-/**
- * Called via ctx->Driver.AllocTextureStorage()
- * Just have to allocate memory for the texture images.
- */
-static GLboolean
-intel_alloc_texture_storage(struct gl_context *ctx,
- struct gl_texture_object *texObj,
- GLsizei levels, GLsizei width,
- GLsizei height, GLsizei depth)
-{
- const int numFaces = _mesa_num_tex_faces(texObj->Target);
- int face;
- int level;
-
- for (face = 0; face < numFaces; face++) {
- for (level = 0; level < levels; level++) {
- struct gl_texture_image *const texImage = texObj->Image[face][level];
- if (!intel_alloc_texture_image_buffer(ctx, texImage))
- return false;
- }
- }
-
- return true;
-}
-