Revert "mesa/main: Fix multisample texture initialize"

This reverts commit a113a42e73.

Per https://github.com/KhronosGroup/OpenGL-API/issues/45 it
was a wrong way to fix the issue.

Signed-off-by: Illia Iorin <illia.iorin@globallogic.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
(cherry picked from commit 71d4ece366)
This commit is contained in:
Illia Iorin 2019-07-22 17:07:39 +03:00 committed by Dylan Baker
parent 87db4b9376
commit cab0e230ec

View file

@ -308,8 +308,6 @@ _mesa_initialize_texture_object( struct gl_context *ctx,
target == GL_TEXTURE_2D_MULTISAMPLE || target == GL_TEXTURE_2D_MULTISAMPLE ||
target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY); target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY);
GLenum filter = GL_LINEAR;
memset(obj, 0, sizeof(*obj)); memset(obj, 0, sizeof(*obj));
/* init the non-zero fields */ /* init the non-zero fields */
simple_mtx_init(&obj->Mutex, mtx_plain); simple_mtx_init(&obj->Mutex, mtx_plain);
@ -330,30 +328,20 @@ _mesa_initialize_texture_object( struct gl_context *ctx,
obj->RequiredTextureImageUnits = 1; obj->RequiredTextureImageUnits = 1;
/* sampler state */ /* sampler state */
switch (target) { if (target == GL_TEXTURE_RECTANGLE_NV ||
case GL_TEXTURE_2D_MULTISAMPLE: target == GL_TEXTURE_EXTERNAL_OES) {
case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
filter = GL_NEAREST; obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
/* fallthrough */ obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
obj->Sampler.MinFilter = GL_LINEAR;
case GL_TEXTURE_RECTANGLE_NV:
case GL_TEXTURE_EXTERNAL_OES:
obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
obj->Sampler.MinFilter = filter;
obj->Sampler.MagFilter = filter;
break;
default:
obj->Sampler.WrapS = GL_REPEAT;
obj->Sampler.WrapT = GL_REPEAT;
obj->Sampler.WrapR = GL_REPEAT;
obj->Sampler.MinFilter = GL_NEAREST_MIPMAP_LINEAR;
obj->Sampler.MagFilter = GL_LINEAR;
break;
} }
else {
obj->Sampler.WrapS = GL_REPEAT;
obj->Sampler.WrapT = GL_REPEAT;
obj->Sampler.WrapR = GL_REPEAT;
obj->Sampler.MinFilter = GL_NEAREST_MIPMAP_LINEAR;
}
obj->Sampler.MagFilter = GL_LINEAR;
obj->Sampler.MinLod = -1000.0; obj->Sampler.MinLod = -1000.0;
obj->Sampler.MaxLod = 1000.0; obj->Sampler.MaxLod = 1000.0;
obj->Sampler.LodBias = 0.0; obj->Sampler.LodBias = 0.0;