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authorBrian Paul <brianp@vmware.com>2010-04-29 15:32:36 -0600
committerBrian Paul <brianp@vmware.com>2010-04-30 12:33:40 -0600
commite648d4a1d1c0c5f70916e38366b863f0bec79a62 (patch)
treebb0471dbdd4a69594d62fb715641eb3f91f77f5d /src/mesa/state_tracker/st_gen_mipmap.c
parente9bf09a98a624e594bdea2503326bb693b8cf9b8 (diff)
st/mesa: ignore gl_texture_object::BaseLevel when allocating gallium textures
Previously, when we created a gallium texture for a corresponding Mesa texture we'd only allocate space for mipmap levels >= BaseLevel. This patch undoes that mechanism. This fixes a render-to-texture bug when rendering to level 0 when BaseLevel=1. Also, it makes sense to allocate the whole texture object memory when BaseLevel > 0 since a common use of GL_TEXTURE_BASE_LEVEL is to progressively load/render mipmaps. Eventually, the app almost always fills in the level=0 mipmap image. Finally, the texture image code is bit easier to understand now.
Diffstat (limited to 'src/mesa/state_tracker/st_gen_mipmap.c')
-rw-r--r--src/mesa/state_tracker/st_gen_mipmap.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/mesa/state_tracker/st_gen_mipmap.c b/src/mesa/state_tracker/st_gen_mipmap.c
index b8b75c7de6..a015c4bb58 100644
--- a/src/mesa/state_tracker/st_gen_mipmap.c
+++ b/src/mesa/state_tracker/st_gen_mipmap.c
@@ -342,10 +342,10 @@ st_generate_mipmap(GLcontext *ctx, GLenum target,
assert(lastLevel <= pt->last_level);
- /* Recall that the Mesa BaseLevel image is stored in the gallium
- * texture's level[0] position. So pass baseLevel=0 here.
+ /* Try to generate the mipmap by rendering/texturing. If that fails,
+ * use the software fallback.
*/
- if (!st_render_mipmap(st, target, stObj, 0, lastLevel)) {
+ if (!st_render_mipmap(st, target, stObj, baseLevel, lastLevel)) {
fallback_generate_mipmap(ctx, target, texObj);
}