wined3d: Take the layer index into account in wined3d_shader_resource_view_gl_generate_mipmap().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2021-03-16 17:13:26 +01:00 committed by Alexandre Julliard
parent 8c47318081
commit 6580892660
1 changed files with 11 additions and 7 deletions

View File

@ -1197,7 +1197,7 @@ static void shader_resource_view_gl_bind_and_dirtify(struct wined3d_shader_resou
void wined3d_shader_resource_view_gl_generate_mipmap(struct wined3d_shader_resource_view_gl *view_gl, void wined3d_shader_resource_view_gl_generate_mipmap(struct wined3d_shader_resource_view_gl *view_gl,
struct wined3d_context_gl *context_gl) struct wined3d_context_gl *context_gl)
{ {
unsigned int i, j, layer_count, level_count, base_level, max_level; unsigned int i, j, layer_count, level_count, base_level, base_layer;
const struct wined3d_gl_info *gl_info = context_gl->gl_info; const struct wined3d_gl_info *gl_info = context_gl->gl_info;
struct wined3d_texture_gl *texture_gl; struct wined3d_texture_gl *texture_gl;
struct gl_texture *gl_tex; struct gl_texture *gl_tex;
@ -1209,14 +1209,16 @@ void wined3d_shader_resource_view_gl_generate_mipmap(struct wined3d_shader_resou
layer_count = view_gl->v.desc.u.texture.layer_count; layer_count = view_gl->v.desc.u.texture.layer_count;
level_count = view_gl->v.desc.u.texture.level_count; level_count = view_gl->v.desc.u.texture.level_count;
base_level = view_gl->v.desc.u.texture.level_idx; base_level = view_gl->v.desc.u.texture.level_idx;
max_level = base_level + level_count - 1; base_layer = view_gl->v.desc.u.texture.layer_idx;
texture_gl = wined3d_texture_gl(texture_from_resource(view_gl->v.resource)); texture_gl = wined3d_texture_gl(texture_from_resource(view_gl->v.resource));
srgb = !!(texture_gl->t.flags & WINED3D_TEXTURE_IS_SRGB); srgb = !!(texture_gl->t.flags & WINED3D_TEXTURE_IS_SRGB);
location = srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB; location = srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB;
for (i = 0; i < layer_count; ++i) for (i = 0; i < layer_count; ++i)
{ {
wined3d_texture_load_location(&texture_gl->t, i * level_count + base_level, &context_gl->c, location); if (!wined3d_texture_load_location(&texture_gl->t,
(base_layer + i) * level_count + base_level, &context_gl->c, location))
ERR("Failed to load source layer %u.\n", base_layer + i);
} }
if (view_gl->gl_view.name) if (view_gl->gl_view.name)
@ -1227,7 +1229,7 @@ void wined3d_shader_resource_view_gl_generate_mipmap(struct wined3d_shader_resou
{ {
wined3d_texture_gl_bind_and_dirtify(texture_gl, context_gl, srgb); wined3d_texture_gl_bind_and_dirtify(texture_gl, context_gl, srgb);
gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->target, GL_TEXTURE_BASE_LEVEL, base_level); gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->target, GL_TEXTURE_BASE_LEVEL, base_level);
gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->target, GL_TEXTURE_MAX_LEVEL, max_level); gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->target, GL_TEXTURE_MAX_LEVEL, base_level + level_count - 1);
} }
if (gl_info->supported[ARB_SAMPLER_OBJECTS]) if (gl_info->supported[ARB_SAMPLER_OBJECTS])
@ -1245,10 +1247,12 @@ void wined3d_shader_resource_view_gl_generate_mipmap(struct wined3d_shader_resou
for (i = 0; i < layer_count; ++i) for (i = 0; i < layer_count; ++i)
{ {
for (j = base_level + 1; j <= max_level; ++j) for (j = 1; j < level_count; ++j)
{ {
wined3d_texture_validate_location(&texture_gl->t, i * level_count + j, location); wined3d_texture_validate_location(&texture_gl->t,
wined3d_texture_invalidate_location(&texture_gl->t, i * level_count + j, ~location); (base_layer + i) * level_count + base_level + j, location);
wined3d_texture_invalidate_location(&texture_gl->t,
(base_layer + i) * level_count + base_level + j, ~location);
} }
} }