}
}
}
- /* mark this texture level as dirty */
- svga_set_texture_dirty(tex, st->slice, transfer->level);
+ if (transfer->usage & PIPE_TRANSFER_WRITE) {
+ /* mark this texture level as dirty */
+ svga_set_texture_dirty(tex, st->slice, transfer->level);
+ }
}
st->use_direct_map = use_direct_map;
tex->key.cachable = 1;
+ if ((bindings & (PIPE_BIND_RENDER_TARGET | PIPE_BIND_DEPTH_STENCIL)) &&
+ !(bindings & PIPE_BIND_SAMPLER_VIEW)) {
+ /* Also check if the format can be sampled from */
+ if (screen->is_format_supported(screen, template->format,
+ template->target,
+ template->nr_samples,
+ PIPE_BIND_SAMPLER_VIEW)) {
+ bindings |= PIPE_BIND_SAMPLER_VIEW;
+ }
+ }
+
if (bindings & PIPE_BIND_SAMPLER_VIEW) {
tex->key.flags |= SVGA3D_SURFACE_HINT_TEXTURE;
tex->key.flags |= SVGA3D_SURFACE_BIND_SHADER_RESOURCE;