__glXDRIbindTexImage: Fail if no texture bound to pixmap's texture target.
We would most likely crash somewhere in Mesa if we tried to continue in this case.
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3305d17195
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0958505961
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@ -374,17 +374,25 @@ __glXDRIbindTexImage(__GLXcontext *baseContext,
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{
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RegionPtr pRegion = NULL;
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PixmapPtr pixmap;
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int bpp, override = 0;
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int bpp, override = 0, texname;
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GLenum format, type;
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ScreenPtr pScreen = glxPixmap->pScreen;
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__GLXDRIscreen * const screen =
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(__GLXDRIscreen *) __glXgetActiveScreen(pScreen->myNum);
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CALL_GetIntegerv(GET_DISPATCH(), (glxPixmap->target == GL_TEXTURE_2D ?
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GL_TEXTURE_BINDING_2D :
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GL_TEXTURE_BINDING_RECTANGLE_NV,
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&texname));
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if (!texname)
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return __glXError(GLXBadContextState);
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pixmap = (PixmapPtr) glxPixmap->pDraw;
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if (screen->texOffsetStart && screen->driScreen.setTexOffset) {
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__GLXpixmap **texOffsetOverride = screen->texOffsetOverride;
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int i, firstEmpty = 16, texname;
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int i, firstEmpty = 16;
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for (i = 0; i < 16; i++) {
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if (texOffsetOverride[i] == glxPixmap)
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@ -409,11 +417,6 @@ alreadyin:
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glxPixmap->pDRICtx = &((__GLXDRIcontext*)baseContext)->driContext;
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CALL_GetIntegerv(GET_DISPATCH(), (glxPixmap->target == GL_TEXTURE_2D ?
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GL_TEXTURE_BINDING_2D :
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GL_TEXTURE_BINDING_RECTANGLE_NV,
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&texname));
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if (texname == glxPixmap->texname)
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return Success;
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