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authorRoland Scheidegger <[email protected]>2017-12-13 03:33:07 +0100
committerRoland Scheidegger <[email protected]>2017-12-14 22:59:55 +0100
commit1ae48963f7648bb4e98faacfa3dd63906b26a518 (patch)
treeaf63fbb0a206fb87e836131d521fdd5e61c630ef /docs/conform.html
parenta485ad0bcdcab865e14a54133a271198c86e41ab (diff)
gallivm: implement accurate corner behavior for textureGather with cube maps
The spec says the missing texel (when we wrap around both x and y axis) should be synthesized as the average of the 3 other texels. For bilinear filtering however we instead adjusted the filter weights (because, while the complexity looks similar, there would be 4 times as many color values to fix up than weights). Obviously this could not work for gather (hence accurate corner filtering was disabled with gather). Implement this by just doing it as the spec implies - calculate the 4th texel as the average of the other 3. With gather of course there's only one color to worry about, so it's not all that many instructions neither (albeit surely the whole cube map filtering is hilariously complex). Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Jose Fonseca <[email protected]>
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