diff options
author | Lionel Landwerlin <[email protected]> | 2019-10-01 11:55:46 +0300 |
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committer | Lionel Landwerlin <[email protected]> | 2019-10-01 21:49:13 +0300 |
commit | 2208d79ddeebd1673f477611d508566ef82bd7c0 (patch) | |
tree | 1a57f39778f67a0db4d57b7eca3380251ac8b37a /src | |
parent | 563f8974d81c3716538036781df3ecbf7e7686c0 (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.c | 2 |
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); } |