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author | Brian Paul <[email protected]> | 2010-04-29 15:32:36 -0600 |
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committer | Brian Paul <[email protected]> | 2010-04-30 12:33:40 -0600 |
commit | e648d4a1d1c0c5f70916e38366b863f0bec79a62 (patch) | |
tree | bb0471dbdd4a69594d62fb715641eb3f91f77f5d /src/gallium/drivers | |
parent | e9bf09a98a624e594bdea2503326bb693b8cf9b8 (diff) |
st/mesa: ignore gl_texture_object::BaseLevel when allocating gallium textures
Previously, when we created a gallium texture for a corresponding Mesa
texture we'd only allocate space for mipmap levels >= BaseLevel.
This patch undoes that mechanism. This fixes a render-to-texture bug
when rendering to level 0 when BaseLevel=1.
Also, it makes sense to allocate the whole texture object memory when
BaseLevel > 0 since a common use of GL_TEXTURE_BASE_LEVEL is to
progressively load/render mipmaps. Eventually, the app almost always
fills in the level=0 mipmap image.
Finally, the texture image code is bit easier to understand now.
Diffstat (limited to 'src/gallium/drivers')
0 files changed, 0 insertions, 0 deletions