
1370   const GLuint nr_faces = (stObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
1371   int comp_byte = 0;
1372   int cpp;
1373   GLuint face;
1374   struct st_texture_image *firstImage;
1375
1376   *needFlush = GL_FALSE;
1377
1378   /* We know/require this is true by now:
1379    */
1380   assert(stObj->base._Complete);
1381
1382   /* What levels must the texture include at a minimum?
1383    */
1384   calculate_first_last_level(stObj);
1385   firstImage = st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]);
1386
1387   /* If both firstImage and stObj point to a texture which can contain
1388    * all active images, favour firstImage.  Note that because of the
1389    * completeness requirement, we know that the image dimensions
1390    * will match.
1391    */
1392   if (firstImage->pt &&
1393       firstImage->pt != stObj->pt &&
1394       firstImage->pt->last_level >= stObj->lastLevel) {
1395
1396      pipe_texture_reference(&stObj->pt, firstImage->pt);
1397   }
1398
1399   /* FIXME: determine format block instead of cpp */
1400   if (firstImage->base.IsCompressed) {
1401      comp_byte = compressed_num_bytes(firstImage->base.TexFormat->MesaFormat);
1402      cpp = comp_byte;
1403   }
1404   else {
1405      cpp = firstImage->base.TexFormat->TexelBytes;
1406   }
1407
1408   /* If we already have a gallium texture, check that it matches the texture
1409    * object's format, target, size, num_levels, etc.
1410    */
1411   if (stObj->pt) {
1412      const enum pipe_format fmt =
1413         st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat);
1414      if (stObj->pt->target != gl_target_to_pipe(stObj->base.Target) ||
1415          stObj->pt->format != fmt ||
1416          stObj->pt->last_level < stObj->lastLevel ||
1417          stObj->pt->width[0] != firstImage->base.Width2 ||
1418          stObj->pt->height[0] != firstImage->base.Height2 ||
1419          stObj->pt->depth[0] != firstImage->base.Depth2 ||
1420          stObj->pt->block.size != cpp ||
1421          stObj->pt->block.width != 1 ||
1422          stObj->pt->block.height != 1 ||
1423          stObj->pt->compressed != firstImage->base.IsCompressed) {
1424         pipe_texture_release(&stObj->pt);
1425         ctx->st->dirty.st |= ST_NEW_FRAMEBUFFER;
1426      }
1427   }
1428
1429   /* May need to create a new gallium texture:
1430    */
1431   if (!stObj->pt) {
1432      const enum pipe_format fmt =
1433         st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat);
1434      stObj->pt = st_texture_create(ctx->st,
1435                                    gl_target_to_pipe(stObj->base.Target),
1436                                    fmt,
1437                                    stObj->lastLevel,
1438                                    firstImage->base.Width2,
1439                                    firstImage->base.Height2,
1440                                    firstImage->base.Depth2,
1441                                    comp_byte,
1442                                    ( (pf_is_depth_stencil(fmt) ?
1443                                      PIPE_TEXTURE_USAGE_DEPTH_STENCIL :
1444                                      PIPE_TEXTURE_USAGE_RENDER_TARGET) |
1445                                      PIPE_TEXTURE_USAGE_SAMPLER ));
1446
1447      if (!stObj->pt) {
1448         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
1449         return GL_FALSE;
1450      }
1451   }
1452
1453   /* Pull in any images not in the object's texture:
1454    */
1455   for (face = 0; face < nr_faces; face++) {
1456      GLuint level;
1457      for (level = 0; level <= stObj->lastLevel; level++) {
1458         struct st_texture_image *stImage =
1459            st_texture_image(stObj->base.Image[face][stObj->base.BaseLevel + level]);
1460
1461         /* Need to import images in main memory or held in other textures.
1462          */
1463         if (stImage && stObj->pt != stImage->pt) {
1464            copy_image_data_to_texture(ctx->st, stObj, level, stImage);
1465	    *needFlush = GL_TRUE;
1466         }
1467      }
1468   }
1469
1470   return GL_TRUE;
1471}
1472
1473
1474/**
1475 * Returns pointer to a default/dummy texture.
1476 * This is typically used when the current shader has tex/sample instructions
1477 * but the user has not provided a (any) texture(s).
1478 */
1479struct gl_texture_object *
1480st_get_default_texture(struct st_context *st)
1481{
1482   if (!st->default_texture) {
1483      static const GLenum target = GL_TEXTURE_2D;
1484      GLubyte pixels[16][16][4];
1485      struct gl_texture_object *texObj;
1486      struct gl_texture_image *texImg;
1487
1488      /* init image to gray */
1489      memset(pixels, 127, sizeof(pixels));
1490
1491      texObj = st->ctx->Driver.NewTextureObject(st->ctx, 0, target);
1492
1493      texImg = _mesa_get_tex_image(st->ctx, texObj, target, 0);
1494
1495      _mesa_init_teximage_fields(st->ctx, target, texImg,
1496                                 16, 16, 1, 0,  /* w, h, d, border */
1497                                 GL_RGBA);
1498
1499      st_TexImage(st->ctx, 2, target,
1500                  0, GL_RGBA,    /* level, intformat */
1501                  16, 16, 1, 0,  /* w, h, d, border */
1502                  GL_RGBA, GL_UNSIGNED_BYTE, pixels,
1503                  &st->ctx->DefaultPacking,
1504                  texObj, texImg,
1505                  0, 0);
1506
1507      texObj->MinFilter = GL_NEAREST;
1508      texObj->MagFilter = GL_NEAREST;
1509      texObj->_Complete = GL_TRUE;
1510
1511      st->default_texture = texObj;
1512   }
1513   return st->default_texture;
1514}
1515
1516
1517void
1518st_init_texture_functions(struct dd_function_table *functions)
1519{
1520   functions->ChooseTextureFormat = st_ChooseTextureFormat;
1521   functions->TexImage1D = st_TexImage1D;
1522   functions->TexImage2D = st_TexImage2D;
1523   functions->TexImage3D = st_TexImage3D;
1524   functions->TexSubImage1D = st_TexSubImage1D;
1525   functions->TexSubImage2D = st_TexSubImage2D;
1526   functions->TexSubImage3D = st_TexSubImage3D;
1527   functions->CopyTexImage1D = st_CopyTexImage1D;
1528   functions->CopyTexImage2D = st_CopyTexImage2D;
1529   functions->CopyTexSubImage1D = st_CopyTexSubImage1D;
1530   functions->CopyTexSubImage2D = st_CopyTexSubImage2D;
1531   functions->CopyTexSubImage3D = st_CopyTexSubImage3D;
1532   functions->GenerateMipmap = st_generate_mipmap;
1533
1534   functions->GetTexImage = st_GetTexImage;
1535
1536   /* compressed texture functions */
1537   functions->CompressedTexImage2D = st_CompressedTexImage2D;
1538   functions->GetCompressedTexImage = st_GetCompressedTexImage;
1539   functions->CompressedTextureSize = _mesa_compressed_texture_size;
1540
1541   functions->NewTextureObject = st_NewTextureObject;
1542   functions->NewTextureImage = st_NewTextureImage;
1543   functions->DeleteTexture = st_DeleteTextureObject;
1544   functions->FreeTexImageData = st_FreeTextureImageData;
1545   functions->UpdateTexturePalette = 0;
1546
1547   functions->TextureMemCpy = do_memcpy;
1548
1549   /* XXX Temporary until we can query pipe's texture sizes */
1550   functions->TestProxyTexImage = _mesa_test_proxy_teximage;
1551}
1552