*/
if (texObj->Target == GL_TEXTURE_CUBE_MAP ||
texObj->Target == GL_TEXTURE_CUBE_MAP_ARRAY) {
- if (ctx->Texture.CubeMapSeamless &&
+ if ((ctx->Texture.CubeMapSeamless || gl_sampler->CubeMapSeamless) &&
(gl_sampler->MinFilter != GL_NEAREST ||
gl_sampler->MagFilter != GL_NEAREST)) {
sampler->ss1.r_wrap_mode = BRW_TEXCOORDMODE_CUBE;