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authorBrian Paul <[email protected]>2010-02-01 19:04:16 -0700
committerBrian Paul <[email protected]>2010-02-01 19:04:16 -0700
commitbdf975e9ad25ee65d796a3c1ce3f2afbd2889c4e (patch)
treebf4490e93f71642dc0965de15cafe71a937cffdd /progs/es2
parent04b14e26a24f824ce63c2398665e173d563f0b24 (diff)
st/mesa: fix texture deallocation bug
This fixes a bug reported by Christoph Bumiller on mesa3d-dev. When a texture is first created as RGBA, then re-defined with glTexImage(internalFormat=GL_DEPTH_COMPONENT) we failed to deallocate the original texture. When this texture was bound as a FBO surface, the depth/Z surface format was RGBA instead of Z. Depending on the driver this led to a failed assertion or FBO validation failure. This patch does three things: 1. Remove ancient code that mysteriously tested if we were replacing the smallest mipmap level and tested if the texture was not a cube map texture. I can't see any reason for those tests. 2. Move the width=height=depth=0 test to after the code which frees texture data. Calling glTexImage with width=height=depth=0 and data=NULL is a way to free a single mipmap level. 3. Update the code comments. There are no apparent conform, glean or piglit regressions from this change. (cherry picked from commit 43e4b584227534e30e487e7fb7e99d6501cbcd85)
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