diff options
-rw-r--r-- | src/mesa/drivers/common/meta.c | 15 |
1 files changed, 8 insertions, 7 deletions
diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c index 4d4f877926d..8569391179b 100644 --- a/src/mesa/drivers/common/meta.c +++ b/src/mesa/drivers/common/meta.c @@ -3881,7 +3881,8 @@ decompress_texture_image(struct gl_context *ctx, if (slice > 0) { assert(target == GL_TEXTURE_3D || - target == GL_TEXTURE_2D_ARRAY); + target == GL_TEXTURE_2D_ARRAY || + target == GL_TEXTURE_CUBE_MAP_ARRAY); } switch (target) { @@ -3895,8 +3896,8 @@ decompress_texture_image(struct gl_context *ctx, return; case GL_TEXTURE_CUBE_MAP_ARRAY: - /* This target is just broken currently. */ - return; + faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + (slice % 6); + break; case GL_TEXTURE_CUBE_MAP: faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face; @@ -3945,7 +3946,7 @@ decompress_texture_image(struct gl_context *ctx, struct glsl_sampler *sampler; setup_vertex_objects(&decompress->VAO, &decompress->VBO, true, - 2, 3, 0); + 2, 4, 0); /* Generate a relevant fragment shader program for the texture target */ sampler = setup_texture_sampler(target, &decompress->samplers); @@ -4097,8 +4098,7 @@ _mesa_meta_GetTexImage(struct gl_context *ctx, * unsigned, normalized values. We could handle signed and unnormalized * with floating point renderbuffers... */ - if (texImage->TexObject->Target != GL_TEXTURE_CUBE_MAP_ARRAY - && _mesa_is_format_compressed(texImage->TexFormat) && + if (_mesa_is_format_compressed(texImage->TexFormat) && _mesa_get_format_datatype(texImage->TexFormat) == GL_UNSIGNED_NORMALIZED) { struct gl_texture_object *texObj = texImage->TexObject; @@ -4107,7 +4107,8 @@ _mesa_meta_GetTexImage(struct gl_context *ctx, _mesa_unlock_texture(ctx, texObj); for (slice = 0; slice < texImage->Depth; slice++) { void *dst; - if (texImage->TexObject->Target == GL_TEXTURE_2D_ARRAY) { + if (texImage->TexObject->Target == GL_TEXTURE_2D_ARRAY + || texImage->TexObject->Target == GL_TEXTURE_CUBE_MAP_ARRAY) { /* Setup pixel packing. SkipPixels and SkipRows will be applied * in the decompress_texture_image() function's call to * glReadPixels but we need to compute the dest slice's address |