- for (face = 0; face < nr_faces; face++) {
- struct intel_texture_image *intelImage =
- intel_texture_image(intelObj->base.Image[face][level]);
-
- if (intelImage && intelImage->mt) {
- intelImage->base.Data =
- intel_miptree_image_map(intel,
- intelImage->mt,
- intelImage->face,
- intelImage->level,
- &intelImage->base.RowStride,
- intelImage->base.ImageOffsets);
- /* convert stride to texels, not bytes */
- intelImage->base.RowStride /= intelImage->mt->cpp;
- /* intelImage->base.ImageStride /= intelImage->mt->cpp; */
- }
- }
-}
-
-void
-intel_tex_unmap_level_images(struct intel_context *intel,
- struct intel_texture_object *intelObj,
- int level)
-{
- GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
- GLuint face;
-
- for (face = 0; face < nr_faces; face++) {
- struct intel_texture_image *intelImage =
- intel_texture_image(intelObj->base.Image[face][level]);
-
- if (intelImage && intelImage->mt) {
- intel_miptree_image_unmap(intel, intelImage->mt);
- intelImage->base.Data = NULL;
+ /* After we're done, we'd better agree that our layout is
+ * appropriate, or we'll end up hitting this function again on the
+ * next draw
+ */
+ assert(intel_miptree_match_image(intelObj->mt, &intelImage->base.Base));