diff options
author | Miklos Vajna <vmiklos@collabora.co.uk> | 2018-04-27 15:39:32 +0200 |
---|---|---|
committer | Miklos Vajna <vmiklos@collabora.co.uk> | 2018-04-27 16:54:34 +0200 |
commit | a3cbd06872b2f9ee9253e5879f590ff1b9eaf365 (patch) | |
tree | 92de279580518b81054873662926950723a2b89a /vcl | |
parent | b78ab482911356ef282f7fd40a4509320608a203 (diff) |
tdf#116365 vcl opengl: respect max texture size when creating textures
I can't reproduce the crash, but the image in the bugdoc is a large one
(23100 x 1364 pixels) and it was black for me. It's rendered correctly
now.
Change-Id: I72c395af12ef88cf1352602492b84e1dcd04ed14
Reviewed-on: https://gerrit.libreoffice.org/53555
Reviewed-by: Miklos Vajna <vmiklos@collabora.co.uk>
Tested-by: Jenkins <ci@libreoffice.org>
Diffstat (limited to 'vcl')
-rw-r--r-- | vcl/opengl/salbmp.cxx | 9 |
1 files changed, 9 insertions, 0 deletions
diff --git a/vcl/opengl/salbmp.cxx b/vcl/opengl/salbmp.cxx index 69c6c5481c35..caade8ceacce 100644 --- a/vcl/opengl/salbmp.cxx +++ b/vcl/opengl/salbmp.cxx @@ -171,6 +171,15 @@ bool OpenGLSalBitmap::Create( const Size& rSize, sal_uInt16 nBits, const BitmapP mnBits = nBits; mnWidth = rSize.Width(); mnHeight = rSize.Height(); + + // Limit size to what GL allows, so later glTexImage2D() won't fail. + GLint nMaxTextureSize; + glGetIntegerv(GL_MAX_TEXTURE_SIZE, &nMaxTextureSize); + if (mnWidth > nMaxTextureSize) + mnWidth = nMaxTextureSize; + if (mnHeight > nMaxTextureSize) + mnHeight = nMaxTextureSize; + return false; } |