summaryrefslogtreecommitdiffstats
path: root/src/mesa/main/texstate.c
diff options
context:
space:
mode:
authorIan Romanick <[email protected]>2013-09-04 11:09:05 -0700
committerIan Romanick <[email protected]>2013-09-08 07:54:12 -0700
commit4a1950351663ac58cbef1ee041dab9a56441792c (patch)
treeeb1e54ecf1e7969904609db0577fb9ec9fef26fe /src/mesa/main/texstate.c
parente334ff43c4d6a42b903cc1fbcfd77e34473d336a (diff)
mesa: Always use seamless cubemap filtering in GLES3
Appendix F.2 of the OpenGL ES 3.0.0 spec says: "OpenGL ES 3.0 requires that all cube map filtering be seamless. OpenGL ES 2.0 specified that a single cube map face be selected and used for filtering." Setting the field only in the context will work fine with sampler objects (and drivers that support AMD_seamless_cubemap_per_texture) because seamless filtering is used if *either* the context or the sampler enable it: "If TEXTURE_CUBE_MAP_SEAMLESS_ARB is emabled (sic) globally or the value of the texture's TEXTURE_CUBE_MAP_SEAMLESS_ARB parameter is TRUE, seamless cube map sampling is enabled..." Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Chris Forbes <[email protected]> Reviewed-by: Paul Berry <[email protected]> Reported-by: Maxence Le Dore <[email protected]> Thanked-by: Maxence Le Dore <[email protected]>
Diffstat (limited to 'src/mesa/main/texstate.c')
-rw-r--r--src/mesa/main/texstate.c8
1 files changed, 8 insertions, 0 deletions
diff --git a/src/mesa/main/texstate.c b/src/mesa/main/texstate.c
index dad69a8f627..ad80dcfaa5c 100644
--- a/src/mesa/main/texstate.c
+++ b/src/mesa/main/texstate.c
@@ -810,6 +810,14 @@ _mesa_init_texture(struct gl_context *ctx)
ctx->Texture.CurrentUnit = 0; /* multitexture */
ctx->Texture._EnabledUnits = 0x0;
+ /* Appendix F.2 of the OpenGL ES 3.0 spec says:
+ *
+ * "OpenGL ES 3.0 requires that all cube map filtering be
+ * seamless. OpenGL ES 2.0 specified that a single cube map face be
+ * selected and used for filtering."
+ */
+ ctx->Texture.CubeMapSeamless = _mesa_is_gles3(ctx);
+
for (u = 0; u < Elements(ctx->Texture.Unit); u++)
init_texture_unit(ctx, u);