v3d: Don't try to update the shadow texture for separate stencil.
authorEric Anholt <eric@anholt.net>
Mon, 22 Apr 2019 18:04:32 +0000 (11:04 -0700)
committerEric Anholt <eric@anholt.net>
Fri, 26 Apr 2019 19:42:30 +0000 (12:42 -0700)
commit49071b2e3ff2a34b817483d38d286c04c8fa39cf
treee892fb9845e07d13da355368f98438eeea1eb55e
parent4358904c06838138b17e7e81b55d3a04d50dde1e
v3d: Don't try to update the shadow texture for separate stencil.

There are two cases where v3d's sampler view's resource doesn't match the
base's: shadow textures for sampling from raster, and pointing at the
separate depth texture for z32f_s8x24.  We only want to update shadow for
the first case.

Fixes
dEQP-GLES31.functional.stencil_texturing.render.depth32f_stencil8_draw
when run after the previous testcase.
src/gallium/drivers/v3d/v3dx_draw.c