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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 <ian.d.romanick@intel.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reported-by: Maxence Le Dore <maxence.ledore@gmail.com>
Thanked-by: Maxence Le Dore <maxence.ledore@gmail.com>
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@ -810,6 +810,14 @@ _mesa_init_texture(struct gl_context *ctx)
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ctx->Texture.CurrentUnit = 0; /* multitexture */
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ctx->Texture._EnabledUnits = 0x0;
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/* Appendix F.2 of the OpenGL ES 3.0 spec says:
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*
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* "OpenGL ES 3.0 requires that all cube map filtering be
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* seamless. OpenGL ES 2.0 specified that a single cube map face be
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* selected and used for filtering."
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*/
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ctx->Texture.CubeMapSeamless = _mesa_is_gles3(ctx);
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for (u = 0; u < Elements(ctx->Texture.Unit); u++)
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init_texture_unit(ctx, u);
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