#include "st_cb_texture.h"
-/**
- * Compute the expected number of mipmap levels in the texture given
- * the width/height/depth of the base image and the GL_TEXTURE_BASE_LEVEL/
- * GL_TEXTURE_MAX_LEVEL settings. This will tell us how many mipmap
- * levels should be generated.
- */
-static GLuint
-compute_num_levels(struct gl_context *ctx,
- struct gl_texture_object *texObj,
- GLenum target)
-{
- const struct gl_texture_image *baseImage;
- GLuint numLevels;
-
- baseImage = _mesa_get_tex_image(ctx, texObj, target, texObj->BaseLevel);
-
- numLevels = texObj->BaseLevel + baseImage->MaxNumLevels;
- numLevels = MIN2(numLevels, (GLuint) texObj->MaxLevel + 1);
- if (texObj->Immutable)
- numLevels = MIN2(numLevels, texObj->NumLevels);
- assert(numLevels >= 1);
-
- return numLevels;
-}
-
-
/**
* Called via ctx->Driver.GenerateMipmap().
*/
assert(pt->nr_samples < 2);
/* find expected last mipmap level to generate*/
- lastLevel = compute_num_levels(ctx, texObj, target) - 1;
+ lastLevel = _mesa_compute_num_levels(ctx, texObj, target) - 1;
if (lastLevel == 0)
return;
st_flush_bitmap_cache(st);
+ st_invalidate_readpix_cache(st);
/* The texture isn't in a "complete" state yet so set the expected
* lastLevel here, since it won't get done in st_finalize_texture().
*
* After this, we'll have all mipmap levels in one resource.
*/
- st_finalize_texture(ctx, st->pipe, texObj);
+ st_finalize_texture(ctx, st->pipe, texObj, 0);
}
pt = stObj->pt;