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authorLionel Landwerlin <[email protected]>2019-10-01 11:55:46 +0300
committerDylan Baker <[email protected]>2019-10-01 12:30:07 -0700
commit2bbe4c69c83a3a0ac1a5925ec9c81164feff569e (patch)
tree9cf891327d931cf3cfeb217dc9bfa2c276c6d277
parentdb56bc2c525b81c432359195ee5775c7ad7a234b (diff)
mesa: don't forget to clear _Layer field on texture unit
On the Android Antutu benchmark we ran into an assert in ISL where the (base layer + num layers) > total layers. It turns out the core of mesa forgot to clear the _Layer variable, potentially leaving an inconsistent value. v2: Pull setting u->_Layer out of the conditional blocks (Jason) Signed-off-by: Lionel Landwerlin <[email protected]> Cc: <[email protected]> Reviewed-by: Eric Engestrom <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]> (cherry picked from commit 2208d79ddeebd1673f477611d508566ef82bd7c0)
-rw-r--r--src/mesa/main/shaderimage.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/mesa/main/shaderimage.c b/src/mesa/main/shaderimage.c
index 1712483c415..a5e85b02afc 100644
--- a/src/mesa/main/shaderimage.c
+++ b/src/mesa/main/shaderimage.c
@@ -593,11 +593,11 @@ set_image_binding(struct gl_image_unit *u, struct gl_texture_object *texObj,
if (texObj && _mesa_tex_target_is_layered(texObj->Target)) {
u->Layered = layered;
u->Layer = layer;
- u->_Layer = (u->Layered ? 0 : u->Layer);
} else {
u->Layered = GL_FALSE;
u->Layer = 0;
}
+ u->_Layer = (u->Layered ? 0 : u->Layer);
_mesa_reference_texobj(&u->TexObj, texObj);
}