st/mesa: fix texture memory allocation bug
The following example caused an incorrect GL_OUT_OF_MEMORY error to be raised in glTexSubImage2D: glTexImage2D(level=0, width=32, height=32, pixels=NULL); glTexImage2D(level=0, width=64, height=64, pixels=NULL); glTexSubImage2D(level=0, pixels!=NULL); The second glTexImage2D() call needs to cause the first image to be deallocated then reallocated at the new size. This was not happening because we were testing for pixels==NULL too early.
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@@ -661,8 +661,10 @@ st_TexImage(GLcontext * ctx,
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format, type,
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pixels, unpack, "glTexImage");
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}
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if (!pixels)
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return;
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/* Note: we can't check for pixels==NULL until after we've allocated
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* memory for the texture.
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*/
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/* See if we can do texture compression with a blit/render.
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*/
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@@ -673,6 +675,9 @@ st_TexImage(GLcontext * ctx,
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stImage->pt->format,
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stImage->pt->target,
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PIPE_TEXTURE_USAGE_RENDER_TARGET, 0)) {
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if (!pixels)
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goto done;
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if (compress_with_blit(ctx, target, level, 0, 0, 0, width, height, depth,
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format, type, pixels, unpack, texImage)) {
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goto done;
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@@ -714,6 +719,9 @@ st_TexImage(GLcontext * ctx,
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return;
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}
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if (!pixels)
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goto done;
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DBG("Upload image %dx%dx%d row_len %x pitch %x\n",
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width, height, depth, width * texelBytes, dstRowStride);
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