From: Roland Scheidegger <srol...@vmware.com> Just need to use resource target not view target when calculating first-layer based mip offsets. (This is a gl specific problem since d3d10 does not distinguish between non-array and array resources neither at the resource nor view level, only at the shader level.) Fixes new piglit arb_texture_view sampling-2d-array-as-2d-layer test. --- src/gallium/drivers/llvmpipe/lp_setup.c | 8 ++++---- src/gallium/drivers/llvmpipe/lp_state_sampler.c | 8 ++++---- 2 files changed, 8 insertions(+), 8 deletions(-)
diff --git a/src/gallium/drivers/llvmpipe/lp_setup.c b/src/gallium/drivers/llvmpipe/lp_setup.c index 4c8167a..1778b13 100644 --- a/src/gallium/drivers/llvmpipe/lp_setup.c +++ b/src/gallium/drivers/llvmpipe/lp_setup.c @@ -854,10 +854,10 @@ lp_setup_set_fragment_sampler_views(struct lp_setup_context *setup, jit_tex->img_stride[j] = lp_tex->img_stride[j]; } - if (view->target == PIPE_TEXTURE_1D_ARRAY || - view->target == PIPE_TEXTURE_2D_ARRAY || - view->target == PIPE_TEXTURE_CUBE || - view->target == PIPE_TEXTURE_CUBE_ARRAY) { + if (res->target == PIPE_TEXTURE_1D_ARRAY || + res->target == PIPE_TEXTURE_2D_ARRAY || + res->target == PIPE_TEXTURE_CUBE || + res->target == PIPE_TEXTURE_CUBE_ARRAY) { /* * For array textures, we don't have first_layer, instead * adjust last_layer (stored as depth) plus the mip level offsets diff --git a/src/gallium/drivers/llvmpipe/lp_state_sampler.c b/src/gallium/drivers/llvmpipe/lp_state_sampler.c index b205f02..1e05587 100644 --- a/src/gallium/drivers/llvmpipe/lp_state_sampler.c +++ b/src/gallium/drivers/llvmpipe/lp_state_sampler.c @@ -275,10 +275,10 @@ prepare_shader_sampling( row_stride[j] = lp_tex->row_stride[j]; img_stride[j] = lp_tex->img_stride[j]; } - if (view->target == PIPE_TEXTURE_1D_ARRAY || - view->target == PIPE_TEXTURE_2D_ARRAY || - view->target == PIPE_TEXTURE_CUBE || - view->target == PIPE_TEXTURE_CUBE_ARRAY) { + if (tex->target == PIPE_TEXTURE_1D_ARRAY || + tex->target == PIPE_TEXTURE_2D_ARRAY || + tex->target == PIPE_TEXTURE_CUBE || + tex->target == PIPE_TEXTURE_CUBE_ARRAY) { num_layers = view->u.tex.last_layer - view->u.tex.first_layer + 1; for (j = first_level; j <= last_level; j++) { mip_offsets[j] += view->u.tex.first_layer * -- 2.1.4 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev