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u_blitter: don't create illegal shaders for 1D/3D/RECT/CUBE MSAA
author
Dave Airlie
<airlied@redhat.com>
Mon, 4 Mar 2013 07:18:24 +0000
(07:18 +0000)
committer
Dave Airlie
<airlied@redhat.com>
Mon, 4 Mar 2013 22:23:08 +0000
(22:23 +0000)
Reviewed-by: Marek Olšák <maraeo@gmail.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
src/gallium/auxiliary/util/u_blitter.c
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diff --git
a/src/gallium/auxiliary/util/u_blitter.c
b/src/gallium/auxiliary/util/u_blitter.c
index e37be4e0a43ac722c5600176ed5da86ac9386393..a85183644018114a94ef4e4e8b15b186746874f4 100644
(file)
--- a/
src/gallium/auxiliary/util/u_blitter.c
+++ b/
src/gallium/auxiliary/util/u_blitter.c
@@
-924,6
+924,11
@@
void util_blitter_cache_all_shaders(struct blitter_context *blitter)
(target == PIPE_TEXTURE_CUBE_ARRAY))
continue;
+ if (i > 1 &&
+ (target != PIPE_TEXTURE_2D &&
+ target != PIPE_TEXTURE_2D_ARRAY))
+ continue;
+
blitter_get_fs_texfetch_col(ctx, target, i);
blitter_get_fs_texfetch_depth(ctx, target, i);
if (ctx->has_stencil_export) {