meta: use fallback mipmap generation for 1D/2D texture arrays
We could do 1D/2D arrays with textured quad rendering, but it'll take some work (as with 3D textures). Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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@@ -2424,7 +2424,9 @@ _mesa_meta_check_generate_mipmap_fallback(struct gl_context *ctx, GLenum target,
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/* check for fallbacks */
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/* check for fallbacks */
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if (!ctx->Extensions.EXT_framebuffer_object ||
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if (!ctx->Extensions.EXT_framebuffer_object ||
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target == GL_TEXTURE_3D) {
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target == GL_TEXTURE_3D ||
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target == GL_TEXTURE_1D_ARRAY ||
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target == GL_TEXTURE_2D_ARRAY) {
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return GL_TRUE;
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return GL_TRUE;
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}
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}
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@@ -2476,7 +2478,8 @@ _mesa_meta_check_generate_mipmap_fallback(struct gl_context *ctx, GLenum target,
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/**
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/**
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* Called via ctx->Driver.GenerateMipmap()
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* Called via ctx->Driver.GenerateMipmap()
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* Note: texture borders and 3D texture support not yet complete.
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* Note: We don't yet support 3D textures, 1D/2D array textures or texture
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* borders.
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*/
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*/
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void
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void
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_mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
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_mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
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