I had already done this in my Mesa patch:
"[PATCH 3/9] mesa: fix software fallback for generating mipmaps for cube arrays"
I will commit it shortly.
Marek
On Thu, Mar 20, 2014 at 10:18 AM, Kenneth Graunke wrote:
> Minifying depth really only make sense for 3D textures. For 2D and Cube
> array
Minifying depth really only make sense for 3D textures. For 2D and Cube
arrays, we don't want to minify it.
Fixes oglconform's texture_view/basic.castTarget.cubeMapArray test,
which called glTexStorage3D to set up a cube map array with 18 layers
and 3 miplevels. We only allocated 9 slices for mi