vrend: store number of levels in sampler view

Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Acked-by: Rohan Garg <rohan.garg@collabora.com>
macos/master
Gert Wollny 4 years ago
parent 6f72e54912
commit 7020b5eb93
  1. 5
      src/vrend_renderer.c

@ -490,6 +490,7 @@ struct vrend_sampler_view {
GLint gl_swizzle[4];
GLenum depth_texture_mode;
GLuint srgb_decode;
GLuint levels;
struct vrend_resource *texture;
};
@ -2257,9 +2258,10 @@ int vrend_create_sampler_view(struct vrend_context *ctx,
unsigned max_layer = (view->val0 >> 16) & 0xffff;
int base_level = view->val1 & 0xff;
int max_level = (view->val1 >> 8) & 0xff;
view->levels = (max_level - base_level) + 1;
glTextureView(view->id, view->target, view->texture->id, internalformat,
base_level, (max_level - base_level) + 1,
base_level, view->levels,
base_layer, max_layer - base_layer + 1);
glBindTexture(view->target, view->id);
@ -3070,6 +3072,7 @@ void vrend_set_single_sampler_view(struct vrend_context *ctx,
GLuint base_level = view->val1 & 0xff;
GLuint max_level = (view->val1 >> 8) & 0xff;
view->levels = max_level - base_level + 1;
if (tex->cur_base != base_level) {
glTexParameteri(view->texture->target, GL_TEXTURE_BASE_LEVEL, base_level);

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