From 13d0bb21a9ba04424019df25d6757e77304a1f9a Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Fri, 24 Aug 2012 08:38:46 -0600 Subject: [PATCH] mesa: don't try (generic) compression of 1D and 1D_ARRAY textures See comments in the code for details. Note: we only need to special-case the generic compressed formats since specific texture formats are error-checked earlier to see if the compression format is compatible with the texture type. Reviewed-by: Anuj Phogat --- src/mesa/main/texformat.c | 38 ++++++++++++++++++++++++++------------ 1 file changed, 26 insertions(+), 12 deletions(-) diff --git a/src/mesa/main/texformat.c b/src/mesa/main/texformat.c index 57f5352..1a318ab 100644 --- a/src/mesa/main/texformat.c +++ b/src/mesa/main/texformat.c @@ -236,21 +236,33 @@ _mesa_choose_tex_format(struct gl_context *ctx, GLenum target, RETURN_IF_SUPPORTED(MESA_FORMAT_I8); break; case GL_COMPRESSED_RGB_ARB: - if (ctx->Extensions.EXT_texture_compression_s3tc || - ctx->Extensions.S3_s3tc) - RETURN_IF_SUPPORTED(MESA_FORMAT_RGB_DXT1); - if (ctx->Extensions.TDFX_texture_compression_FXT1) - RETURN_IF_SUPPORTED(MESA_FORMAT_RGB_FXT1); + /* We don't use texture compression for 1D and 1D array textures. + * For 1D textures, compressions doesn't buy us much. + * For 1D ARRAY textures, there's complicated issues with updating + * sub-regions on non-block boundaries with glCopyTexSubImage, among + * other issues. FWIW, the GL_EXT_texture_array extension prohibits + * 1D ARRAY textures in S3TC format. + */ + if (target != GL_TEXTURE_1D && target != GL_TEXTURE_1D_ARRAY) { + if (ctx->Extensions.EXT_texture_compression_s3tc || + ctx->Extensions.S3_s3tc) + RETURN_IF_SUPPORTED(MESA_FORMAT_RGB_DXT1); + if (ctx->Extensions.TDFX_texture_compression_FXT1) + RETURN_IF_SUPPORTED(MESA_FORMAT_RGB_FXT1); + } RETURN_IF_SUPPORTED(MESA_FORMAT_RGB888); RETURN_IF_SUPPORTED(MESA_FORMAT_XRGB8888); RETURN_IF_SUPPORTED(MESA_FORMAT_ARGB8888); break; case GL_COMPRESSED_RGBA_ARB: - if (ctx->Extensions.EXT_texture_compression_s3tc || - ctx->Extensions.S3_s3tc) - RETURN_IF_SUPPORTED(MESA_FORMAT_RGBA_DXT3); /* Not rgba_dxt1, see spec */ - if (ctx->Extensions.TDFX_texture_compression_FXT1) - RETURN_IF_SUPPORTED(MESA_FORMAT_RGBA_FXT1); + /* We don't use texture compression for 1D and 1D array textures. */ + if (target != GL_TEXTURE_1D && target != GL_TEXTURE_1D_ARRAY) { + if (ctx->Extensions.EXT_texture_compression_s3tc || + ctx->Extensions.S3_s3tc) + RETURN_IF_SUPPORTED(MESA_FORMAT_RGBA_DXT3); /* Not rgba_dxt1, see spec */ + if (ctx->Extensions.TDFX_texture_compression_FXT1) + RETURN_IF_SUPPORTED(MESA_FORMAT_RGBA_FXT1); + } RETURN_IF_SUPPORTED(MESA_FORMAT_RGBA8888); RETURN_IF_SUPPORTED(MESA_FORMAT_ARGB8888); break; @@ -775,7 +787,8 @@ _mesa_choose_tex_format(struct gl_context *ctx, GLenum target, break; case GL_COMPRESSED_RED: - RETURN_IF_SUPPORTED(MESA_FORMAT_RED_RGTC1); + if (target != GL_TEXTURE_1D && target != GL_TEXTURE_1D_ARRAY) + RETURN_IF_SUPPORTED(MESA_FORMAT_RED_RGTC1); RETURN_IF_SUPPORTED(MESA_FORMAT_R8); break; @@ -789,7 +802,8 @@ _mesa_choose_tex_format(struct gl_context *ctx, GLenum target, break; case GL_COMPRESSED_RG: - RETURN_IF_SUPPORTED(MESA_FORMAT_RG_RGTC2); + if (target != GL_TEXTURE_1D && target != GL_TEXTURE_1D_ARRAY) + RETURN_IF_SUPPORTED(MESA_FORMAT_RG_RGTC2); RETURN_IF_SUPPORTED(MESA_FORMAT_GR88); break; -- 2.7.4