return true;
}
+/**
+ * ctx->Driver.AllocTextureStorage() handler.
+ *
+ * Compare this to _mesa_alloc_texture_storage, which would call into
+ * intel_alloc_texture_image_buffer() above.
+ */
+static GLboolean
+intel_alloc_texture_storage(struct gl_context *ctx,
+ struct gl_texture_object *texobj,
+ GLsizei levels, GLsizei width,
+ GLsizei height, GLsizei depth)
+{
+ struct brw_context *brw = brw_context(ctx);
+ struct intel_texture_object *intel_texobj = intel_texture_object(texobj);
+ struct gl_texture_image *first_image = texobj->Image[0][0];
+ int num_samples = intel_quantize_num_samples(brw->intelScreen,
+ first_image->NumSamples);
+ const int numFaces = _mesa_num_tex_faces(texobj->Target);
+ int face;
+ int level;
+
+ /* If the object's current miptree doesn't match what we need, make a new
+ * one.
+ */
+ if (!intel_texobj->mt ||
+ !intel_miptree_match_image(intel_texobj->mt, first_image) ||
+ intel_texobj->mt->last_level != levels - 1) {
+ intel_miptree_release(&intel_texobj->mt);
+ intel_texobj->mt = intel_miptree_create(brw, texobj->Target,
+ first_image->TexFormat,
+ 0, levels - 1,
+ width, height, depth,
+ false, /* expect_accelerated */
+ num_samples,
+ INTEL_MIPTREE_TILING_ANY);
+
+ }
+
+ for (face = 0; face < numFaces; face++) {
+ for (level = 0; level < levels; level++) {
+ struct gl_texture_image *image = texobj->Image[face][level];
+ struct intel_texture_image *intel_image = intel_texture_image(image);
+
+ image->NumSamples = num_samples;
+
+ _swrast_free_texture_image_buffer(ctx, image);
+ if (!_swrast_init_texture_image(image))
+ return false;
+
+ intel_miptree_reference(&intel_image->mt, intel_texobj->mt);
+ }
+ }
+
+ /* The miptree is in a validated state, so no need to check later. */
+ intel_texobj->needs_validate = false;
+ intel_texobj->validated_first_level = 0;
+ intel_texobj->validated_last_level = levels - 1;
+
+ return true;
+}
+
+
static void
intel_free_texture_image_buffer(struct gl_context * ctx,
struct gl_texture_image *texImage)
functions->DeleteTexture = intelDeleteTextureObject;
functions->AllocTextureImageBuffer = intel_alloc_texture_image_buffer;
functions->FreeTextureImageBuffer = intel_free_texture_image_buffer;
+ functions->AllocTextureStorage = intel_alloc_texture_storage;
functions->MapTextureImage = intel_map_texture_image;
functions->UnmapTextureImage = intel_unmap_texture_image;
}