Bug #5754: Allocate texture memory correctly. (Richard Drummond)

This commit is contained in:
Adam Jackson 2006-04-03 21:28:07 +00:00
parent a9cc078b0e
commit 76a0797c32
1 changed files with 4 additions and 3 deletions

View File

@ -1357,10 +1357,11 @@ tdfxTexImage2D(GLcontext *ctx, GLenum target, GLint level,
1,
internalFormat);
dstRowStride = _mesa_compressed_row_stride(internalFormat, mml->width);
texImage->Data = _mesa_malloc(texImage->CompressedSize);
texImage->Data = _mesa_alloc_texmemory(texImage->CompressedSize);
} else {
dstRowStride = mml->width * texelBytes;
texImage->Data = _mesa_malloc(mml->width * mml->height * texelBytes);
texImage->Data = _mesa_alloc_texmemory(mml->width * mml->height *
texelBytes);
}
if (!texImage->Data) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage2D");
@ -1663,7 +1664,7 @@ tdfxCompressedTexImage2D (GLcontext *ctx, GLenum target,
mml->height,
1,
internalFormat);
texImage->Data = _mesa_malloc(texImage->CompressedSize);
texImage->Data = _mesa_alloc_texmemory(texImage->CompressedSize);
if (!texImage->Data) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCompressedTexImage2D");
return;