int *width, int *height, int *depth)
{
switch (image->TexObject->Target) {
- case GL_TEXTURE_1D_ARRAY:
- *width = image->Width;
- *height = 1;
- *depth = image->Height;
- break;
default:
*width = image->Width;
*height = image->Height;
*
* The exact semantics of depth varies according to the texture target:
* - For GL_TEXTURE_CUBE_MAP, depth is 6.
- * - For GL_TEXTURE_2D_ARRAY, depth is the number of array slices. It is
- * identical for all miplevels in the texture.
* - For GL_TEXTURE_3D, it is the texture's depth at this miplevel. Its
* value, like width and height, varies with miplevel.
* - For other texture types, depth is 1.
/* Our texture data is always stored in a miptree. */
assert(mt);
- /* 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);
-
/* intel_miptree_map operates on a unified "slice" number that references the
* cube face, since it's all just slices to the miptree code.
*/
return false;
}
- if (image->TexObject->Target == GL_TEXTURE_1D_ARRAY ||
- image->TexObject->Target == GL_TEXTURE_2D_ARRAY) {
- DBG("%s: no support for array textures\n", __func__);
- return false;
- }
-
src_buffer = intel_bufferobj_source(intel, pbo, 64, &src_offset);
/* note: potential 64-bit ptr to 32-bit int cast */
src_offset += (GLuint) (unsigned long) pixels;