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>
This commit is contained in:
Eric Anholt
2012-01-20 15:03:12 -08:00
parent 86ca4f9cb6
commit 08acd4bd61
+7 -2
View File
@@ -312,8 +312,8 @@ get_tex_rgba_uncompressed(struct gl_context *ctx, GLuint dimensions,
const gl_format texFormat =
_mesa_get_srgb_format_linear(texImage->TexFormat);
const GLuint width = texImage->Width;
const GLuint height = texImage->Height;
const GLuint depth = texImage->Depth;
GLuint height = texImage->Height;
GLuint depth = texImage->Depth;
GLuint img, row;
GLfloat (*rgba)[4];
GLuint (*rgba_uint)[4];
@@ -327,6 +327,11 @@ get_tex_rgba_uncompressed(struct gl_context *ctx, GLuint dimensions,
return;
}
if (texImage->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
depth = height;
height = 1;
}
for (img = 0; img < depth; img++) {
GLubyte *srcMap;
GLint rowstride;