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 <lionel.g.landwerlin@intel.com>
Cc: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
(cherry picked from commit 2208d79dde)
This commit is contained in:
Lionel Landwerlin 2019-10-01 11:55:46 +03:00 committed by Juan A. Suarez Romero
parent ab1ae12790
commit 9fc609585d

View file

@ -588,11 +588,11 @@ 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);
}