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authorEric Anholt <[email protected]>2011-11-30 12:04:14 -0800
committerEric Anholt <[email protected]>2011-12-02 15:28:44 -0800
commitbda361e0d47a670f318664abcdf0a065bef22883 (patch)
treeba729248af046ab013ba5992bbb9d61e0f9f5fb1 /include/KHR
parent27e77cb902b4f7f5e127dcd78951e3167f13d59c (diff)
mesa: Fix glCompressedTexImage when dstRowStride != srcRowStride.
Since the MapTextureImage changes on Intel, nwn had corruption in the scrollbar at the load game menu, and corrupted ground textures in the starting zone. Heroes of Newerth's intro screen was also thoroughly garbled. A new piglit test "compressedteximage" was created to regression test this. The issue was this code now seeing dstRowStride aligned to hardware requirements instead of a temporary buffer that gets uploaded to hardware later. The existing code was just trying to memcpy srcRowStride * height / bh, while the glCompressedTexSubImage2D() storage code nearby did the correct walking by blockheight rows at a time. Just reuse the subimage upload instead of duplicating that logic. v2: Update comment at the top of the function (suggestion by Joel Forsberg) Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=41451 Reviewed-by: Kenneth Graunke <[email protected]> (v1)
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