- _mesa_decompress_image(texFormat, texImage->Width, texImage->Height,
- texImage->Data, texImage->RowStride, tempImage);
+ /* Decompress the texture image - results in 'tempImage' */
+ {
+ GLubyte *srcMap;
+ GLint srcRowStride;
+ GLuint bytes, bw, bh;
+
+ bytes = _mesa_get_format_bytes(texImage->TexFormat);
+ _mesa_get_format_block_size(texImage->TexFormat, &bw, &bh);
+
+ ctx->Driver.MapTextureImage(ctx, texImage, 0,
+ 0, 0, width, height,
+ GL_MAP_READ_BIT,
+ &srcMap, &srcRowStride);
+
+ /* XXX This line is a bit of a hack to work around the
+ * mismatch of compressed row strides as returned by
+ * MapTextureImage() vs. what the texture decompression code
+ * uses. This will be fixed in the future.
+ */
+ srcRowStride = srcRowStride * bh / bytes;
+
+ _mesa_decompress_image(texFormat, width, height,
+ srcMap, srcRowStride, tempImage);
+
+ ctx->Driver.UnmapTextureImage(ctx, texImage, 0);
+ }