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authorBrian Paul <[email protected]>2009-09-16 12:57:26 -0600
committerBrian Paul <[email protected]>2009-09-16 12:57:26 -0600
commitcfa1a0a609daefffc6f8c4087ed0bc34c2665ef4 (patch)
tree734b4475d44f96831709e8c93155bc35eab1b770
parent2921a2555d0a76fa649b23c31e3264bbc78b2ff5 (diff)
st/mesa: fix texture memory allocation bug
The following example caused an incorrect GL_OUT_OF_MEMORY error to be raised in glTexSubImage2D: glTexImage2D(level=0, width=32, height=32, pixels=NULL); glTexImage2D(level=0, width=64, height=64, pixels=NULL); glTexSubImage2D(level=0, pixels!=NULL); The second glTexImage2D() call needs to cause the first image to be deallocated then reallocated at the new size. This was not happening because we were testing for pixels==NULL too early.
-rw-r--r--src/mesa/state_tracker/st_cb_texture.c12
1 files changed, 10 insertions, 2 deletions
diff --git a/src/mesa/state_tracker/st_cb_texture.c b/src/mesa/state_tracker/st_cb_texture.c
index 2db28ef0a44..31196fe776b 100644
--- a/src/mesa/state_tracker/st_cb_texture.c
+++ b/src/mesa/state_tracker/st_cb_texture.c
@@ -661,8 +661,10 @@ st_TexImage(GLcontext * ctx,
format, type,
pixels, unpack, "glTexImage");
}
- if (!pixels)
- return;
+
+ /* Note: we can't check for pixels==NULL until after we've allocated
+ * memory for the texture.
+ */
/* See if we can do texture compression with a blit/render.
*/
@@ -673,6 +675,9 @@ st_TexImage(GLcontext * ctx,
stImage->pt->format,
stImage->pt->target,
PIPE_TEXTURE_USAGE_RENDER_TARGET, 0)) {
+ if (!pixels)
+ goto done;
+
if (compress_with_blit(ctx, target, level, 0, 0, 0, width, height, depth,
format, type, pixels, unpack, texImage)) {
goto done;
@@ -714,6 +719,9 @@ st_TexImage(GLcontext * ctx,
return;
}
+ if (!pixels)
+ goto done;
+
DBG("Upload image %dx%dx%d row_len %x pitch %x\n",
width, height, depth, width * texelBytes, dstRowStride);