I had already done this in my Mesa patch: "[PATCH 3/9] mesa: fix software fallback for generating mipmaps for cube arrays"
I will commit it shortly. Marek On Thu, Mar 20, 2014 at 10:18 AM, Kenneth Graunke <kenn...@whitecape.org> wrote: > 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 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev