v3d: Don't try to create shadow tiled temporaries for 1D textures.
They're raster order anyway, so we'd assertion fail along with wasting
bandwidth.
Fixes: 6ad9e8690d
("v3d: Add support for texturing from linear.")
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@ -776,7 +776,8 @@ v3d_create_sampler_view(struct pipe_context *pctx, struct pipe_resource *prsc,
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/* V3D still doesn't support sampling from raster textures, so we will
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/* V3D still doesn't support sampling from raster textures, so we will
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* have to copy to a temporary tiled texture.
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* have to copy to a temporary tiled texture.
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*/
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*/
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if (!rsc->tiled) {
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if (!rsc->tiled && !(prsc->target == PIPE_TEXTURE_1D ||
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prsc->target == PIPE_TEXTURE_1D_ARRAY)) {
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struct v3d_resource *shadow_parent = rsc;
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struct v3d_resource *shadow_parent = rsc;
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struct pipe_resource tmpl = {
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struct pipe_resource tmpl = {
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.target = prsc->target,
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.target = prsc->target,
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