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@ -427,7 +427,7 @@ bool GLMGenTexels( GLMGenTexelParams *params )
@@ -427,7 +427,7 @@ bool GLMGenTexels( GLMGenTexelParams *params )
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DebuggerBreak(); |
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return FALSE; |
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} |
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// verify that the amount you want to write will not exceed the limit byte count
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unsigned long destByteCount = chunksize * params->m_chunkCount; |
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@ -3828,7 +3828,7 @@ void CGLMTex::Lock( GLMTexLockParams *params, char** addressOut, int* yStrideOut
@@ -3828,7 +3828,7 @@ void CGLMTex::Lock( GLMTexLockParams *params, char** addressOut, int* yStrideOut
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// d - the params of the lock request have been saved in the lock table (in the context)
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// so step 1 is unambiguous. If there's no backing storage, make some.
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if (!m_backing) |
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if (!m_backing && !(m_layout->m_key.m_texFlags & kGLMTexDynamic)) |
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{ |
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if ( gl_pow2_tempmem.GetBool() ) |
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{ |
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@ -3940,7 +3940,7 @@ void CGLMTex::Lock( GLMTexLockParams *params, char** addressOut, int* yStrideOut
@@ -3940,7 +3940,7 @@ void CGLMTex::Lock( GLMTexLockParams *params, char** addressOut, int* yStrideOut
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desc->m_sliceRegionOffset = offsetInSlice + desc->m_sliceBaseOffset; |
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if ( copyout && ( (m_layout->m_key.m_texFlags & kGLMTexDynamic) || params->m_readonly ) ) |
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if ( (m_layout->m_key.m_texFlags & kGLMTexDynamic) || (params->m_readonly && copyout) ) |
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{ |
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// read the whole slice
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// (odds are we'll never request anything but a whole slice to be read..)
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@ -4080,7 +4080,7 @@ void CGLMTex::Unlock( GLMTexLockParams *params )
@@ -4080,7 +4080,7 @@ void CGLMTex::Unlock( GLMTexLockParams *params )
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// because it reuploads the whole thing each slice; we only use 3D textures
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// for the 32x32x32 colorpsace conversion lookups and debugging the problem
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// would not save any more memory.
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if ( !m_texClientStorage && ( m_texGLTarget == GL_TEXTURE_2D ) ) |
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if ( !m_texClientStorage && ( m_texGLTarget == GL_TEXTURE_2D ) && m_backing ) |
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{ |
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free(m_backing); |
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m_backing = NULL; |
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