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authorRoland Scheidegger <[email protected]>2014-07-30 05:07:20 +0200
committerRoland Scheidegger <[email protected]>2014-07-31 01:31:06 +0200
commit5a12155503c9cd0cc77b0a0e52bc563c39631275 (patch)
tree83c7ac63b298c65dd956746c0eeaf18589abc634 /src/mapi/glapi/gen
parente57ad3d38cab091ef341838b651dbda16cee007b (diff)
gallivm: fix up out-of-bounds level when using conformant out-of-bound behavior
When using (d3d10) conformant out-of-bound behavior for texel fetching (currently always enabled) the level still needs to be set to a safe value even though the offset in the end won't get used because the level is used to look up the mip offset itself and the actual strides, which might otherwise crash. For simplicity, we'll use level 0 in this case (this ought to be safe, llvmpipe does not actually fill in level 0 information if first_level is larger, but some random strides / offsets shouldn't hurt as ultimately we always use offset 0 in this case). Fixes a crash in some in-house test where random huge levels appear in lp_build_fetch_texel() (the test actually uses level 0 always but if the fetching happens in a block with a execution mask random values may appear). CC: <[email protected]> Reviewed-by: Jose Fonseca <[email protected]>
Diffstat (limited to 'src/mapi/glapi/gen')
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