if (slice > 0) {
assert(target == GL_TEXTURE_3D ||
- target == GL_TEXTURE_2D_ARRAY);
+ target == GL_TEXTURE_2D_ARRAY ||
+ target == GL_TEXTURE_CUBE_MAP_ARRAY);
}
switch (target) {
return;
case GL_TEXTURE_CUBE_MAP_ARRAY:
- /* This target is just broken currently. */
- return;
+ faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + (slice % 6);
+ break;
case GL_TEXTURE_CUBE_MAP:
faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
struct glsl_sampler *sampler;
setup_vertex_objects(&decompress->VAO, &decompress->VBO, true,
- 2, 3, 0);
+ 2, 4, 0);
/* Generate a relevant fragment shader program for the texture target */
sampler = setup_texture_sampler(target, &decompress->samplers);
* unsigned, normalized values. We could handle signed and unnormalized
* with floating point renderbuffers...
*/
- if (texImage->TexObject->Target != GL_TEXTURE_CUBE_MAP_ARRAY
- && _mesa_is_format_compressed(texImage->TexFormat) &&
+ if (_mesa_is_format_compressed(texImage->TexFormat) &&
_mesa_get_format_datatype(texImage->TexFormat)
== GL_UNSIGNED_NORMALIZED) {
struct gl_texture_object *texObj = texImage->TexObject;
_mesa_unlock_texture(ctx, texObj);
for (slice = 0; slice < texImage->Depth; slice++) {
void *dst;
- if (texImage->TexObject->Target == GL_TEXTURE_2D_ARRAY) {
+ if (texImage->TexObject->Target == GL_TEXTURE_2D_ARRAY
+ || texImage->TexObject->Target == GL_TEXTURE_CUBE_MAP_ARRAY) {
/* Setup pixel packing. SkipPixels and SkipRows will be applied
* in the decompress_texture_image() function's call to
* glReadPixels but we need to compute the dest slice's address