mesa: Add support for glGetTexImage on GL_TEXTURE_1D_ARRAY
Similarly to how we handle this in texstore, we have to remap height to depth so that we MapTextureImage each image layer individually. Fixes part of Intel oglconform's int-textures advanced.fbo.rtt NOTE: This is a candidate for the 8.0 branch. Reviewed-by: Brian Paul <brianp@vmware.com>
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@@ -312,8 +312,8 @@ get_tex_rgba_uncompressed(struct gl_context *ctx, GLuint dimensions,
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const gl_format texFormat =
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_mesa_get_srgb_format_linear(texImage->TexFormat);
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const GLuint width = texImage->Width;
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const GLuint height = texImage->Height;
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const GLuint depth = texImage->Depth;
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GLuint height = texImage->Height;
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GLuint depth = texImage->Depth;
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GLuint img, row;
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GLfloat (*rgba)[4];
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GLuint (*rgba_uint)[4];
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@@ -327,6 +327,11 @@ get_tex_rgba_uncompressed(struct gl_context *ctx, GLuint dimensions,
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return;
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}
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if (texImage->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
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depth = height;
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height = 1;
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}
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for (img = 0; img < depth; img++) {
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GLubyte *srcMap;
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GLint rowstride;
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