+/**
+ * Default ctx->Driver.AllocTextureStorage() handler.
+ *
+ * The driver can override this with a more specific implementation if it
+ * desires, but this can be used to get the texture images allocated using the
+ * usual texture image handling code. The immutability of
+ * GL_ARB_texture_storage texture layouts is handled by texObj->Immutable
+ * checks at glTexImage* time.
+ */
+GLboolean
+_mesa_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;
+
+ (void) width;
+ (void) height;
+ (void) depth;
+
+ for (face = 0; face < numFaces; face++) {
+ for (level = 0; level < levels; level++) {
+ struct gl_texture_image *const texImage = texObj->Image[face][level];
+ if (!ctx->Driver.AllocTextureImageBuffer(ctx, texImage))
+ return GL_FALSE;
+ }
+ }
+
+ return GL_TRUE;
+}
+