{
struct gl_texture_object *tObj = &intelObj->base;
- if (sampler->MinFilter == GL_NEAREST ||
- sampler->MinFilter == GL_LINEAR) {
+ if (!tObj->_MipmapComplete ||
+ (tObj->_RenderToTexture &&
+ (sampler->MinFilter == GL_NEAREST ||
+ sampler->MinFilter == GL_LINEAR))) {
intelObj->_MaxLevel = tObj->BaseLevel;
} else {
intelObj->_MaxLevel = tObj->_MaxLevel;
return true;
}
+ /* On recent generations, immutable textures should not get this far
+ * -- they should have been created in a validated state, and nothing
+ * can invalidate them.
+ *
+ * Unfortunately, this is not true on pre-Sandybridge hardware -- when
+ * rendering into an immutable-format depth texture we may have to rebase
+ * the rendered levels to meet alignment requirements.
+ *
+ * FINISHME: Avoid doing this.
+ */
+ assert(!tObj->Immutable || brw->gen < 6);
+
firstImage = intel_texture_image(tObj->Image[0][tObj->BaseLevel]);
/* Check tree can hold all active levels. Check tree matches
* target, imageFormat, etc.
- *
- * For pre-gen4, we have to match first_level == tObj->BaseLevel,
- * because we don't have the control that gen4 does to make min/mag
- * determination happen at a nonzero (hardware) baselevel. Because
- * of that, we just always relayout on baselevel change.
*/
if (intelObj->mt &&
(!intel_miptree_match_image(intelObj->mt, &firstImage->base.Base) ||
_mesa_get_format_name(firstImage->base.Base.TexFormat),
width, height, depth, validate_last_level + 1);
+ const uint32_t layout_flags = MIPTREE_LAYOUT_ACCELERATED_UPLOAD |
+ MIPTREE_LAYOUT_ALLOC_ANY_TILED;
intelObj->mt = intel_miptree_create(brw,
intelObj->base.Target,
firstImage->base.Base.TexFormat,
width,
height,
depth,
- true,
0 /* num_samples */,
- INTEL_MIPTREE_TILING_ANY);
+ layout_flags);
if (!intelObj->mt)
return false;
}
intelObj->validated_first_level = validate_first_level;
intelObj->validated_last_level = validate_last_level;
+ intelObj->_Format = intelObj->mt->format;
intelObj->needs_validate = false;
return true;