llvmpipe: fix using non-zero layer in non-array view from array resource
authorRoland Scheidegger <sroland@vmware.com>
Thu, 22 Oct 2015 20:26:52 +0000 (22:26 +0200)
committerRoland Scheidegger <sroland@vmware.com>
Sat, 24 Oct 2015 01:00:33 +0000 (03:00 +0200)
Just need to use resource target not view target when calculating
first-layer based mip offsets. (This is a gl specific problem since
d3d10 does not distinguish between non-array and array resources neither
at the resource nor view level, only at the shader level.)
Fixes new piglit arb_texture_view sampling-2d-array-as-2d-layer test.

Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
src/gallium/drivers/llvmpipe/lp_setup.c
src/gallium/drivers/llvmpipe/lp_state_sampler.c

index 4c8167a..1778b13 100644 (file)
@@ -854,10 +854,10 @@ lp_setup_set_fragment_sampler_views(struct lp_setup_context *setup,
                      jit_tex->img_stride[j] = lp_tex->img_stride[j];
                   }
 
-                  if (view->target == PIPE_TEXTURE_1D_ARRAY ||
-                      view->target == PIPE_TEXTURE_2D_ARRAY ||
-                      view->target == PIPE_TEXTURE_CUBE ||
-                      view->target == PIPE_TEXTURE_CUBE_ARRAY) {
+                  if (res->target == PIPE_TEXTURE_1D_ARRAY ||
+                      res->target == PIPE_TEXTURE_2D_ARRAY ||
+                      res->target == PIPE_TEXTURE_CUBE ||
+                      res->target == PIPE_TEXTURE_CUBE_ARRAY) {
                      /*
                       * For array textures, we don't have first_layer, instead
                       * adjust last_layer (stored as depth) plus the mip level offsets
index b205f02..1e05587 100644 (file)
@@ -275,10 +275,10 @@ prepare_shader_sampling(
                   row_stride[j] = lp_tex->row_stride[j];
                   img_stride[j] = lp_tex->img_stride[j];
                }
-               if (view->target == PIPE_TEXTURE_1D_ARRAY ||
-                   view->target == PIPE_TEXTURE_2D_ARRAY ||
-                   view->target == PIPE_TEXTURE_CUBE ||
-                   view->target == PIPE_TEXTURE_CUBE_ARRAY) {
+               if (tex->target == PIPE_TEXTURE_1D_ARRAY ||
+                   tex->target == PIPE_TEXTURE_2D_ARRAY ||
+                   tex->target == PIPE_TEXTURE_CUBE ||
+                   tex->target == PIPE_TEXTURE_CUBE_ARRAY) {
                   num_layers = view->u.tex.last_layer - view->u.tex.first_layer + 1;
                   for (j = first_level; j <= last_level; j++) {
                      mip_offsets[j] += view->u.tex.first_layer *