So easy to screw up with the crazy way GL manages them.
---
 src/mesa/drivers/dri/intel/intel_tex.c |    4 ++++
 1 files changed, 4 insertions(+), 0 deletions(-)

diff --git a/src/mesa/drivers/dri/intel/intel_tex.c 
b/src/mesa/drivers/dri/intel/intel_tex.c
index 4ab618a..83ba50e 100644
--- a/src/mesa/drivers/dri/intel/intel_tex.c
+++ b/src/mesa/drivers/dri/intel/intel_tex.c
@@ -142,6 +142,10 @@ intel_map_texture_image(struct gl_context *ctx,
    struct intel_mipmap_tree *mt = intel_image->mt;
    unsigned int bw, bh;
 
+   /* Check that our caller wasn't confused about how to map a 1D texture. */
+   assert(tex_image->TexObject->Target != GL_TEXTURE_1D_ARRAY ||
+         h == 1);
+
    if (intel_image->stencil_rb) {
       /*
        * The texture has packed depth/stencil format, but uses separate
-- 
1.7.6.3

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