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authorEric Anholt <[email protected]>2018-12-17 12:57:38 -0800
committerEric Anholt <[email protected]>2018-12-19 10:27:21 -0800
commitfcf881adda9909ea124dac31fed70375ae7afbc8 (patch)
tree77a347a4f47aa5846c35c354dc3eb6068eb981af /src/gallium
parentb5adc744ba0265dedad8631b52d15fde3e5733db (diff)
v3d: Don't try to create shadow tiled temporaries for 1D textures.
They're raster order anyway, so we'd assertion fail along with wasting bandwidth. Fixes: 6ad9e8690d14 ("v3d: Add support for texturing from linear.")
Diffstat (limited to 'src/gallium')
-rw-r--r--src/gallium/drivers/v3d/v3dx_state.c3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/gallium/drivers/v3d/v3dx_state.c b/src/gallium/drivers/v3d/v3dx_state.c
index ee1ba7b2d10..95a2dc30c8b 100644
--- a/src/gallium/drivers/v3d/v3dx_state.c
+++ b/src/gallium/drivers/v3d/v3dx_state.c
@@ -776,7 +776,8 @@ v3d_create_sampler_view(struct pipe_context *pctx, struct pipe_resource *prsc,
/* V3D still doesn't support sampling from raster textures, so we will
* have to copy to a temporary tiled texture.
*/
- if (!rsc->tiled) {
+ if (!rsc->tiled && !(prsc->target == PIPE_TEXTURE_1D ||
+ prsc->target == PIPE_TEXTURE_1D_ARRAY)) {
struct v3d_resource *shadow_parent = rsc;
struct pipe_resource tmpl = {
.target = prsc->target,