_mesa_delete_texture_image(ctx, texImage);
}
+static unsigned int
+texture_slices(struct gl_texture_image *texImage)
+{
+ if (texImage->TexObject->Target == GL_TEXTURE_1D_ARRAY)
+ return texImage->Height;
+ else
+ return texImage->Depth;
+}
/**
* Called via ctx->Driver.AllocTextureImageBuffer()
* We allocate the array for 1D/2D textures too in order to avoid special-
* case code in the texstore routines.
*/
- swImg->ImageOffsets = malloc(texImage->Depth * sizeof(GLuint));
+ swImg->ImageOffsets = malloc(texture_slices(texImage) * sizeof(GLuint));
if (!swImg->ImageOffsets)
return GL_FALSE;
- for (i = 0; i < texImage->Depth; i++) {
+ for (i = 0; i < texture_slices(texImage); i++) {
swImg->ImageOffsets[i] = i * texImage->Width * texImage->Height;
}
map = swImage->Buffer;
+ assert(slice < texture_slices(texImage));
+
if (texImage->TexObject->Target == GL_TEXTURE_3D ||
texImage->TexObject->Target == GL_TEXTURE_2D_ARRAY) {
GLuint sliceSize = _mesa_format_image_size(texImage->TexFormat,
texImage->Width,
texImage->Height,
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;
}