st/mesa: use proper resource target type in st_AllocTextureStorage()

When we validate the texture sample count, pass the correct
pipe_texture_target for the texture, rather than PIPE_TEXTURE_2D.

Also add more comments about MSAA.

No piglit regressions with VMware driver.

Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
This commit is contained in:
Brian Paul 2017-07-20 10:51:45 -06:00
parent aeade86db5
commit b4debc0d69

View file

@ -2651,6 +2651,8 @@ st_finalize_texture(struct gl_context *ctx,
/**
* Called via ctx->Driver.AllocTextureStorage() to allocate texture memory
* for a whole mipmap stack.
* Note: for multisample textures if the requested sample count is not
* supported, we search for the next higher supported sample count.
*/
static GLboolean
st_AllocTextureStorage(struct gl_context *ctx,
@ -2679,10 +2681,11 @@ st_AllocTextureStorage(struct gl_context *ctx,
/* Raise the sample count if the requested one is unsupported. */
if (num_samples > 1) {
enum pipe_texture_target ptarget = gl_target_to_pipe(texObj->Target);
boolean found = FALSE;
for (; num_samples <= ctx->Const.MaxSamples; num_samples++) {
if (screen->is_format_supported(screen, fmt, PIPE_TEXTURE_2D,
if (screen->is_format_supported(screen, fmt, ptarget,
num_samples,
PIPE_BIND_SAMPLER_VIEW)) {
/* Update the sample count in gl_texture_image as well. */