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intel: Add a safety check for mapping 1D texture arrays.
author
Eric Anholt
<eric@anholt.net>
Thu, 29 Sep 2011 21:54:23 +0000
(14:54 -0700)
committer
Eric Anholt
<eric@anholt.net>
Mon, 3 Oct 2011 20:29:38 +0000
(13:29 -0700)
So easy to screw up with the crazy way GL manages them.
src/mesa/drivers/dri/intel/intel_tex.c
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diff --git
a/src/mesa/drivers/dri/intel/intel_tex.c
b/src/mesa/drivers/dri/intel/intel_tex.c
index 4ab618ad7365189ab4eee0e5a89f4a2252c1b44c..83ba50e39edfdf8d79029b9bd0383e9535a76ed3 100644
(file)
--- a/
src/mesa/drivers/dri/intel/intel_tex.c
+++ b/
src/mesa/drivers/dri/intel/intel_tex.c
@@
-142,6
+142,10
@@
intel_map_texture_image(struct gl_context *ctx,
struct intel_mipmap_tree *mt = intel_image->mt;
unsigned int bw, bh;
+ /* Check that our caller wasn't confused about how to map a 1D texture. */
+ assert(tex_image->TexObject->Target != GL_TEXTURE_1D_ARRAY ||
+ h == 1);
+
if (intel_image->stencil_rb) {
/*
* The texture has packed depth/stencil format, but uses separate