From: Brian Paul Date: Thu, 9 Apr 2009 20:32:42 +0000 (-0600) Subject: st: make loops over 3D texture slices a litte more intuitive X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=d11d903c1b81000d04f859dcc2da41dae024f146;p=mesa.git st: make loops over 3D texture slices a litte more intuitive --- diff --git a/src/mesa/state_tracker/st_cb_texture.c b/src/mesa/state_tracker/st_cb_texture.c index 942f4a5575b..405af024b7d 100644 --- a/src/mesa/state_tracker/st_cb_texture.c +++ b/src/mesa/state_tracker/st_cb_texture.c @@ -568,7 +568,7 @@ st_TexImage(GLcontext * ctx, GLint i; const GLubyte *src = (const GLubyte *) pixels; - for (i = 0; i++ < depth;) { + for (i = 0; i < depth; i++) { if (!texImage->TexFormat->StoreImage(ctx, dims, texImage->_BaseFormat, texImage->TexFormat, @@ -581,9 +581,11 @@ st_TexImage(GLcontext * ctx, _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage"); } - if (stImage->pt && i < depth) { + if (stImage->pt && i + 1 < depth) { + /* unmap this slice */ st_texture_image_unmap(ctx->st, stImage); - texImage->Data = st_texture_image_map(ctx->st, stImage, i, + /* map next slice of 3D texture */ + texImage->Data = st_texture_image_map(ctx->st, stImage, i + 1, PIPE_TRANSFER_WRITE, 0, 0, stImage->base.Width, stImage->base.Height); @@ -711,7 +713,7 @@ st_get_tex_image(GLcontext * ctx, GLenum target, GLint level, dest = (GLubyte *) pixels; - for (i = 0; i++ < depth;) { + for (i = 0; i < depth; i++) { if (compressed) { _mesa_get_compressed_teximage(ctx, target, level, dest, texObj, texImage); @@ -721,9 +723,11 @@ st_get_tex_image(GLcontext * ctx, GLenum target, GLint level, texObj, texImage); } - if (stImage->pt && i < depth) { + if (stImage->pt && i + 1 < depth) { + /* unmap this slice */ st_texture_image_unmap(ctx->st, stImage); - texImage->Data = st_texture_image_map(ctx->st, stImage, i, + /* map next slice of 3D texture */ + texImage->Data = st_texture_image_map(ctx->st, stImage, i + 1, PIPE_TRANSFER_READ, 0, 0, stImage->base.Width, stImage->base.Height); @@ -808,7 +812,7 @@ st_TexSubimage(GLcontext *ctx, GLint dims, GLenum target, GLint level, src = (const GLubyte *) pixels; dstRowStride = stImage->transfer->stride; - for (i = 0; i++ < depth;) { + for (i = 0; i < depth; i++) { if (!texImage->TexFormat->StoreImage(ctx, dims, texImage->_BaseFormat, texImage->TexFormat, texImage->Data, @@ -820,10 +824,12 @@ st_TexSubimage(GLcontext *ctx, GLint dims, GLenum target, GLint level, _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage"); } - if (stImage->pt && i < depth) { - /* map next slice of 3D texture */ + if (stImage->pt && i + 1 < depth) { + /* unmap this slice */ st_texture_image_unmap(ctx->st, stImage); - texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset + i, + /* map next slice of 3D texture */ + texImage->Data = st_texture_image_map(ctx->st, stImage, + zoffset + i + 1, PIPE_TRANSFER_WRITE, xoffset, yoffset, width, height);