diff options
author | Eric Anholt <[email protected]> | 2016-11-04 12:04:15 -0700 |
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committer | Eric Anholt <[email protected]> | 2016-11-04 15:34:38 -0700 |
commit | 70fc3a941abc876f8679a32bc9aa83ff3ca2a129 (patch) | |
tree | 3f1e2de19777b22bd46f4e1f7e8a7885803b2a00 | |
parent | 2c875158e2763d57e5dae8892af96a894bdb7dc9 (diff) |
vc4: Make sure that vertex shader texture2D() calls use LOD 0.
I noticed this while trying to debug glmark2 terrain (which does vertex
shader texturing, but no mipmaps on its textures sampled from the VS).
-rw-r--r-- | src/gallium/drivers/vc4/vc4_program.c | 10 |
1 files changed, 10 insertions, 0 deletions
diff --git a/src/gallium/drivers/vc4/vc4_program.c b/src/gallium/drivers/vc4/vc4_program.c index 809c96dda3d..f4be5f43c8c 100644 --- a/src/gallium/drivers/vc4/vc4_program.c +++ b/src/gallium/drivers/vc4/vc4_program.c @@ -417,6 +417,16 @@ ntq_emit_tex(struct vc4_compile *c, nir_tex_instr *instr) } } + if (c->stage != QSTAGE_FRAG && !is_txl) { + /* From the GLSL 1.20 spec: + * + * "If it is mip-mapped and running on the vertex shader, + * then the base texture is used." + */ + is_txl = true; + lod = qir_uniform_ui(c, 0); + } + if (c->key->tex[unit].force_first_level) { lod = qir_uniform(c, QUNIFORM_TEXTURE_FIRST_LEVEL, unit); is_txl = true; |