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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>
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1 changed files with 4 additions and 1 deletions
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@ -2651,6 +2651,8 @@ st_finalize_texture(struct gl_context *ctx,
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/**
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* Called via ctx->Driver.AllocTextureStorage() to allocate texture memory
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* for a whole mipmap stack.
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* Note: for multisample textures if the requested sample count is not
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* supported, we search for the next higher supported sample count.
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*/
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static GLboolean
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st_AllocTextureStorage(struct gl_context *ctx,
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@ -2679,10 +2681,11 @@ st_AllocTextureStorage(struct gl_context *ctx,
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/* Raise the sample count if the requested one is unsupported. */
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if (num_samples > 1) {
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enum pipe_texture_target ptarget = gl_target_to_pipe(texObj->Target);
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boolean found = FALSE;
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for (; num_samples <= ctx->Const.MaxSamples; num_samples++) {
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if (screen->is_format_supported(screen, fmt, PIPE_TEXTURE_2D,
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if (screen->is_format_supported(screen, fmt, ptarget,
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num_samples,
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PIPE_BIND_SAMPLER_VIEW)) {
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/* Update the sample count in gl_texture_image as well. */
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