Hi,
+ pipe_resource_reference(&img->texture, tex);
You shouldn't reference the texture before we manage to get a correct
dri_format,
in case we fail.
+ img->level = level;
+ img->layer = depth;
+ img->dri_format = driGLFormatToImageFormat(obj->_BufferObjectFormat);
This doesn't give me a correct dri_format.
I think a better way to get the dri_format is to
use tex->format (of type enum pipe_format).
in dri_image_allocate_textures, there is code to convert
such a type in a dri_format.
+
+ img->loader_private = loaderPrivate;
+
+ if (img->dri_format == MESA_FORMAT_NONE) {
I assume you meant __DRI_IMAGE_FORMAT_NONE
+ *error = __DRI_IMAGE_ERROR_BAD_PARAMETER;
+ free(img);
+ return NULL;
+ }
+
+ *error = __DRI_IMAGE_ERROR_SUCCESS;
+ return img;
+}
+
Axel Davy
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