On Wed, 14 Dec 2011 14:38:52 -0700, Brian Paul wrote:
> On 12/14/2011 02:13 PM, Eric Anholt wrote:
> > On Tue, 13 Dec 2011 18:07:05 -0700, Brian Paul
> > wrote:
> >> From: Brian Paul
> >>
> >> This fixes two things:
> >> 1. If the texture object was created with glTexStorage2D, the call
> >>
On 12/14/2011 02:13 PM, Eric Anholt wrote:
On Tue, 13 Dec 2011 18:07:05 -0700, Brian Paul wrote:
From: Brian Paul
This fixes two things:
1. If the texture object was created with glTexStorage2D, the call
to _mesa_TexImage2D() would generate INVALID_OPERATION since the
texture is marked
On Tue, 13 Dec 2011 18:07:05 -0700, Brian Paul wrote:
> From: Brian Paul
>
> This fixes two things:
> 1. If the texture object was created with glTexStorage2D, the call
>to _mesa_TexImage2D() would generate INVALID_OPERATION since the
>texture is marked as immutable.
> 2. _mesa_TexImage2
From: Brian Paul
This fixes two things:
1. If the texture object was created with glTexStorage2D, the call
to _mesa_TexImage2D() would generate INVALID_OPERATION since the
texture is marked as immutable.
2. _mesa_TexImage2D() always frees any existing texture image memory
before allocati
On Sat, 10 Dec 2011 12:00:27 -0700, Brian Paul wrote:
> This fixes two things:
> 1. If the texture object was created with glTexStorage2D, the call
>to _mesa_TexImage2D() would generate INVALID_OPERATION since the
>texture is marked as immutable.
> 2. _mesa_TexImage2D() always frees any ex
On Sat, 10 Dec 2011 12:00:27 -0700, Brian Paul wrote:
> This fixes two things:
> 1. If the texture object was created with glTexStorage2D, the call
>to _mesa_TexImage2D() would generate INVALID_OPERATION since the
>texture is marked as immutable.
> 2. _mesa_TexImage2D() always frees any ex
This fixes two things:
1. If the texture object was created with glTexStorage2D, the call
to _mesa_TexImage2D() would generate INVALID_OPERATION since the
texture is marked as immutable.
2. _mesa_TexImage2D() always frees any existing texture image memory
before allocating new memory. Tha