From d1ad4fda31a6883b7cb323b923b43a251b250a24 Mon Sep 17 00:00:00 2001 From: =?utf8?q?Marek=20Ol=C5=A1=C3=A1k?= Date: Fri, 2 Aug 2019 19:11:53 -0400 Subject: [PATCH] st/mesa: don't allocate mipmapped texture for NEAREST_MIPMAP_LINEAR Reviewed-by: Brian Paul --- src/mesa/state_tracker/st_cb_texture.c | 12 ++++++++++++ 1 file changed, 12 insertions(+) diff --git a/src/mesa/state_tracker/st_cb_texture.c b/src/mesa/state_tracker/st_cb_texture.c index 0edb3ea5c7e..1ace61863ff 100644 --- a/src/mesa/state_tracker/st_cb_texture.c +++ b/src/mesa/state_tracker/st_cb_texture.c @@ -523,6 +523,18 @@ allocate_full_mipmap(const struct st_texture_object *stObj, /* not a mipmap minification filter */ return FALSE; + /* If the following sequence of GL calls is used: + * glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, ... + * glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + * + * we would needlessly allocate a mipmapped texture, because the initial + * MinFilter is GL_NEAREST_MIPMAP_LINEAR. Catch this case and don't + * allocate a mipmapped texture by default. This may cause texture + * reallocation later, but GL_NEAREST_MIPMAP_LINEAR is pretty rare. + */ + if (stObj->base.Sampler.MinFilter == GL_NEAREST_MIPMAP_LINEAR) + return FALSE; + if (stObj->base.Target == GL_TEXTURE_3D) /* 3D textures are seldom mipmapped */ return FALSE; -- 2.30.2