Texture2DArray now uses dynamically allocated arrays to store Image objects.
TRAC #22918
Signed-off-by: Jamie Madill
Signed-off-by: Shannon Woods
Author: Geoff Lang
git-svn-id: https://angleproject.googlecode.com/svn/branches/es3proto@2267 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/Texture.h b/src/libGLESv2/Texture.h
index 700f41d..c7264dc 100644
--- a/src/libGLESv2/Texture.h
+++ b/src/libGLESv2/Texture.h
@@ -398,11 +398,8 @@
// Texture2D object as a separate subresource. Each layer would have to be looped over
// to update all the texture layers since they cannot all be updated at once and it makes the most
// sense for the Image class to not have to worry about layer subresource as well as mip subresources.
-
- // A future optimization is to dynamically allocate each mip's layers so that such a large number
- // of Image classes are not required.
GLsizei mLayerCounts[IMPLEMENTATION_MAX_TEXTURE_LEVELS];
- rx::Image *mImageArray[IMPLEMENTATION_MAX_TEXTURE_LEVELS][IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS];
+ rx::Image **mImageArray[IMPLEMENTATION_MAX_TEXTURE_LEVELS];
rx::TextureStorageInterface2DArray *mTexStorage;