On 09/29/2011 04:39 PM, Eric Anholt wrote:
---
  src/mesa/drivers/dri/intel/intel_tex_image.c |   59 ++++----------------------
  1 files changed, 8 insertions(+), 51 deletions(-)

diff --git a/src/mesa/drivers/dri/intel/intel_tex_image.c 
b/src/mesa/drivers/dri/intel/intel_tex_image.c
index c0f609f..8c87a25 100644
--- a/src/mesa/drivers/dri/intel/intel_tex_image.c
+++ b/src/mesa/drivers/dri/intel/intel_tex_image.c
@@ -403,61 +403,18 @@ intelTexImage(struct gl_context * ctx,
        return;
     }

-   pixels = _mesa_validate_pbo_teximage(ctx, dims, width, height, 1,
-                                       format, type,
-                                       pixels, unpack, "glTexImage");
-
-   if (intelImage->mt) {
-      if (pixels != NULL) {
-        /* Flush any queued rendering with the texture before mapping. */
-        if (drm_intel_bo_references(intel->batch.bo,
-                                    intelImage->mt->region->bo)) {
-           intel_flush(ctx);
-        }
-         texImage->Data = intel_miptree_image_map(intel,
-                                                  intelImage->mt,
-                                                  intelImage->base.Base.Face,
-                                                  intelImage->base.Base.Level,
-&dstRowStride,
-                                                  
intelImage->base.Base.ImageOffsets);
-      }
-
-      texImage->RowStride = dstRowStride / intelImage->mt->cpp;
-   }
-
     DBG("Upload image %dx%dx%d row_len %d pitch %d pixels %d\n",
         width, height, depth, width * texelBytes, dstRowStride,
         pixels ? 1 : 0);

-   /* Copy data.  Would like to know when it's ok for us to eg. use
-    * the blitter to copy.  Or, use the hardware to do the format
-    * conversion and copy:
-    */
-   if (pixels) {
-      if (!_mesa_texstore(ctx, dims,
-                         texImage->_BaseFormat,
-                         texImage->TexFormat,
-                         texImage->Data, 0, 0, 0, /* dstX/Y/Zoffset */
-                         dstRowStride,
-                         texImage->ImageOffsets,
-                         width, height, depth,
-                         format, type, pixels, unpack)) {
-        _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
-      }
-   }
-
-   _mesa_unmap_teximage_pbo(ctx, unpack);
-
-   if (intel->must_use_separate_stencil
-&&  texImage->TexFormat == MESA_FORMAT_S8_Z24) {
-      intel_tex_image_s8z24_create_renderbuffers(intel, intelImage);
-      intel_tex_image_s8z24_scatter(intel, intelImage);
-   }
-
-   if (intelImage->mt) {
-      if (pixels != NULL)
-         intel_miptree_image_unmap(intel, intelImage->mt);
-      texImage->Data = NULL;
+   if (pixels || _mesa_is_bufferobj(unpack->BufferObj)) {
+      _mesa_store_teximage3d(ctx, target, level, internalFormat,
+                             width, height, depth, border,
+                             format, type, pixels,
+                             unpack, texObj, texImage);
+   } else {
+      ctx->Driver.AllocTextureImageBuffer(ctx, texImage, texImage->TexFormat,
+                                          width, height, depth);
     }
  }


I think you can simplify this even more.

I think you can omit the conditional and always call _mesa_store_teximage3d() because that function will call ctx->Driver.AllocTextureImageBuffer() and return early if there's no pixel data to put into the texture buffer.

-Brian
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