Minifying depth really only make sense for 3D textures. For 2D and Cube arrays, we don't want to minify it.
Fixes oglconform's texture_view/basic.castTarget.cubeMapArray test, which called glTexStorage3D to set up a cube map array with 18 layers and 3 miplevels. We only allocated 9 slices for miplevel 1, leading to assertion failures when it tried to populate all 18 slices of data. Also fixes oglconform's texture_view/basic.castTarget.2dArray test. Signed-off-by: Kenneth Graunke <kenn...@whitecape.org> Cc: Chris Forbes <chr...@ijw.co.nz> --- src/mesa/main/mipmap.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) Should apply to master - this isn't really texture view related. It's just a bug. diff --git a/src/mesa/main/mipmap.c b/src/mesa/main/mipmap.c index 521b2d8..2ad24f1 100644 --- a/src/mesa/main/mipmap.c +++ b/src/mesa/main/mipmap.c @@ -1788,7 +1788,7 @@ _mesa_next_mipmap_level_size(GLenum target, GLint border, } if ((srcDepth - 2 * border > 1) && - (target != GL_TEXTURE_2D_ARRAY_EXT)) { + target != GL_TEXTURE_2D_ARRAY && target != GL_TEXTURE_CUBE_MAP_ARRAY) { *dstDepth = (srcDepth - 2 * border) / 2 + 2 * border; } else { -- 1.9.0 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev