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authorKenneth Graunke <[email protected]>2016-03-23 11:56:39 -0700
committerKenneth Graunke <[email protected]>2016-03-28 15:25:04 -0700
commit0faf26e6a0a34c3544644852802484f2404cc83e (patch)
treeca439bf795337d47f9e9bb90524900c532ee841e
parent72473658c51d5e074ce219c1e6385a4cce29f467 (diff)
i965: Always use BRW_TEXCOORDMODE_CUBE when seamless filtering.
When using seamless cube map mode and NEAREST filtering, we explicitly overrode the wrap modes to CLAMP_TO_EDGE. This was to implement the following spec text: "If NEAREST filtering is done within a miplevel, always apply apply wrap mode CLAMP_TO_EDGE." However, textureGather() ignores the sampler's filtering mode, and instead returns the four pixels that would be blended by LINEAR filtering. This implies that we should do proper seamless filtering, and include pixels from adjacent cube faces. It turns out that we can simply delete the NEAREST -> CLAMP_TO_EDGE overrides. Normal cube map sampling works by first selecting the face, and then nearest filtering fetches the closest texel. If the nearest texel was on a different face, then that face would have been chosen. So it should always be within the face anyway, which effectively performs CLAMP_TO_EDGE. Fixes 86 dEQP-GLES31.texture.gather.basic.cube.* tests. Signed-off-by: Kenneth Graunke <[email protected]> Suggested-by: Ian Romanick <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
-rw-r--r--src/mesa/drivers/dri/i965/brw_sampler_state.c4
1 files changed, 1 insertions, 3 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_sampler_state.c b/src/mesa/drivers/dri/i965/brw_sampler_state.c
index c20a02817f9..3bd22c7559f 100644
--- a/src/mesa/drivers/dri/i965/brw_sampler_state.c
+++ b/src/mesa/drivers/dri/i965/brw_sampler_state.c
@@ -460,9 +460,7 @@ brw_update_sampler_state(struct brw_context *brw,
/* Cube maps must use the same wrap mode for all three coordinate
* dimensions. Prior to Haswell, only CUBE and CLAMP are valid.
*/
- if ((tex_cube_map_seamless || sampler->CubeMapSeamless) &&
- (sampler->MinFilter != GL_NEAREST ||
- sampler->MagFilter != GL_NEAREST)) {
+ if (tex_cube_map_seamless || sampler->CubeMapSeamless) {
wrap_s = BRW_TEXCOORDMODE_CUBE;
wrap_t = BRW_TEXCOORDMODE_CUBE;
wrap_r = BRW_TEXCOORDMODE_CUBE;