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authorNicolai Hähnle <[email protected]>2016-05-12 12:44:44 -0500
committerNicolai Hähnle <[email protected]>2016-05-17 15:28:40 -0500
commit941756f09271cd41b8a8bb9373caa58629306bd5 (patch)
tree6c79f6afe9a2d9837e863baa47a7f315696a22bd /src/getopt
parent988fd6c922b1547ff0961b6fdf5736709b4d9cd9 (diff)
radeonsi: force level zero on image instructions in non-fragment shaders (v2)
Section 8.9 (Texture Functions) of the OpenGL Shading Language 4.5 specification: However, automatic level of detail is computed only for fragment shaders. Other shaders operate as though the base level of detail were computed as zero. and Section 8.9.3 (Texture Gather Functions): When performing a texture gather operation, the minification and magnification filters are ignored, and the rules for LINEAR filtering in the OpenGL Specification are applied to the base level of the texture image to identify the four texels i_0 j_1, i_1 j_1, i_1 j_0, and i_0 j_0. Of course, explicit LOD or derivative variants work in all shader types. This fixes several GL4x-CTS.texture_gather.* tests. v2: TG4 is always level zero (thanks, Ilia) Reviewed-by: Marek Olšák <[email protected]>
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