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mesa: remove StripTextureBorder option.
Always make this true. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Marek Olšák <marek.olsak@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14261>
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3 changed files with 2 additions and 18 deletions
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@ -4083,20 +4083,6 @@ struct gl_constants
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/* GL_ARB_blend_func_extended */
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GLuint MaxDualSourceDrawBuffers;
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/**
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* Whether the implementation strips out and ignores texture borders.
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*
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* Many GPU hardware implementations don't support rendering with texture
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* borders and mipmapped textures. (Note: not static border color, but the
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* old 1-pixel border around each edge). Implementations then have to do
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* slow fallbacks to be correct, or just ignore the border and be fast but
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* wrong. Setting the flag strips the border off of TexImage calls,
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* providing "fast but wrong" at significantly reduced driver complexity.
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*
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* Texture borders are deprecated in GL 3.0.
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**/
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GLboolean StripTextureBorder;
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/**
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* For drivers which can do a better job at eliminating unused uniforms
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* than the GLSL compiler.
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@ -3125,7 +3125,7 @@ teximage(struct gl_context *ctx, GLboolean compressed, GLuint dims,
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* reliable but slightly incorrect hardware rendering instead of
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* rarely-tested software fallback rendering.
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*/
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if (border && ctx->Const.StripTextureBorder) {
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if (border) {
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strip_texture_border(target, &width, &height, &depth, unpack,
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&unpack_no_border);
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border = 0;
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@ -4377,7 +4377,7 @@ copyteximage(struct gl_context *ctx, GLuint dims, struct gl_texture_object *texO
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return;
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}
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if (border && ctx->Const.StripTextureBorder) {
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if (border) {
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x += border;
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width -= border * 2;
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if (dims == 2) {
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@ -486,8 +486,6 @@ void st_init_limits(struct pipe_screen *screen,
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temp = screen->get_param(screen, PIPE_CAP_MAX_VERTEX_ELEMENT_SRC_OFFSET);
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c->MaxVertexAttribRelativeOffset = MIN2(0xffff, temp);
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c->StripTextureBorder = GL_TRUE;
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c->GLSLSkipStrictMaxUniformLimitCheck =
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screen->get_param(screen, PIPE_CAP_TGSI_CAN_COMPACT_CONSTANTS);
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