i965: Validate textures before altering driver state

Validation may kick off copies and subsequently color resolves.
Color resolves (and the copies themselves if ending up in meta path)
will overwrite the internal driver state but are not prepared to
restore it. Instead of adding that capability the validation can be
simply performed before the state is updated.

Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
This commit is contained in:
Topi Pohjolainen 2016-01-28 23:07:55 +02:00
parent 76f6f59c6e
commit 779429d063

View file

@ -420,6 +420,15 @@ brw_try_draw_prims(struct gl_context *ctx,
if (ctx->NewState)
_mesa_update_state(ctx);
/* We have to validate the textures *before* checking for fallbacks;
* otherwise, the software fallback won't be able to rely on the
* texture state, the firstLevel and lastLevel fields won't be
* set in the intel texture object (they'll both be 0), and the
* software fallback will segfault if it attempts to access any
* texture level other than level 0.
*/
brw_validate_textures(brw);
/* Find the highest sampler unit used by each shader program. A bit-count
* won't work since ARB programs use the texture unit number as the sampler
* index.
@ -435,15 +444,6 @@ brw_try_draw_prims(struct gl_context *ctx,
brw->vs.base.sampler_count =
_mesa_fls(ctx->VertexProgram._Current->Base.SamplersUsed);
/* We have to validate the textures *before* checking for fallbacks;
* otherwise, the software fallback won't be able to rely on the
* texture state, the firstLevel and lastLevel fields won't be
* set in the intel texture object (they'll both be 0), and the
* software fallback will segfault if it attempts to access any
* texture level other than level 0.
*/
brw_validate_textures(brw);
intel_prepare_render(brw);
/* This workaround has to happen outside of brw_upload_render_state()