On #dri-devel fredrikh pointed out that the problem might be in meta here:
as a suggested workaround calling glActiveTexture(GL_TEXTURE1) before calling glGenerateTextureMipmap() works.
In my project I have a DSA wrapper when DSA is not available and that seems to work just fine.
Created attachment 118057 [details] [review]
Always bind the texture in _mesa_meta_GenerateMipmap
Does this fix the problem?
I'm having some issues building and installing mesa but I've attached an apitrace. The text is not supposed to have any black border around it and the snow should be white. (the text is scaled up 4x and the snow is scaled down so mip maps are being used)
Created attachment 118066 [details]
That seems to fix the problem here. I've sent the patch to mesa-dev for review, and I'm working on a piglit test case.
Should be fixed by the commit below. I believe this is in 11.0, and it should eventually be in a 10.6 stable release.
Author: Ian Romanick <email@example.com>
Date: Wed Sep 2 16:06:58 2015 -0700
meta: Always bind the texture
We may have been called from glGenerateTextureMipmap with CurrentUnit
still set to 0, so we don't know when we can skip binding the texture.
Assume that _mesa_BindTexture will be fast if we're rebinding the same
v2: Remove currentTexUnitSave because it is now unused. Suggested by
both Neil and Anuj.
Signed-off-by: Ian Romanick <firstname.lastname@example.org>
Cc: "11.0" <email@example.com>
Reviewed-by: Neil Roberts <firstname.lastname@example.org>
Reviewed-by: Anuj Phogat <email@example.com>
on Feb 24, 2017 at 21:52:52.
(provided by the Example extension).