[Mesa-dev] [PATCH] st/mesa: don't allocate mipmapped texture for NEAREST_MIPMAP_LINEAR
Marek Olšák
maraeo at gmail.com
Fri Aug 2 23:13:49 UTC 2019
From: Marek Olšák <marek.olsak at amd.com>
---
src/mesa/state_tracker/st_cb_texture.c | 12 ++++++++++++
1 file changed, 12 insertions(+)
diff --git a/src/mesa/state_tracker/st_cb_texture.c b/src/mesa/state_tracker/st_cb_texture.c
index 0edb3ea5c7e..1ace61863ff 100644
--- a/src/mesa/state_tracker/st_cb_texture.c
+++ b/src/mesa/state_tracker/st_cb_texture.c
@@ -516,20 +516,32 @@ allocate_full_mipmap(const struct st_texture_object *stObj,
return FALSE;
if (stObj->base.BaseLevel == 0 && stObj->base.MaxLevel == 0)
return FALSE;
if (stObj->base.Sampler.MinFilter == GL_NEAREST ||
stObj->base.Sampler.MinFilter == GL_LINEAR)
/* not a mipmap minification filter */
return FALSE;
+ /* If the following sequence of GL calls is used:
+ * glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, ...
+ * glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ *
+ * we would needlessly allocate a mipmapped texture, because the initial
+ * MinFilter is GL_NEAREST_MIPMAP_LINEAR. Catch this case and don't
+ * allocate a mipmapped texture by default. This may cause texture
+ * reallocation later, but GL_NEAREST_MIPMAP_LINEAR is pretty rare.
+ */
+ if (stObj->base.Sampler.MinFilter == GL_NEAREST_MIPMAP_LINEAR)
+ return FALSE;
+
if (stObj->base.Target == GL_TEXTURE_3D)
/* 3D textures are seldom mipmapped */
return FALSE;
return TRUE;
}
/**
* Try to allocate a pipe_resource object for the given st_texture_object.
--
2.17.1
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