struct gl_texture_image *pbo_tex_image;
GLenum status;
bool success = false;
- int z, iters;
+ int z;
/* XXX: This should probably be passed in from somewhere */
const char *where = "_mesa_meta_pbo_TexSubImage";
_mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, fbos[0]);
_mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbos[1]);
+ if (tex_image->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
+ assert(depth == 1);
+ depth = height;
+ height = 1;
+ }
+
_mesa_meta_bind_fbo_image(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
pbo_tex_image, 0);
/* If this passes on the first layer it should pass on the others */
GL_COLOR_BUFFER_BIT, GL_NEAREST))
goto fail;
- iters = tex_image->TexObject->Target == GL_TEXTURE_1D_ARRAY ?
- height : depth;
-
- for (z = 1; z < iters; z++) {
+ for (z = 1; z < depth; z++) {
_mesa_meta_bind_fbo_image(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
tex_image, zoffset + z);
_mesa_update_state(ctx);
- if (tex_image->TexObject->Target == GL_TEXTURE_1D_ARRAY)
- _mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
- 0, z, width, z + 1,
- xoffset, yoffset,
- xoffset + width, yoffset + 1,
- GL_COLOR_BUFFER_BIT, GL_NEAREST);
- else
- _mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
- 0, z * height, width, (z + 1) * height,
- xoffset, yoffset,
- xoffset + width, yoffset + height,
- GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ _mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
+ 0, z * height, width, (z + 1) * height,
+ xoffset, yoffset,
+ xoffset + width, yoffset + height,
+ GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
success = true;
struct gl_texture_image *pbo_tex_image;
GLenum status;
bool success = false;
- int z, iters;
+ int z;
/* XXX: This should probably be passed in from somewhere */
const char *where = "_mesa_meta_pbo_GetTexSubImage";
_mesa_GenFramebuffers(2, fbos);
+ if (tex_image && tex_image->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
+ assert(depth == 1);
+ depth = height;
+ height = 1;
+ }
+
/* If we were given a texture, bind it to the read framebuffer. If not,
* we're doing a ReadPixels and we should just use whatever framebuffer
* the client has bound.
GL_COLOR_BUFFER_BIT, GL_NEAREST))
goto fail;
- if (tex_image && tex_image->TexObject->Target == GL_TEXTURE_1D_ARRAY)
- iters = height;
- else
- iters = depth;
-
- for (z = 1; z < iters; z++) {
+ for (z = 1; z < depth; z++) {
_mesa_meta_bind_fbo_image(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
tex_image, zoffset + z);
_mesa_update_state(ctx);
- if (tex_image->TexObject->Target == GL_TEXTURE_1D_ARRAY)
- _mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
- xoffset, yoffset,
- xoffset + width, yoffset + 1,
- 0, z, width, z + 1,
- GL_COLOR_BUFFER_BIT, GL_NEAREST);
- else
- _mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
- xoffset, yoffset,
- xoffset + width, yoffset + height,
- 0, z * height, width, (z + 1) * height,
- GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ _mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
+ xoffset, yoffset,
+ xoffset + width, yoffset + height,
+ 0, z * height, width, (z + 1) * height,
+ GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
success = true;