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.
This commit is contained in:
Eric Anholt 2019-04-22 11:04:32 -07:00
parent 4358904c06
commit 49071b2e3f
1 changed files with 2 additions and 1 deletions

View File

@ -157,7 +157,8 @@ v3d_predraw_check_stage_inputs(struct pipe_context *pctx,
continue;
struct v3d_sampler_view *view = v3d_sampler_view(pview);
if (view->texture != view->base.texture)
if (view->texture != view->base.texture &&
view->base.format != PIPE_FORMAT_X32_S8X24_UINT)
v3d_update_shadow_texture(pctx, &view->base);
v3d_flush_jobs_writing_resource(v3d, view->texture);