diff options
author | Eric Anholt <[email protected]> | 2019-04-22 11:04:32 -0700 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2019-04-26 12:42:30 -0700 |
commit | 49071b2e3ff2a34b817483d38d286c04c8fa39cf (patch) | |
tree | e892fb9845e07d13da355368f98438eeea1eb55e /src | |
parent | 4358904c06838138b17e7e81b55d3a04d50dde1e (diff) |
v3d: Don't try to update the shadow texture for separate stencil.
There are two cases where v3d's sampler view's resource doesn't match the
base's: shadow textures for sampling from raster, and pointing at the
separate depth texture for z32f_s8x24. We only want to update shadow for
the first case.
Fixes
dEQP-GLES31.functional.stencil_texturing.render.depth32f_stencil8_draw
when run after the previous testcase.
Diffstat (limited to 'src')
-rw-r--r-- | src/gallium/drivers/v3d/v3dx_draw.c | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/src/gallium/drivers/v3d/v3dx_draw.c b/src/gallium/drivers/v3d/v3dx_draw.c index 0c8eb66b939..7ddd1f92a2f 100644 --- a/src/gallium/drivers/v3d/v3dx_draw.c +++ b/src/gallium/drivers/v3d/v3dx_draw.c @@ -157,7 +157,8 @@ v3d_predraw_check_stage_inputs(struct pipe_context *pctx, continue; struct v3d_sampler_view *view = v3d_sampler_view(pview); - if (view->texture != view->base.texture) + if (view->texture != view->base.texture && + view->base.format != PIPE_FORMAT_X32_S8X24_UINT) v3d_update_shadow_texture(pctx, &view->base); v3d_flush_jobs_writing_resource(v3d, view->texture); |