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authorEric Anholt <eric@anholt.net>2011-09-29 14:54:23 -0700
committerEric Anholt <eric@anholt.net>2011-10-03 13:29:38 -0700
commit82691574b6fc5a66290cbab88010caa8bc00c1dd (patch)
treef069068d5660c3f79571f2d9eb266fff1782c453
parentcb86560ddb0a09727f55010bc184354d506f6484 (diff)
intel: Add a safety check for mapping 1D texture arrays.
So easy to screw up with the crazy way GL manages them.
-rw-r--r--src/mesa/drivers/dri/intel/intel_tex.c4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/intel/intel_tex.c b/src/mesa/drivers/dri/intel/intel_tex.c
index 4ab618ad736..83ba50e39ed 100644
--- a/src/mesa/drivers/dri/intel/intel_tex.c
+++ b/src/mesa/drivers/dri/intel/intel_tex.c
@@ -142,6 +142,10 @@ intel_map_texture_image(struct gl_context *ctx,
struct intel_mipmap_tree *mt = intel_image->mt;
unsigned int bw, bh;
+ /* Check that our caller wasn't confused about how to map a 1D texture. */
+ assert(tex_image->TexObject->Target != GL_TEXTURE_1D_ARRAY ||
+ h == 1);
+
if (intel_image->stencil_rb) {
/*
* The texture has packed depth/stencil format, but uses separate