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authorIlia Mirkin <[email protected]>2018-12-14 20:06:54 -0500
committerIlia Mirkin <[email protected]>2018-12-20 00:27:16 -0500
commit1250383e367fef6fdb954d69a7444634c6788f5d (patch)
tree33ca4e733f60e9635d76916d7942549d18d9915a /src/mesa/state_tracker
parent6f4083143bb8c478ccfcaef034d183d89b471993 (diff)
st/mesa: remove sampler associated with buffer texture in pbo logic
A long time ago, when this was first implemented, not having a sampler bound would cause problems on Fermi. I didn't work out the reasons, but the solution was simple -- just put the samplers back in. Since then, regular texturing paths appear to have lost their associated samplers which required a fuller investigation and fix in nouveau. Now that this is done, this code should no longer need a sampler state for fetching texels from a buffer texture. Signed-off-by: Ilia Mirkin <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
Diffstat (limited to 'src/mesa/state_tracker')
-rw-r--r--src/mesa/state_tracker/st_cb_texture.c5
1 files changed, 0 insertions, 5 deletions
diff --git a/src/mesa/state_tracker/st_cb_texture.c b/src/mesa/state_tracker/st_cb_texture.c
index b8cc616d8f2..45918e425ac 100644
--- a/src/mesa/state_tracker/st_cb_texture.c
+++ b/src/mesa/state_tracker/st_cb_texture.c
@@ -1192,7 +1192,6 @@ try_pbo_upload_common(struct gl_context *ctx,
return false;
cso_save_state(cso, (CSO_BIT_FRAGMENT_SAMPLER_VIEWS |
- CSO_BIT_FRAGMENT_SAMPLERS |
CSO_BIT_VERTEX_ELEMENTS |
CSO_BIT_AUX_VERTEX_BUFFER_SLOT |
CSO_BIT_FRAMEBUFFER |
@@ -1216,8 +1215,6 @@ try_pbo_upload_common(struct gl_context *ctx,
{
struct pipe_sampler_view templ;
struct pipe_sampler_view *sampler_view;
- struct pipe_sampler_state sampler = {0};
- const struct pipe_sampler_state *samplers[1] = {&sampler};
memset(&templ, 0, sizeof(templ));
templ.target = PIPE_BUFFER;
@@ -1237,8 +1234,6 @@ try_pbo_upload_common(struct gl_context *ctx,
cso_set_sampler_views(cso, PIPE_SHADER_FRAGMENT, 1, &sampler_view);
pipe_sampler_view_reference(&sampler_view, NULL);
-
- cso_set_samplers(cso, PIPE_SHADER_FRAGMENT, 1, samplers);
}
/* Framebuffer_state */