Reviewed-by: Nicolai Hähnle <nicolai.haeh...@amd.com>

On 15.06.2017 03:08, Marek Olšák wrote:
From: Marek Olšák <marek.ol...@amd.com>

---

This prevents a crash later in the series, and it's generally a good
thing to do.

  src/mesa/state_tracker/st_atom_sampler.c | 11 +++++++++--
  src/mesa/state_tracker/st_texture.c      |  5 +++--
  2 files changed, 12 insertions(+), 4 deletions(-)

diff --git a/src/mesa/state_tracker/st_atom_sampler.c 
b/src/mesa/state_tracker/st_atom_sampler.c
index 21af5ef..7a85a55 100644
--- a/src/mesa/state_tracker/st_atom_sampler.c
+++ b/src/mesa/state_tracker/st_atom_sampler.c
@@ -227,20 +227,21 @@ void
  st_convert_sampler_from_unit(const struct st_context *st,
                               struct pipe_sampler_state *sampler,
                               GLuint texUnit)
  {
     const struct gl_texture_object *texobj;
     struct gl_context *ctx = st->ctx;
     const struct gl_sampler_object *msamp;
texobj = ctx->Texture.Unit[texUnit]._Current;
     assert(texobj);
+   assert(texobj->Target != GL_TEXTURE_BUFFER);
msamp = _mesa_get_samplerobj(ctx, texUnit); st_convert_sampler(st, texobj, msamp, sampler); sampler->lod_bias += ctx->Texture.Unit[texUnit].LodBias;
     sampler->seamless_cube_map |= ctx->Texture.CubeMapSeamless;
  }
@@ -248,37 +249,43 @@ st_convert_sampler_from_unit(const struct st_context *st,
   * Update the gallium driver's sampler state for fragment, vertex or
   * geometry shader stage.
   */
  static void
  update_shader_samplers(struct st_context *st,
                         enum pipe_shader_type shader_stage,
                         const struct gl_program *prog,
                         struct pipe_sampler_state *samplers,
                         unsigned *out_num_samplers)
  {
+   struct gl_context *ctx = st->ctx;
     GLbitfield samplers_used = prog->SamplersUsed;
     GLbitfield free_slots = ~prog->SamplersUsed;
     GLbitfield external_samplers_used = prog->ExternalSamplersUsed;
     unsigned unit, num_samplers;
     const struct pipe_sampler_state *states[PIPE_MAX_SAMPLERS];
if (samplers_used == 0x0)
        return;
num_samplers = util_last_bit(samplers_used); /* loop over sampler units (aka tex image units) */
     for (unit = 0; samplers_used; unit++, samplers_used >>= 1) {
        struct pipe_sampler_state *sampler = samplers + unit;
+      unsigned tex_unit = prog->SamplerUnits[unit];
- if (samplers_used & 1) {
-         st_convert_sampler_from_unit(st, sampler, prog->SamplerUnits[unit]);
+      /* Don't update the sampler for TBOs. cso_context will not bind sampler
+       * states that are NULL.
+       */
+      if (samplers_used & 1 &&
+          ctx->Texture.Unit[tex_unit]._Current->Target != GL_TEXTURE_BUFFER) {
+         st_convert_sampler_from_unit(st, sampler, tex_unit);
           states[unit] = sampler;
        } else {
           states[unit] = NULL;
        }
     }
/* For any external samplers with multiplaner YUV, stuff the additional
      * sampler states we need at the end.
      *
      * Just re-use the existing sampler-state from the primary slot.
diff --git a/src/mesa/state_tracker/st_texture.c 
b/src/mesa/state_tracker/st_texture.c
index 9de3b9a..07c3844 100644
--- a/src/mesa/state_tracker/st_texture.c
+++ b/src/mesa/state_tracker/st_texture.c
@@ -505,26 +505,27 @@ st_destroy_bound_image_handles(struct st_context *st)
   * Create a texture handle from a texture unit.
   */
  static GLuint64
  st_create_texture_handle_from_unit(struct st_context *st,
                                     struct gl_program *prog, GLuint texUnit)
  {
     struct gl_context *ctx = st->ctx;
     struct gl_texture_object *texObj;
     struct pipe_context *pipe = st->pipe;
     struct pipe_sampler_view *view;
-   struct pipe_sampler_state sampler;
+   struct pipe_sampler_state sampler = {0};
if (!st_update_single_texture(st, &view, texUnit, prog->sh.data->Version))
        return 0;
- st_convert_sampler_from_unit(st, &sampler, texUnit);
+   if (view->target != PIPE_BUFFER)
+      st_convert_sampler_from_unit(st, &sampler, texUnit);
texObj = ctx->Texture.Unit[texUnit]._Current;
     assert(texObj);
return pipe->create_texture_handle(pipe, view, &sampler);
  }
/**
   * Create an image handle from an image unit.



--
Lerne, wie die Welt wirklich ist,
Aber vergiss niemals, wie sie sein sollte.
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