st/mesa: fix texture deallocation bug

This fixes a bug reported by Christoph Bumiller on mesa3d-dev.

When a texture is first created as RGBA, then re-defined with
glTexImage(internalFormat=GL_DEPTH_COMPONENT) we failed to deallocate
the original texture.  When this texture was bound as a FBO surface,
the depth/Z surface format was RGBA instead of Z.  Depending on the
driver this led to a failed assertion or FBO validation failure.

This patch does three things:

1. Remove ancient code that mysteriously tested if we were replacing
the smallest mipmap level and tested if the texture was not a cube map
texture.  I can't see any reason for those tests.

2. Move the width=height=depth=0 test to after the code which frees
texture data.  Calling glTexImage with width=height=depth=0 and data=NULL
is a way to free a single mipmap level.

3. Update the code comments.

There are no apparent conform, glean or piglit regressions from this change.

(cherry picked from commit 43e4b58422)
This commit is contained in:
Brian Paul 2010-02-01 19:04:16 -07:00
parent 04b14e26a2
commit bdf975e9ad

View file

@ -543,22 +543,15 @@ st_TexImage(GLcontext * ctx,
_mesa_align_free(texImage->Data);
}
if (width == 0 || height == 0 || depth == 0) {
/* stop after freeing old image */
return;
}
/* If this is the only mipmap level in the texture, could call
* bmBufferData with NULL data to free the old block and avoid
* waiting on any outstanding fences.
/*
* See if the new image is somehow incompatible with the existing
* mipmap. If so, free the old mipmap.
*/
if (stObj->pt) {
if (stObj->teximage_realloc ||
level > (GLint) stObj->pt->last_level ||
(stObj->pt->last_level == level &&
stObj->pt->target != PIPE_TEXTURE_CUBE &&
!st_texture_match_image(stObj->pt, &stImage->base,
stImage->face, stImage->level))) {
!st_texture_match_image(stObj->pt, &stImage->base,
stImage->face, stImage->level)) {
DBG("release it\n");
pipe_texture_reference(&stObj->pt, NULL);
assert(!stObj->pt);
@ -566,6 +559,11 @@ st_TexImage(GLcontext * ctx,
}
}
if (width == 0 || height == 0 || depth == 0) {
/* stop after freeing old image */
return;
}
if (!stObj->pt) {
guess_and_alloc_texture(ctx->st, stObj, stImage);
if (!stObj->pt) {