v3d: Don't try to update the shadow texture for separate stencil.
There are two cases where v3d's sampler view's resource doesn't match the base's: shadow textures for sampling from raster, and pointing at the separate depth texture for z32f_s8x24. We only want to update shadow for the first case. Fixes dEQP-GLES31.functional.stencil_texturing.render.depth32f_stencil8_draw when run after the previous testcase.
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@ -157,7 +157,8 @@ v3d_predraw_check_stage_inputs(struct pipe_context *pctx,
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continue;
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struct v3d_sampler_view *view = v3d_sampler_view(pview);
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if (view->texture != view->base.texture)
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if (view->texture != view->base.texture &&
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view->base.format != PIPE_FORMAT_X32_S8X24_UINT)
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v3d_update_shadow_texture(pctx, &view->base);
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v3d_flush_jobs_writing_resource(v3d, view->texture);
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