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-rw-r--r--src/mesa/state_tracker/st_cb_texture.c62
1 files changed, 9 insertions, 53 deletions
diff --git a/src/mesa/state_tracker/st_cb_texture.c b/src/mesa/state_tracker/st_cb_texture.c
index cfa33d48e12..085da3eab43 100644
--- a/src/mesa/state_tracker/st_cb_texture.c
+++ b/src/mesa/state_tracker/st_cb_texture.c
@@ -1708,53 +1708,6 @@ st_CopyTexSubImage3D(GLcontext * ctx, GLenum target, GLint level,
}
-/**
- * Compute which mipmap levels that really need to be sent to the hardware.
- * This depends on the base image size, GL_TEXTURE_MIN_LOD,
- * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL.
- */
-static void
-calculate_first_last_level(struct st_texture_object *stObj)
-{
- struct gl_texture_object *tObj = &stObj->base;
-
- /* These must be signed values. MinLod and MaxLod can be negative numbers,
- * and having firstLevel and lastLevel as signed prevents the need for
- * extra sign checks.
- */
- GLint firstLevel;
- GLint lastLevel;
-
- /* Yes, this looks overly complicated, but it's all needed.
- */
- switch (tObj->Target) {
- case GL_TEXTURE_1D:
- case GL_TEXTURE_2D:
- case GL_TEXTURE_3D:
- case GL_TEXTURE_CUBE_MAP:
- if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) {
- /* GL_NEAREST and GL_LINEAR only care about GL_TEXTURE_BASE_LEVEL.
- */
- firstLevel = lastLevel = tObj->BaseLevel;
- }
- else {
- firstLevel = 0;
- lastLevel = MIN2(tObj->MaxLevel,
- (int) tObj->Image[0][tObj->BaseLevel]->WidthLog2);
- }
- break;
- case GL_TEXTURE_RECTANGLE_NV:
- case GL_TEXTURE_4D_SGIS:
- firstLevel = lastLevel = 0;
- break;
- default:
- return;
- }
-
- stObj->lastLevel = lastLevel;
-}
-
-
static void
copy_image_data_to_texture(struct st_context *st,
struct st_texture_object *stObj,
@@ -1818,13 +1771,16 @@ st_finalize_texture(GLcontext *ctx,
*needFlush = GL_FALSE;
- /* We know/require this is true by now:
- */
- assert(stObj->base._Complete);
+ if (stObj->base._Complete) {
+ /* The texture is complete and we know exactly how many mipmap levels
+ * are present/needed. This is conditional because we may be called
+ * from the st_generate_mipmap() function when the texture object is
+ * incomplete. In that case, we'll have set stObj->lastLevel before
+ * we get here.
+ */
+ stObj->lastLevel = stObj->base._MaxLevel - stObj->base.BaseLevel;
+ }
- /* What levels must the texture include at a minimum?
- */
- calculate_first_last_level(stObj);
firstImage = st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]);
/* If both firstImage and stObj point to a texture which can contain