diff options
author | Roland Scheidegger <[email protected]> | 2013-09-19 17:13:18 +0200 |
---|---|---|
committer | Roland Scheidegger <[email protected]> | 2013-09-19 17:14:36 +0200 |
commit | 532dc8939f81c1fe2ecd37fda9dfb24ee38ae201 (patch) | |
tree | a14a53453980bdd06915385f089e21213e769f74 | |
parent | 602d368446e7c97225f98429ffd54b53522c3b36 (diff) |
gallivm: adjust wrap mode to CLAMP_TO_EDGE always for cube maps.
Technically without seamless filtering enabled GL allows any wrap mode, which
made sense when supporting true borders (can get seamless effect with border
and CLAMP_TO_BORDER), but gallium doesn't support borders and d3d9 requires
wrap modes to be ignored and it's a pain to fix up the sampler state (as it
makes it texture dependent). It is difficult to imagine a situation where an
app really wants another behavior so just cheat here. (It looks like some
graphics hw (intel) actually requires this too hence it should be safe.)
Reviewed-by: Jose Fonseca <[email protected]>
-rw-r--r-- | src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c | 10 |
1 files changed, 7 insertions, 3 deletions
diff --git a/src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c b/src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c index 355e97d76a6..33378bcdcd0 100644 --- a/src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c +++ b/src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c @@ -2123,14 +2123,18 @@ lp_build_sample_soa(struct gallivm_state *gallivm, debug_printf(" .min_mip_filter = %u\n", derived_sampler_state.min_mip_filter); } - if ((static_texture_state->target == PIPE_TEXTURE_CUBE || - static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY) && - static_sampler_state->seamless_cube_map) + if (static_texture_state->target == PIPE_TEXTURE_CUBE || + static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY) { /* * Seamless filtering ignores wrap modes. * Setting to CLAMP_TO_EDGE is correct for nearest filtering, for * bilinear it's not correct but way better than using for instance repeat. + * Note we even set this for non-seamless. Technically GL allows any wrap + * mode, which made sense when supporting true borders (can get seamless + * effect with border and CLAMP_TO_BORDER), but gallium doesn't support + * borders and d3d9 requires wrap modes to be ignored and it's a pain to fix + * up the sampler state (as it makes it texture dependent). */ derived_sampler_state.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE; derived_sampler_state.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE; |