mesa/renderbuffer: always add PIPE_BIND_SAMPLER_VIEW to rendering textures

this fixes expectations around e.g., using u_blitter to copy textures

cc: mesa-stable

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/40444>
This commit is contained in:
Mike Blumenkrantz 2026-03-16 13:04:41 -04:00 committed by Marge Bot
parent 3df9ec7ae3
commit 929eb9a021
2 changed files with 6 additions and 0 deletions

View file

@ -194,3 +194,7 @@ dEQP-GLES31.functional.layout_binding.ssbo.fragment_binding_max,Fail
dEQP-GLES31.functional.primitive_bounding_box.triangles.global_state.vertex_tessellation_fragment.fbo_bbox_smaller,Fail
dEQP-GLES31.functional.primitive_bounding_box.triangles.global_state.vertex_tessellation_geometry_fragment.fbo_bbox_equal,Fail
KHR-GL32.framebuffer_blit.multisampled_to_singlesampled_blit_depth_config_test,Fail
# !40444
KHR-GL32.packed_depth_stencil.blit.depth24_stencil8,Fail
KHR-GL32.packed_depth_stencil.blit.depth32f_stencil8,Fail

View file

@ -273,6 +273,8 @@ renderbuffer_alloc_storage(struct gl_context * ctx,
PIPE_BIND_RENDER_TARGET);
}
templ.bind |= PIPE_BIND_SAMPLER_VIEW;
rb->texture = screen->resource_create(screen, &templ);
if (!rb->texture)