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authorBrian Paul <[email protected]>2010-04-29 15:32:36 -0600
committerBrian Paul <[email protected]>2010-04-30 12:33:40 -0600
commite648d4a1d1c0c5f70916e38366b863f0bec79a62 (patch)
treebb0471dbdd4a69594d62fb715641eb3f91f77f5d /src/mesa/state_tracker/st_atom_texture.c
parente9bf09a98a624e594bdea2503326bb693b8cf9b8 (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/mesa/state_tracker/st_atom_texture.c')
-rw-r--r--src/mesa/state_tracker/st_atom_texture.c3
1 files changed, 0 insertions, 3 deletions
diff --git a/src/mesa/state_tracker/st_atom_texture.c b/src/mesa/state_tracker/st_atom_texture.c
index f4294ac1e6f..2575adda8fc 100644
--- a/src/mesa/state_tracker/st_atom_texture.c
+++ b/src/mesa/state_tracker/st_atom_texture.c
@@ -138,7 +138,6 @@ finalize_textures(struct st_context *st)
const GLuint texUnit = fprog->Base.SamplerUnits[su];
struct gl_texture_object *texObj
= st->ctx->Texture.Unit[texUnit]._Current;
- struct st_texture_object *stObj = st_texture_object(texObj);
if (texObj) {
GLboolean flush, retval;
@@ -149,8 +148,6 @@ finalize_textures(struct st_context *st)
st->missing_textures = GL_TRUE;
continue;
}
-
- stObj->teximage_realloc = TRUE;
}
}
}