On 07/17/2015 02:11 PM, Ilia Mirkin wrote:
You have logically moved the error checks before calling
FLUSH_VERTICES(ctx, 0);
whereas it used to get called before the error checks before. I don't
know whether that's significant, but thought I'd mention it.
In other parts of Mesa, we usually che
You have logically moved the error checks before calling
FLUSH_VERTICES(ctx, 0);
whereas it used to get called before the error checks before. I don't
know whether that's significant, but thought I'd mention it.
+ for (i = 0; i < numFaces; i++) {
+ texImage = texObj->Image[firstFace + i]
On 07/15/2015 07:15 PM, Ilia Mirkin wrote:
The reason why you chose to call select_tex_image() several times
through a get_tex_image flow eludes me. Why not just get it once at
the beginning and pass it around? The old APIs also used a
gl_texture_image and not a gl_texture_object. (Obviously the
The reason why you chose to call select_tex_image() several times
through a get_tex_image flow eludes me. Why not just get it once at
the beginning and pass it around? The old APIs also used a
gl_texture_image and not a gl_texture_object. (Obviously the object is
implicitly gettable from the image
1. Reorganize the error checking code.
2. Lay groundwork for getting sub images by passing image offset and
dimensions to the error checking code.
3. Implement _mesa_GetnTexImageARB(), _mesa_GetTexImage() and
_mesa_GetTextureImage() all in terms of get_texture_image().
v2: pass offset/width/