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authorBrian Paul <[email protected]>2011-07-31 21:00:21 -0700
committerEric Anholt <[email protected]>2011-09-27 12:12:07 -0700
commitce62473408f884c876ee535f5f48cfe70dacb1ef (patch)
tree69e26bd151f1d3af4d0c20e84a6ea3e34428ede2 /src/mesa/state_tracker
parent429b45e7c0001c0979e0d0fd20c3821c166da4a9 (diff)
mesa: Finally, convert RGBA glGetTexImage() to using MapTextureImage().
v2: Changes by Brian to MapTexImage in the decompression path. v3: Changes by anholt to fix srcRowStride for decompression of NPOT. Tested-by: Brian Paul <[email protected]> (v2)
Diffstat (limited to 'src/mesa/state_tracker')
-rw-r--r--src/mesa/state_tracker/st_cb_texture.c38
1 files changed, 0 insertions, 38 deletions
diff --git a/src/mesa/state_tracker/st_cb_texture.c b/src/mesa/state_tracker/st_cb_texture.c
index 560b6b56172..354e58de91d 100644
--- a/src/mesa/state_tracker/st_cb_texture.c
+++ b/src/mesa/state_tracker/st_cb_texture.c
@@ -938,7 +938,6 @@ st_GetTexImage(struct gl_context * ctx, GLenum target, GLint level,
format, type);
GLuint depth, i;
GLubyte *dest;
- GLboolean do_map = GL_TRUE;
if (stImage->pt && util_format_is_s3tc(stImage->pt->format)) {
/* Need to decompress the texture.
@@ -950,37 +949,6 @@ st_GetTexImage(struct gl_context * ctx, GLenum target, GLint level,
return;
}
- if (format == GL_DEPTH_STENCIL ||
- format == GL_DEPTH_COMPONENT) {
- do_map = GL_FALSE;
- }
-
- /* Map */
- if (do_map && stImage->pt) {
- /* Image is stored in hardware format in a buffer managed by the
- * kernel. Need to explicitly map and unmap it.
- */
- texImage->Data = st_texture_image_map(st, stImage, 0,
- PIPE_TRANSFER_READ, 0, 0,
- stImage->base.Width,
- stImage->base.Height);
- /* compute stride in texels from stride in bytes */
- texImage->RowStride = stImage->transfer->stride
- * util_format_get_blockwidth(stImage->pt->format)
- / util_format_get_blocksize(stImage->pt->format);
- }
- else if (do_map) {
- /* Otherwise, the image should actually be stored in
- * texImage->Data. This is pretty confusing for
- * everybody, I'd much prefer to separate the two functions of
- * texImage->Data - storage for texture images in main memory
- * and access (ie mappings) of images. In other words, we'd
- * create a new texImage->Map field and leave Data simply for
- * storage.
- */
- assert(texImage->Data);
- }
-
depth = texImage->Depth;
texImage->Depth = 1;
@@ -1003,12 +971,6 @@ st_GetTexImage(struct gl_context * ctx, GLenum target, GLint level,
}
texImage->Depth = depth;
-
- /* Unmap */
- if (do_map && stImage->pt) {
- st_texture_image_unmap(st, stImage);
- texImage->Data = NULL;
- }
}