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authorFrancisco Jerez <[email protected]>2015-01-21 16:47:02 +0200
committerFrancisco Jerez <[email protected]>2015-05-04 17:44:16 +0300
commitb5854ee72b25078616f04b49004011036fef5a87 (patch)
tree07e1debb3229aa3f5926730df14f7cc7ee8bdb98 /src/mesa
parentb663d6bc6f4de9439107fc6444e436d14e21ee79 (diff)
mesa: Update image unit state when glBindImageTexture is called with texture=0.
There's no indication in the spec that the image unit state other than the bound texture object shouldn't be updated when glBindImageTexture() is called passing the zero texture as argument. It's very unlikely that any application would ever have relied on this, but it's easy to get right, and it fixes the "state" ARB_shader_image_load_store piglit test. Reviewed-by: Matt Turner <[email protected]>
Diffstat (limited to 'src/mesa')
-rw-r--r--src/mesa/main/shaderimage.c31
1 files changed, 15 insertions, 16 deletions
diff --git a/src/mesa/main/shaderimage.c b/src/mesa/main/shaderimage.c
index efe439c6dfd..80b77275f93 100644
--- a/src/mesa/main/shaderimage.c
+++ b/src/mesa/main/shaderimage.c
@@ -456,7 +456,6 @@ _mesa_BindImageTexture(GLuint unit, GLuint texture, GLint level,
GLenum format)
{
GET_CURRENT_CONTEXT(ctx);
- struct gl_texture_object *t = NULL;
struct gl_image_unit *u;
if (!validate_bind_image_texture(ctx, unit, texture, level,
@@ -469,34 +468,34 @@ _mesa_BindImageTexture(GLuint unit, GLuint texture, GLint level,
ctx->NewDriverState |= ctx->DriverFlags.NewImageUnits;
if (texture) {
- t = _mesa_lookup_texture(ctx, texture);
+ struct gl_texture_object *t = _mesa_lookup_texture(ctx, texture);
+
if (!t) {
_mesa_error(ctx, GL_INVALID_VALUE, "glBindImageTexture(texture)");
return;
}
_mesa_reference_texobj(&u->TexObj, t);
- u->Level = level;
- u->Access = access;
- u->Format = format;
- u->_ActualFormat = _mesa_get_shader_image_format(format);
-
- if (_mesa_tex_target_is_layered(t->Target)) {
- u->Layered = layered;
- u->Layer = (layered ? 0 : layer);
- } else {
- u->Layered = GL_FALSE;
- u->Layer = 0;
- }
-
} else {
_mesa_reference_texobj(&u->TexObj, NULL);
}
+ u->Level = level;
+ u->Access = access;
+ u->Format = format;
+ u->_ActualFormat = _mesa_get_shader_image_format(format);
u->_Valid = validate_image_unit(ctx, u);
+ if (u->TexObj && _mesa_tex_target_is_layered(u->TexObj->Target)) {
+ u->Layered = layered;
+ u->Layer = (layered ? 0 : layer);
+ } else {
+ u->Layered = GL_FALSE;
+ u->Layer = 0;
+ }
+
if (ctx->Driver.BindImageTexture)
- ctx->Driver.BindImageTexture(ctx, u, t, level, layered,
+ ctx->Driver.BindImageTexture(ctx, u, u->TexObj, level, layered,
layer, access, format);
}