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>
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@@ -355,7 +355,9 @@ struct dd_function_table {
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* \param mode bitmask of GL_MAP_READ_BIT, GL_MAP_WRITE_BIT and
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* GL_MAP_INVALIDATE_RANGE_BIT (if writing)
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* \param mapOut returns start of mapping of region of interest
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* \param rowStrideOut returns row stride (in bytes)
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* \param rowStrideOut returns row stride (in bytes). In the case of a
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* compressed texture, this is the byte stride between one row of blocks
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* and another.
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*/
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void (*MapTextureImage)(struct gl_context *ctx,
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struct gl_texture_image *texImage,
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