texImage->Height, texImage->Depth);
GLuint i;
+ if (!_swrast_init_texture_image(texImage))
+ return GL_FALSE;
+
assert(!swImg->Buffer);
swImg->Buffer = _mesa_align_malloc(bytes, 512);
if (!swImg->Buffer)
/* RowStride and ImageOffsets[] describe how to address texels in 'Data' */
swImg->RowStride = texImage->Width;
- /* Allocate the ImageOffsets array and initialize to typical values.
- * We allocate the array for 1D/2D textures too in order to avoid special-
- * case code in the texstore routines.
- */
- swImg->ImageOffsets = malloc(texture_slices(texImage) * sizeof(GLuint));
- if (!swImg->ImageOffsets)
- return GL_FALSE;
-
for (i = 0; i < texture_slices(texImage); i++) {
swImg->ImageOffsets[i] = i * texImage->Width * texImage->Height;
}
- _swrast_init_texture_image(texImage);
-
return GL_TRUE;
}
/**
* Code that overrides ctx->Driver.AllocTextureImageBuffer may use this to
* initialize the fields of swrast_texture_image without allocating the image
- * buffer or initializing ImageOffsets or RowStride.
+ * buffer or initializing RowStride or the contents of ImageOffsets.
*
* Returns GL_TRUE on success, GL_FALSE on memory allocation failure.
*/
-void
+GLboolean
_swrast_init_texture_image(struct gl_texture_image *texImage)
{
struct swrast_texture_image *swImg = swrast_texture_image(texImage);
swImg->HeightScale = (GLfloat) texImage->Height;
swImg->DepthScale = (GLfloat) texImage->Depth;
}
+
+ assert(!swImg->ImageOffsets);
+ swImg->ImageOffsets = malloc(texture_slices(texImage) * sizeof(GLuint));
+ if (!swImg->ImageOffsets)
+ return GL_FALSE;
+
+ return GL_TRUE;
}