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st/mesa: return success/fail from guess_and_alloc_texture()

Before we looked at stObj->pt to see if we may have run out of memory,
but that's not a good indicator.  This fixes the spurious GL_OUT_OF_MEMORY
errors that could arise before.
undefined
Brian Paul 15 anni fa
parent
commit
2b53f4a9c6
1 ha cambiato i file con 10 aggiunte e 7 eliminazioni
  1. 10
    7
      src/mesa/state_tracker/st_cb_texture.c

+ 10
- 7
src/mesa/state_tracker/st_cb_texture.c Vedi File

@@ -255,8 +255,10 @@ get_texture_dims(GLenum target)
*
* We use the given st_texture_image as a clue to determine the size of the
* mipmap image at level=0.
*
* \return GL_TRUE for success, GL_FALSE if out of memory.
*/
static void
static GLboolean
guess_and_alloc_texture(struct st_context *st,
struct st_texture_object *stObj,
const struct st_texture_image *stImage)
@@ -287,7 +289,8 @@ guess_and_alloc_texture(struct st_context *st,
(dims >= 3 && depth == 1) ) {
/* we can't determine the image size at level=0 */
stObj->width0 = stObj->height0 = stObj->depth0 = 0;
return;
/* this is not an out of memory error */
return GL_TRUE;
}
}

@@ -349,7 +352,9 @@ guess_and_alloc_texture(struct st_context *st,
depth,
bindings);

DBG("%s - success\n", __FUNCTION__);
DBG("%s returning %d\n", __FUNCTION__, (stObj->pt != NULL));

return stObj->pt != NULL;
}


@@ -597,14 +602,12 @@ st_TexImage(GLcontext * ctx,
}

if (!stObj->pt) {
guess_and_alloc_texture(st, stObj, stImage);
if (!stObj->pt) {
if (!guess_and_alloc_texture(st, stObj, stImage)) {
/* Probably out of memory.
* Try flushing any pending rendering, then retry.
*/
st_finish(st);
guess_and_alloc_texture(st, stObj, stImage);
if (!stObj->pt) {
if (!guess_and_alloc_texture(st, stObj, stImage)) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
return;
}

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