/**
- * Need to map texture image into memory before copying image data,
- * then unmap it.
+ * Called via ctx->Driver.GetTexImage()
*/
static void
st_GetTexImage(struct gl_context * ctx, GLenum target, GLint level,
struct gl_texture_object *texObj,
struct gl_texture_image *texImage)
{
- struct st_context *st = st_context(ctx);
struct st_texture_image *stImage = st_texture_image(texImage);
- const GLuint dstImageStride =
- _mesa_image_image_stride(&ctx->Pack, texImage->Width, texImage->Height,
- format, type);
- GLuint depth, i;
- GLubyte *dest;
if (stImage->pt && util_format_is_s3tc(stImage->pt->format)) {
/* Need to decompress the texture.
- * We'll do this by rendering a textured quad.
+ * We'll do this by rendering a textured quad (which is hopefully
+ * faster than using the fallback code in texcompress.c.
* Note that we only expect RGBA formats (no Z/depth formats).
*/
decompress_with_blit(ctx, target, level, format, type, pixels,
texObj, texImage);
- return;
}
-
- depth = texImage->Depth;
- texImage->Depth = 1;
-
- dest = (GLubyte *) pixels;
-
- for (i = 0; i < depth; i++) {
- _mesa_get_teximage(ctx, target, level, format, type, dest,
+ else {
+ _mesa_get_teximage(ctx, target, level, format, type, pixels,
texObj, texImage);
-
- if (stImage->pt && i + 1 < depth) {
- /* unmap this slice */
- st_texture_image_unmap(st, stImage);
- /* map next slice of 3D texture */
- texImage->Data = st_texture_image_map(st, stImage, i + 1,
- PIPE_TRANSFER_READ, 0, 0,
- stImage->base.Width,
- stImage->base.Height);
- dest += dstImageStride;
- }
}
-
- texImage->Depth = depth;
}