mesa: handle array textures in strip_texture_border()

If the texture is a 1D array, don't remove the border pixel from the
height.  Similarly for 2D array textures and the depth direction.
Simplify the function by assuming the border is always one pixel.

Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
This commit is contained in:
Brian Paul 2012-03-07 08:13:38 -07:00
parent 4f869e9cb5
commit 6c1dea5445

View file

@ -2421,7 +2421,7 @@ _mesa_choose_texture_format(struct gl_context *ctx,
/**
* Adjust pixel unpack params and image dimensions to strip off the
* texture border.
* one-pixel texture border.
*
* Gallium and intel don't support texture borders. They've seldem been used
* and seldom been implemented correctly anyway.
@ -2429,34 +2429,37 @@ _mesa_choose_texture_format(struct gl_context *ctx,
* \param unpackNew returns the new pixel unpack parameters
*/
static void
strip_texture_border(GLint *border,
strip_texture_border(GLenum target,
GLint *width, GLint *height, GLint *depth,
const struct gl_pixelstore_attrib *unpack,
struct gl_pixelstore_attrib *unpackNew)
{
assert(*border > 0); /* sanity check */
assert(width);
assert(height);
assert(depth);
*unpackNew = *unpack;
if (unpackNew->RowLength == 0)
unpackNew->RowLength = *width;
if (depth && unpackNew->ImageHeight == 0)
if (unpackNew->ImageHeight == 0)
unpackNew->ImageHeight = *height;
unpackNew->SkipPixels += *border;
if (height)
unpackNew->SkipRows += *border;
if (depth)
unpackNew->SkipImages += *border;
assert(*width >= 3);
*width = *width - 2 * *border;
if (height && *height >= 3)
*height = *height - 2 * *border;
if (depth && *depth >= 3)
*depth = *depth - 2 * *border;
*border = 0;
unpackNew->SkipPixels++; /* skip the border */
*width = *width - 2; /* reduce the width by two border pixels */
/* The min height of a texture with a border is 3 */
if (*height >= 3 && target != GL_TEXTURE_1D_ARRAY) {
unpackNew->SkipRows++; /* skip the border */
*height = *height - 2; /* reduce the height by two border pixels */
}
if (*depth >= 3 && target != GL_TEXTURE_2D_ARRAY) {
unpackNew->SkipImages++; /* skip the border */
*depth = *depth - 2; /* reduce the depth by two border pixels */
}
}
/**
@ -2541,8 +2544,9 @@ teximage(struct gl_context *ctx, GLuint dims,
* rarely-tested software fallback rendering.
*/
if (border && ctx->Const.StripTextureBorder) {
strip_texture_border(&border, &width, &height, &depth, unpack,
strip_texture_border(target, &width, &height, &depth, unpack,
&unpack_no_border);
border = 0;
unpack = &unpack_no_border;
}