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
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