On 08/27/2015 03:15 PM, Ilia Mirkin wrote:
On Thu, Aug 27, 2015 at 5:15 PM, Brian Paul <bri...@vmware.com> wrote:
On 08/27/2015 03:05 PM, Ilia Mirkin wrote:
On Thu, Aug 27, 2015 at 4:43 PM, Ilia Mirkin <imir...@alum.mit.edu> wrote:
On Thu, Aug 27, 2015 at 4:32 PM, Brian Paul <bri...@vmware.com> wrote:
On 08/27/2015 01:43 PM, Ilia Mirkin wrote:
Cube maps are special in that they have separate teximages for each
face. We handled that by copying the data to them separately, but in
case zoffset != 0 or depth != 6 we would read off the end of the client
array or modify the wrong images.
zoffset/depth have already been verified by the time the code gets to
this stage, so no need to double-check.
Signed-off-by: Ilia Mirkin <imir...@alum.mit.edu>
---
src/mesa/main/teximage.c | 4 ++--
1 file changed, 2 insertions(+), 2 deletions(-)
diff --git a/src/mesa/main/teximage.c b/src/mesa/main/teximage.c
index 253e881..d7b4304 100644
--- a/src/mesa/main/teximage.c
+++ b/src/mesa/main/teximage.c
@@ -3711,12 +3711,12 @@ texturesubimage(struct gl_context *ctx, GLuint
dims,
rowStride = _mesa_image_image_stride(&ctx->Unpack, width,
height,
format, type);
/* Copy in each face. */
- for (i = 0; i < 6; ++i) {
+ for (i = zoffset; i < zoffset + depth; ++i) {
texImage = texObj->Image[i][level];
assert(texImage);
_mesa_texture_sub_image(ctx, 3, texObj, texImage,
texObj->Target,
- level, xoffset, yoffset, zoffset,
+ level, xoffset, yoffset, 0,
Actually I wonder if this needs to be 'i' instead of 0 or zoffset?
There are no operational tests unfortunately, and I don't know enough
about teximages.
No, 0 is correct because each cube face is in a different gl_texture_image.
For conventional (not array) cube maps, the six faces are stored in separate
texObj->Image[face][level] entries. The texImage = texObj->Image[i][level]
assignment above chooses the dest texture image.
I wish we could get rid of that and use one gl_texture_image to represent a
cube map as six slices, but there's nothing preventing the user from
creating a cube map with six faces of different sizes with glTexImage2D().
Such a cube map is invalid for rendering, but you can built it that way.
That can't happen with cube map arrays created with glTexImage3D().
What if you have a cubemap texture view of a 2d array or cubemap array
texture? Does this logic still hold?
I'm not sure what'll happen if one creates a cubemap with mismatched
faces and creates another view into it. I doubt anyone's tested that.
-Brian
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