mesa: Add a clarifying comment about rowStride of compressed textures.

I always forget how we do this for compressed textures.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
Eric Anholt
2013-04-19 13:57:17 -07:00
parent 3750ff9e5f
commit 0e8ef74c5f
+3 -1
View File
@@ -355,7 +355,9 @@ struct dd_function_table {
* \param mode bitmask of GL_MAP_READ_BIT, GL_MAP_WRITE_BIT and
* GL_MAP_INVALIDATE_RANGE_BIT (if writing)
* \param mapOut returns start of mapping of region of interest
* \param rowStrideOut returns row stride (in bytes)
* \param rowStrideOut returns row stride (in bytes). In the case of a
* compressed texture, this is the byte stride between one row of blocks
* and another.
*/
void (*MapTextureImage)(struct gl_context *ctx,
struct gl_texture_image *texImage,