+ ASSERT(depth == 1);
+ (void) depth;
+
+ switch (mesaFormat) {
+ case MESA_FORMAT_RGB_FXT1:
+ case MESA_FORMAT_RGBA_FXT1:
+ /* round up width to next multiple of 8, height to next multiple of 4 */
+ width = (width + 7) & ~7;
+ height = (height + 3) & ~3;
+ /* 16 bytes per 8x4 tile of RGB[A] texels */
+ size = width * height / 2;
+ /* Textures smaller than 8x4 will effectively be made into 8x4 and
+ * take 16 bytes.
+ */
+ return size;
+ case MESA_FORMAT_RGB_DXT1:
+ case MESA_FORMAT_RGBA_DXT1:
+ /* round up width, height to next multiple of 4 */
+ width = (width + 3) & ~3;
+ height = (height + 3) & ~3;
+ /* 8 bytes per 4x4 tile of RGB[A] texels */
+ size = width * height / 2;
+ /* Textures smaller than 4x4 will effectively be made into 4x4 and
+ * take 8 bytes.
+ */
+ return size;
+ case MESA_FORMAT_RGBA_DXT3:
+ case MESA_FORMAT_RGBA_DXT5:
+ /* round up width, height to next multiple of 4 */
+ width = (width + 3) & ~3;
+ height = (height + 3) & ~3;
+ /* 16 bytes per 4x4 tile of RGBA texels */
+ size = width * height; /* simple! */
+ /* Textures smaller than 4x4 will effectively be made into 4x4 and
+ * take 16 bytes.
+ */
+ return size;
+ default:
+ _mesa_problem(ctx, "bad mesaFormat in _mesa_compressed_texture_size");
+ return 0;
+ }
+}
+
+
+/**
+ * As above, but format is specified by a GLenum (GL_COMPRESSED_*) token.
+ *
+ * Note: This function CAN NOT return a padded hardware texture size.
+ * That's why we don't call the ctx->Driver.CompressedTextureSize() function.
+ *
+ * We use this function to validate the <imageSize> parameter
+ * of glCompressedTex[Sub]Image1/2/3D(), which must be an exact match.
+ */
+GLuint
+_mesa_compressed_texture_size_glenum(GLcontext *ctx,
+ GLsizei width, GLsizei height,
+ GLsizei depth, GLenum glformat)
+{
+ GLuint mesaFormat;
+
+ switch (glformat) {