diff options
author | Eric Anholt <[email protected]> | 2011-09-29 14:54:23 -0700 |
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committer | Eric Anholt <[email protected]> | 2011-10-03 13:29:38 -0700 |
commit | 82691574b6fc5a66290cbab88010caa8bc00c1dd (patch) | |
tree | f069068d5660c3f79571f2d9eb266fff1782c453 | |
parent | cb86560ddb0a09727f55010bc184354d506f6484 (diff) |
intel: Add a safety check for mapping 1D texture arrays.
So easy to screw up with the crazy way GL manages them.
-rw-r--r-- | 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 4ab618ad736..83ba50e39ed 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 |