glGetTexImage returns the entire texture, and we always copy from
the beginning of the texture. Instead, we should start copying
from the offset specified by the bounding box.
Fixes:
dEQP-GLES3.functional.texture.shadow.2d_array.*.*depth*
Example test cases:
dEQP-GLES3.functional.texture.shadow.2d_array.linear.not_equal_depth_component32f
dEQP-GLES3.functional.texture.shadow.2d_array.nearest_mipmap_nearest.less_or_equal_depth_component16
dEQP-GLES3.functional.texture.shadow.2d_array.nearest_mipmap_nearest.greater_or_equal_depth_component16
v2: Cubemap textures seem to suffer from the same issue:
Fixes:
dEQP-GLES3.functional.texture.shadow.cube.nearest.*
Example test cases:
dEQP-GLES3.functional.texture.shadow.cube.nearest.less_or_equal_depth_component16
dEQP-GLES3.functional.texture.shadow.cube.nearest.less_or_equal_depth24_stencil8
v3: Make sure we still make only 1 glTexSubImage3D call in the non-cubemap case
v4: Fix slice size and texture size calculations.
Fixes:
dEQP-GLES3.functional.texture.filtering.3d.formats.rgb9_e5_nearest
dEQP-GLES3.functional.texture.filtering.3d.formats.rgb9_e5_linear
Signed-off-by: Dave Airlie <airlied@redhat.com>
macos/master
parent
b070fa2dd9
commit
b3296a37e1
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