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authorMarek Olšák <[email protected]>2015-08-24 00:22:37 +0200
committerMarek Olšák <[email protected]>2015-08-26 15:42:26 +0200
commitf432ae899fb81468778dbeb17ac7615da3ed5c0d (patch)
tree8181f698f5afbd6587094686d9f2154ba5bae8a3
parentf8b01ae47cc4760d5687e50f3315b5a89e19cd26 (diff)
mesa: create multisample fallback textures like normal textures
This works if drivers upsample on upload (like all radeon ones do). The alternative is an unexpected GL error from anything calling _mesa_update_state and possibly other issues. Cc: 10.6 11.0 <[email protected]> Reviewed-by: Dave Airlie <[email protected]>
-rw-r--r--src/mesa/main/texstore.c2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/mesa/main/texstore.c b/src/mesa/main/texstore.c
index fc83310d4e3..539402668c4 100644
--- a/src/mesa/main/texstore.c
+++ b/src/mesa/main/texstore.c
@@ -1004,6 +1004,7 @@ store_texsubimage(struct gl_context *ctx,
/* compute slice info (and do some sanity checks) */
switch (target) {
case GL_TEXTURE_2D:
+ case GL_TEXTURE_2D_MULTISAMPLE:
case GL_TEXTURE_RECTANGLE:
case GL_TEXTURE_CUBE_MAP:
case GL_TEXTURE_EXTERNAL_OES:
@@ -1025,6 +1026,7 @@ store_texsubimage(struct gl_context *ctx,
srcImageStride = _mesa_image_row_stride(packing, width, format, type);
break;
case GL_TEXTURE_2D_ARRAY:
+ case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
numSlices = depth;
sliceOffset = zoffset;
depth = 1;