update _mesa_store_teximageXd() comments and minor code clean-up
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@ -1897,6 +1897,7 @@ unmap_teximage_pbo(GLcontext *ctx, const struct gl_pixelstore_attrib *unpack)
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/*
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* This is the software fallback for Driver.TexImage1D()
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* and Driver.CopyTexImage1D().
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* \sa _mesa_store_teximage2d()
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*/
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void
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_mesa_store_teximage1d(GLcontext *ctx, GLenum target, GLint level,
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@ -1936,10 +1937,13 @@ _mesa_store_teximage1d(GLcontext *ctx, GLenum target, GLint level,
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pixels = validate_pbo_teximage(ctx, 1, width, 1, 1, format, type, pixels,
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packing, "glTexImage1D");
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if (!pixels)
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if (!pixels) {
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/* Note: we check for a NULL image pointer here, _after_ we allocated
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* memory for the texture. That's what the GL spec calls for.
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*/
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return;
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{
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}
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else {
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const GLint dstRowStride = 0, dstImageStride = 0;
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GLboolean success;
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ASSERT(texImage->TexFormat->StoreImage);
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@ -1966,13 +1970,19 @@ _mesa_store_teximage1d(GLcontext *ctx, GLenum target, GLint level,
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}
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/*
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/**
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* This is the software fallback for Driver.TexImage2D()
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* and Driver.CopyTexImage2D().
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* We store the image in heap memory. We know nothing about on-board
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* VRAM here. But since most DRI drivers rely on keeping a copy of all
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* textures in main memory, this routine will typically be used by
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* hardware drivers too.
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*
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* Reasons why a driver might override this function:
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* - Special memory allocation needs
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* - Unusual row/image strides
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* - Special memory allocation needs (VRAM, AGP, etc)
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* - Unusual row/image strides or padding
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* - Special housekeeping
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* - Using VRAM-based Pixel Buffer Objects
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*/
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void
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_mesa_store_teximage2d(GLcontext *ctx, GLenum target, GLint level,
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@ -2015,10 +2025,13 @@ _mesa_store_teximage2d(GLcontext *ctx, GLenum target, GLint level,
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pixels = validate_pbo_teximage(ctx, 2, width, height, 1, format, type,
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pixels, packing, "glTexImage2D");
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if (!pixels)
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if (!pixels) {
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/* Note: we check for a NULL image pointer here, _after_ we allocated
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* memory for the texture. That's what the GL spec calls for.
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*/
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return;
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{
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}
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else {
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GLint dstRowStride, dstImageStride = 0;
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GLboolean success;
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if (texImage->IsCompressed) {
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@ -2052,9 +2065,10 @@ _mesa_store_teximage2d(GLcontext *ctx, GLenum target, GLint level,
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/*
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/**
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* This is the software fallback for Driver.TexImage3D()
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* and Driver.CopyTexImage3D().
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* \sa _mesa_store_teximage2d()
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*/
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void
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_mesa_store_teximage3d(GLcontext *ctx, GLenum target, GLint level,
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@ -2091,11 +2105,13 @@ _mesa_store_teximage3d(GLcontext *ctx, GLenum target, GLint level,
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pixels = validate_pbo_teximage(ctx, 3, width, height, depth, format, type,
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pixels, packing, "glTexImage3D");
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if (!pixels)
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if (!pixels) {
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/* Note: we check for a NULL image pointer here, _after_ we allocated
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* memory for the texture. That's what the GL spec calls for.
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*/
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return;
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/* unpack image, apply transfer ops and store in texImage->Data */
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{
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}
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else {
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GLint dstRowStride, dstImageStride;
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GLboolean success;
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if (texImage->IsCompressed) {
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