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authorMiklos Vajna <vmiklos@collabora.co.uk>2018-04-27 15:39:32 +0200
committerMiklos Vajna <vmiklos@collabora.co.uk>2018-04-27 16:54:34 +0200
commita3cbd06872b2f9ee9253e5879f590ff1b9eaf365 (patch)
tree92de279580518b81054873662926950723a2b89a
parentb78ab482911356ef282f7fd40a4509320608a203 (diff)
tdf#116365 vcl opengl: respect max texture size when creating textures
I can't reproduce the crash, but the image in the bugdoc is a large one (23100 x 1364 pixels) and it was black for me. It's rendered correctly now. Change-Id: I72c395af12ef88cf1352602492b84e1dcd04ed14 Reviewed-on: https://gerrit.libreoffice.org/53555 Reviewed-by: Miklos Vajna <vmiklos@collabora.co.uk> Tested-by: Jenkins <ci@libreoffice.org>
-rw-r--r--vcl/opengl/salbmp.cxx9
1 files changed, 9 insertions, 0 deletions
diff --git a/vcl/opengl/salbmp.cxx b/vcl/opengl/salbmp.cxx
index 69c6c5481c35..caade8ceacce 100644
--- a/vcl/opengl/salbmp.cxx
+++ b/vcl/opengl/salbmp.cxx
@@ -171,6 +171,15 @@ bool OpenGLSalBitmap::Create( const Size& rSize, sal_uInt16 nBits, const BitmapP
mnBits = nBits;
mnWidth = rSize.Width();
mnHeight = rSize.Height();
+
+ // Limit size to what GL allows, so later glTexImage2D() won't fail.
+ GLint nMaxTextureSize;
+ glGetIntegerv(GL_MAX_TEXTURE_SIZE, &nMaxTextureSize);
+ if (mnWidth > nMaxTextureSize)
+ mnWidth = nMaxTextureSize;
+ if (mnHeight > nMaxTextureSize)
+ mnHeight = nMaxTextureSize;
+
return false;
}