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authorIlia Mirkin <[email protected]>2016-03-19 21:25:36 -0400
committerIlia Mirkin <[email protected]>2016-03-20 14:14:32 -0400
commitadb40a739943d62508b9c79cbd85e3c67ee3b43b (patch)
tree68927c376cca94b869e2d43c24be3fdde622e302 /src/mesa
parent6eeb284e4f74a2fe5ae6cba90f97f219935e24df (diff)
st/mesa: only minify depth for 3d targets
We make sure that that image depth matches the level's depth before copying it into place. However we should only be minifying the first level's depth for 3d textures - array textures have the same depth for all levels. This fixes tests such as dEQP-GLES3.functional.texture.specification.texsubimage3d_depth.* and I suspect account for a number of other odd situations I've run into where level > 0 of array textures was messed up. Signed-off-by: Ilia Mirkin <[email protected]> Reviewed-by: Dave Airlie <[email protected]> Cc: "11.1 11.2" <[email protected]>
Diffstat (limited to 'src/mesa')
-rw-r--r--src/mesa/state_tracker/st_cb_texture.c5
1 files changed, 4 insertions, 1 deletions
diff --git a/src/mesa/state_tracker/st_cb_texture.c b/src/mesa/state_tracker/st_cb_texture.c
index bffa4d026cb..460c1790663 100644
--- a/src/mesa/state_tracker/st_cb_texture.c
+++ b/src/mesa/state_tracker/st_cb_texture.c
@@ -2886,10 +2886,13 @@ st_finalize_texture(struct gl_context *ctx,
/* Need to import images in main memory or held in other textures.
*/
if (stImage && stObj->pt != stImage->pt) {
+ GLuint depth = stObj->depth0;
+ if (stObj->base.Target == GL_TEXTURE_3D)
+ depth = u_minify(depth, level);
if (level == 0 ||
(stImage->base.Width == u_minify(stObj->width0, level) &&
stImage->base.Height == u_minify(stObj->height0, level) &&
- stImage->base.Depth == u_minify(stObj->depth0, level))) {
+ stImage->base.Depth == depth)) {
/* src image fits expected dest mipmap level size */
copy_image_data_to_texture(st, stObj, level, stImage);
}