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authorLionel Landwerlin <[email protected]>2019-10-01 11:55:46 +0300
committerLionel Landwerlin <[email protected]>2019-10-01 21:49:13 +0300
commit2208d79ddeebd1673f477611d508566ef82bd7c0 (patch)
tree1a57f39778f67a0db4d57b7eca3380251ac8b37a /src
parent563f8974d81c3716538036781df3ecbf7e7686c0 (diff)
mesa: don't forget to clear _Layer field on texture unit
On the Android Antutu benchmark we ran into an assert in ISL where the (base layer + num layers) > total layers. It turns out the core of mesa forgot to clear the _Layer variable, potentially leaving an inconsistent value. v2: Pull setting u->_Layer out of the conditional blocks (Jason) Signed-off-by: Lionel Landwerlin <[email protected]> Cc: <[email protected]> Reviewed-by: Eric Engestrom <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/mesa/main/shaderimage.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/mesa/main/shaderimage.c b/src/mesa/main/shaderimage.c
index 1712483c415..a5e85b02afc 100644
--- a/src/mesa/main/shaderimage.c
+++ b/src/mesa/main/shaderimage.c
@@ -593,11 +593,11 @@ set_image_binding(struct gl_image_unit *u, struct gl_texture_object *texObj,
if (texObj && _mesa_tex_target_is_layered(texObj->Target)) {
u->Layered = layered;
u->Layer = layer;
- u->_Layer = (u->Layered ? 0 : u->Layer);
} else {
u->Layered = GL_FALSE;
u->Layer = 0;
}
+ u->_Layer = (u->Layered ? 0 : u->Layer);
_mesa_reference_texobj(&u->TexObj, texObj);
}