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authorDave Airlie <[email protected]>2011-02-18 14:51:58 +1000
committerDave Airlie <[email protected]>2011-02-24 13:26:16 +1000
commit13f5a4d3169be75136ee5255474df803a8f4e070 (patch)
treeeace43e7ef0135184b1df116c1f8e6e3cda2afd7 /src/mesa
parent100cd214e37265776639c56018270805829ea952 (diff)
st/mesa: treat 1D ARRAY upload like a depth or 2D array upload.
This is because the HW doesn't always store a 1D array like a 2D texture, it more likely stores it like 2D texture (i.e. alignments etc). This means we upload each slice separately and let the driver work out where to put it. this might break nvc0 as I can't test it, I have only nv50 here. Signed-off-by: Dave Airlie <[email protected]>
Diffstat (limited to 'src/mesa')
-rw-r--r--src/mesa/state_tracker/st_cb_texture.c12
1 files changed, 12 insertions, 0 deletions
diff --git a/src/mesa/state_tracker/st_cb_texture.c b/src/mesa/state_tracker/st_cb_texture.c
index a40a79bb862..08c498b1491 100644
--- a/src/mesa/state_tracker/st_cb_texture.c
+++ b/src/mesa/state_tracker/st_cb_texture.c
@@ -579,6 +579,12 @@ st_TexImage(struct gl_context * ctx,
pixels, unpack, "glTexImage");
}
+ /* for a 1D array upload the image as a series of layer with height = 1 */
+ if (target == GL_TEXTURE_1D_ARRAY) {
+ depth = height;
+ height = 1;
+ }
+
/*
* Prepare to store the texture data. Either map the gallium texture buffer
* memory or malloc space for it.
@@ -986,6 +992,12 @@ st_TexSubimage(struct gl_context *ctx, GLint dims, GLenum target, GLint level,
if (!pixels)
return;
+ /* for a 1D array upload the image as a series of layer with height = 1 */
+ if (target == GL_TEXTURE_1D_ARRAY) {
+ depth = height;
+ height = 1;
+ }
+
/* Map buffer if necessary. Need to lock to prevent other contexts
* from uploading the buffer under us.
*/