On 02/16/2012 11:38 AM, Anuj Phogat wrote:
As suggested by Brian, for a 1D texture array, the border only applies to
the width.  For a 2D texture array the border applies to the width and
height but not the depth.  This was not handled correctly in
_mesa_init_teximage_fields().

Note: This is a candidate for stable branches

Signed-off-by: Anuj Phogat<anuj.pho...@gmail.com>
---
updated patch as per Brian's comments

  src/mesa/main/teximage.c |   14 ++++++++++++--
  1 files changed, 12 insertions(+), 2 deletions(-)

diff --git a/src/mesa/main/teximage.c b/src/mesa/main/teximage.c
index e4eb7f6..6a24e9d 100644
--- a/src/mesa/main/teximage.c
+++ b/src/mesa/main/teximage.c
@@ -1083,11 +1083,13 @@ _mesa_init_teximage_fields(struct gl_context *ctx,
                             GLint border, GLenum internalFormat,
                             gl_format format)
  {
+   GLenum target;
     ASSERT(img);
     ASSERT(width>= 0);
     ASSERT(height>= 0);
     ASSERT(depth>= 0);

+   target = img->TexObject->Target;
     img->_BaseFormat = _mesa_base_tex_format( ctx, internalFormat );
     ASSERT(img->_BaseFormat>  0);
     img->InternalFormat = internalFormat;
@@ -1099,19 +1101,27 @@ _mesa_init_teximage_fields(struct gl_context *ctx,
     img->Width2 = width - 2 * border;   /* == 1<<  img->WidthLog2; */
     img->WidthLog2 = _mesa_logbase2(img->Width2);

-   if (height == 1) { /* 1-D texture */
+   if (target ==  GL_TEXTURE_1D) {

or target == GL_TEXTURE_BUFFER

        img->Height2 = 1;
        img->HeightLog2 = 0;
     }
+   else if(target ==  GL_TEXTURE_1D_ARRAY) {
+      img->Height2 = height; /* no border */
+      img->HeightLog2 = 0; /* not used */
+   }
     else {
        img->Height2 = height - 2 * border; /* == 1<<  img->HeightLog2; */
        img->HeightLog2 = _mesa_logbase2(img->Height2);
     }

-   if (depth == 1) {  /* 2-D texture */
+   if (target == GL_TEXTURE_2D) {
        img->Depth2 = 1;
        img->DepthLog2 = 0;
     }
+   else if (target == GL_TEXTURE_2D_ARRAY) {
+      img->Depth2 = depth; /* no border */
+      img->DepthLog2 = 0; /* not used */
+   }
     else {
        img->Depth2 = depth - 2 * border;   /* == 1<<  img->DepthLog2; */
        img->DepthLog2 = _mesa_logbase2(img->Depth2);

This will set Depth2, etc incorrectly if the texture target is 1D, 1D_ARRAY, CUBE, etc.

I think you need to carefully consider all the possible texture targets and how width/height/depth will be computed for each type.

It might wind up being cleanest to have a switch(target) which sets both the width and height values for each possible texture type.

Or maybe just leave the "if (height==1)" and "if (depth==1)" tests as-is. I'd have to take a few minutes to think that through.

-Brian
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