/**************************************************************************
*
- * Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * Copyright 2008 VMware, Inc.
* All Rights Reserved.
* Copyright 2008 VMware, Inc. All rights reserved.
* Copyright 2009 Marek Olšák <maraeo@gmail.com>
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
- * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
#include "pipe/p_defines.h"
+#include "util/u_debug.h"
#include "util/u_texture.h"
void util_map_texcoords2d_onto_cubemap(unsigned face,
const float *in_st, unsigned in_stride,
- float *out_str, unsigned out_stride)
+ float *out_str, unsigned out_stride,
+ boolean allow_scale)
{
int i;
float rx, ry, rz;
/* Compute sc = +/-scale and tc = +/-scale.
* Not +/-1 to avoid cube face selection ambiguity near the edges,
* though that can still sometimes happen with this scale factor...
+ *
+ * XXX: Yep, there is no safe scale factor that will prevent sampling
+ * the neighbouring face when stretching out. A more reliable solution
+ * would be to clamp (sc, tc) against +/- 1.0-1.0/mipsize, in the shader.
+ *
+ * Also, this is not necessary when minifying, or 1:1 blits.
*/
- const float scale = 0.9999f;
+ const float scale = allow_scale ? 0.9999f : 1.0f;
const float sc = (2 * in_st[0] - 1) * scale;
const float tc = (2 * in_st[1] - 1) * scale;