Until now, we've been treating 1D arrays as a single slice, and each
array slice is actually just a row of the 2D texture. While swrast
still stores them this way, hardware drivers think that 1D arrays have
actual separate slices not stored as contiguous rows.
Reviewed-by: Brian Paul <brianp@vmware.com>
1);
assert(slice < texImage->Depth);
map += slice * sliceSize;
+ } else if (texImage->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
+ GLuint sliceSize = _mesa_format_image_size(texImage->TexFormat,
+ texImage->Width,
+ 1,
+ 1);
+ assert(slice < texImage->Height);
+ map += slice * sliceSize;
}
/* apply x/y offset to map address */