From: Nicolai Hähnle <[email protected]>
We will write our own version of texsubimage for PBO uploads, and we will
want to call that here as well.
---
src/mesa/state_tracker/st_cb_texture.c | 28 +++++++++++++++++++++++++++-
1 file changed, 27 insertions(+), 1 deletion(-)
diff --git a/src/mesa/state_tracker/st_cb_texture.c
b/src/mesa/state_tracker/st_cb_texture.c
index 7804786..9d61c8a 100644
--- a/src/mesa/state_tracker/st_cb_texture.c
+++ b/src/mesa/state_tracker/st_cb_texture.c
@@ -1889,7 +1889,33 @@ st_CompressedTexImage(struct gl_context *ctx, GLuint
dims,
GLsizei imageSize, const GLvoid *data)
{
prep_teximage(ctx, texImage, GL_NONE, GL_NONE);
- _mesa_store_compressed_teximage(ctx, dims, texImage, imageSize, data);
+
+ /* only 2D and 3D compressed images are supported at this time */
+ if (dims == 1) {
+ _mesa_problem(ctx, "Unexpected glCompressedTexImage1D call");
+ return;
+ }
+
+ /* This is pretty simple, because unlike the general texstore path we don't
+ * have to worry about the usual image unpacking or image transfer
+ * operations.
+ */
+ assert(texImage);
+ assert(texImage->Width > 0);
+ assert(texImage->Height > 0);
+ assert(texImage->Depth > 0);
+
+ /* allocate storage for texture data */
+ if (!st_AllocTextureImageBuffer(ctx, texImage)) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCompressedTexImage%uD", dims);
+ return;
+ }
+
+ _mesa_store_compressed_texsubimage(ctx, dims, texImage,
+ 0, 0, 0,
+ texImage->Width, texImage->Height,
texImage->Depth,
+ texImage->TexFormat,
+ imageSize, data);
}
--
2.5.0
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