From 4a1950351663ac58cbef1ee041dab9a56441792c Mon Sep 17 00:00:00 2001 From: Ian Romanick Date: Wed, 4 Sep 2013 11:09:05 -0700 Subject: 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 Reviewed-by: Chris Forbes Reviewed-by: Paul Berry Reported-by: Maxence Le Dore Thanked-by: Maxence Le Dore --- src/mesa/main/texstate.c | 8 ++++++++ 1 file changed, 8 insertions(+) (limited to 'src/mesa/main/texstate.c') 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); -- cgit v1.2.3