#include "intel_context.h"
#include "intel_mipmap_tree.h"
#include "intel_tex.h"
+#include "intel_fbo.h"
#define FILE_DEBUG_FLAG DEBUG_TEXTURE
(void) ctx;
DBG("%s\n", __FUNCTION__);
+
+ if (obj == NULL)
+ return NULL;
+
_mesa_initialize_texture_object(&obj->base, name, target);
+ obj->needs_validate = true;
+
return &obj->base;
}
struct intel_texture_image *intel_image = intel_texture_image(image);
struct gl_texture_object *texobj = image->TexObject;
struct intel_texture_object *intel_texobj = intel_texture_object(texobj);
- GLuint slices;
assert(image->Border == 0);
+ /* Quantize sample count */
+ if (image->NumSamples) {
+ image->NumSamples = intel_quantize_num_samples(intel->intelScreen, image->NumSamples);
+ if (!image->NumSamples)
+ return false;
+ }
+
/* Because the driver uses AllocTextureImageBuffer() internally, it may end
* up mismatched with FreeTextureImageBuffer(), but that is safe to call
* multiple times.
*/
ctx->Driver.FreeTextureImageBuffer(ctx, image);
- /* Allocate the swrast_texture_image::ImageOffsets array now */
- switch (texobj->Target) {
- case GL_TEXTURE_3D:
- case GL_TEXTURE_2D_ARRAY:
- slices = image->Depth;
- break;
- case GL_TEXTURE_1D_ARRAY:
- slices = image->Height;
- break;
- default:
- slices = 1;
- }
- assert(!intel_image->base.ImageOffsets);
- intel_image->base.ImageOffsets = malloc(slices * sizeof(GLuint));
-
- _swrast_init_texture_image(image);
+ if (!_swrast_init_texture_image(image))
+ return false;
if (intel_texobj->mt &&
intel_miptree_match_image(intel_texobj->mt, image)) {
image->Width, image->Height, image->Depth, intel_image->mt);
}
+ intel_texobj->needs_validate = true;
+
return true;
}
intel_miptree_release(&intelImage->mt);
- if (intelImage->base.Buffer) {
- _mesa_align_free(intelImage->base.Buffer);
- intelImage->base.Buffer = NULL;
- }
-
- if (intelImage->base.ImageOffsets) {
- free(intelImage->base.ImageOffsets);
- intelImage->base.ImageOffsets = NULL;
- }
+ _swrast_free_texture_image_buffer(ctx, texImage);
}
/**