{
GLuint firstLevel;
GLuint lastLevel;
- GLuint width = stImage->base.Width;
- GLuint height = stImage->base.Height;
- GLuint depth = stImage->base.Depth;
+ GLuint width = stImage->base.Width2; /* size w/out border */
+ GLuint height = stImage->base.Height2;
+ GLuint depth = stImage->base.Depth2;
GLuint i, comp_byte = 0;
DBG("%s\n", __FUNCTION__);
assert(!stObj->pt);
- if (stImage->base.Border)
- return;
-
- if (stImage->level > stObj->base.BaseLevel &&
+ if (stObj->pt &&
+ stImage->level > stObj->base.BaseLevel &&
(stImage->base.Width == 1 ||
(stObj->base.Target != GL_TEXTURE_1D &&
stImage->base.Height == 1) ||
/* Figure out image dimensions at start level.
*/
for (i = stImage->level; i > firstLevel; i--) {
- width <<= 1;
+ if (width != 1)
+ width <<= 1;
if (height != 1)
height <<= 1;
if (depth != 1)
stObj->pt->format !=
st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat) ||
stObj->pt->last_level != stObj->lastLevel ||
- stObj->pt->width[0] != firstImage->base.Width ||
- stObj->pt->height[0] != firstImage->base.Height ||
- stObj->pt->depth[0] != firstImage->base.Depth ||
+ stObj->pt->width[0] != firstImage->base.Width2 ||
+ stObj->pt->height[0] != firstImage->base.Height2 ||
+ stObj->pt->depth[0] != firstImage->base.Depth2 ||
stObj->pt->cpp != cpp ||
stObj->pt->compressed != firstImage->base.IsCompressed)) {
pipe_texture_release(&stObj->pt);
gl_target_to_pipe(stObj->base.Target),
st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat),
stObj->lastLevel,
- firstImage->base.Width,
- firstImage->base.Height,
- firstImage->base.Depth,
+ firstImage->base.Width2,
+ firstImage->base.Height2,
+ firstImage->base.Depth2,
comp_byte);
if (!stObj->pt) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");