debug_printf(" .min_mip_filter = %u\n", derived_sampler_state.min_mip_filter);
}
- if ((static_texture_state->target == PIPE_TEXTURE_CUBE ||
- static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY) &&
- static_sampler_state->seamless_cube_map)
+ if (static_texture_state->target == PIPE_TEXTURE_CUBE ||
+ static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY)
{
/*
* Seamless filtering ignores wrap modes.
* Setting to CLAMP_TO_EDGE is correct for nearest filtering, for
* bilinear it's not correct but way better than using for instance repeat.
+ * Note we even set this for non-seamless. Technically GL allows any wrap
+ * mode, which made sense when supporting true borders (can get seamless
+ * effect with border and CLAMP_TO_BORDER), but gallium doesn't support
+ * borders and d3d9 requires wrap modes to be ignored and it's a pain to fix
+ * up the sampler state (as it makes it texture dependent).
*/
derived_sampler_state.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
derived_sampler_state.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;