+static GLboolean
+intel_alloc_texture_image_buffer(struct gl_context *ctx,
+ struct gl_texture_image *image)
+{
+ struct intel_context *intel = intel_context(ctx);
+ struct intel_texture_image *intel_image = intel_texture_image(image);
+ struct gl_texture_object *texobj = image->TexObject;
+ struct intel_texture_object *intel_texobj = intel_texture_object(texobj);
+
+ assert(image->Border == 0);
+
+ /* Quantize sample count */
+ if (image->NumSamples) {
+ image->NumSamples = intel_quantize_num_samples(intel->intelScreen, image->NumSamples);
+ if (!image->NumSamples)
+ return false;
+ }
+
+ /* Because the driver uses AllocTextureImageBuffer() internally, it may end
+ * up mismatched with FreeTextureImageBuffer(), but that is safe to call
+ * multiple times.
+ */
+ ctx->Driver.FreeTextureImageBuffer(ctx, image);
+
+ if (!_swrast_init_texture_image(image))
+ return false;
+
+ if (intel_texobj->mt &&
+ intel_miptree_match_image(intel_texobj->mt, image)) {
+ intel_miptree_reference(&intel_image->mt, intel_texobj->mt);
+ DBG("%s: alloc obj %p level %d %dx%dx%d using object's miptree %p\n",
+ __FUNCTION__, texobj, image->Level,
+ image->Width, image->Height, image->Depth, intel_texobj->mt);
+ } else {
+ intel_image->mt = intel_miptree_create_for_teximage(intel, intel_texobj,
+ intel_image,
+ false);
+
+ /* Even if the object currently has a mipmap tree associated
+ * with it, this one is a more likely candidate to represent the
+ * whole object since our level didn't fit what was there
+ * before, and any lower levels would fit into our miptree.
+ */
+ intel_miptree_reference(&intel_texobj->mt, intel_image->mt);
+
+ DBG("%s: alloc obj %p level %d %dx%dx%d using new miptree %p\n",
+ __FUNCTION__, texobj, image->Level,
+ image->Width, image->Height, image->Depth, intel_image->mt);
+ }
+
+ intel_texobj->needs_validate = true;
+
+ return true;
+}