v2: Force T and R wrap modes to GL_CLAMP_TO_EDGE for 1D textures.
This fixes a regression in tex1d-2dborder. The test uses a 1D texture
but it provides S and T texture coordinates. Since the T wrap mode
would (correctly) be set to GL_CLAMP, the texture would gradually
blend (incorrectly) with the border color.
I also tried setting NV20_3D_TEX_FORMAT_DIMS_1D instead of
NV20_3D_TEX_FORMAT_DIMS_2D for 1D textures, but that did not help.
It is possible that the same problem exists for 2D textures with the
R-wrap mode, but I don't think there are any piglit tests for that.
No test changes on NV20 (10de:0201).
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
}
}
+static inline unsigned
+nvgl_wrap_mode_nv20(unsigned wrap)
+{
+ switch (wrap) {
+ case GL_REPEAT:
+ return 0x1;
+ case GL_MIRRORED_REPEAT:
+ return 0x2;
+ case GL_CLAMP:
+ return 0x5;
+ case GL_CLAMP_TO_EDGE:
+ return 0x3;
+ case GL_CLAMP_TO_BORDER:
+ return 0x4;
+ default:
+ unreachable("Bad GL texture wrap mode");
+ }
+}
+
static inline unsigned
nvgl_filter_mode(unsigned filter)
{
| NV20_3D_TEX_FORMAT_NO_BORDER
| 1 << 16;
- tx_wrap = nvgl_wrap_mode(sa->WrapR) << 16
- | nvgl_wrap_mode(sa->WrapT) << 8
- | nvgl_wrap_mode(sa->WrapS) << 0;
+ switch (t->Target) {
+ case GL_TEXTURE_1D:
+ tx_wrap = NV20_3D_TEX_WRAP_R_CLAMP_TO_EDGE
+ | NV20_3D_TEX_WRAP_T_CLAMP_TO_EDGE
+ | nvgl_wrap_mode_nv20(sa->WrapS) << 0;
+ break;
+
+ default:
+ tx_wrap = nvgl_wrap_mode_nv20(sa->WrapR) << 16
+ | nvgl_wrap_mode_nv20(sa->WrapT) << 8
+ | nvgl_wrap_mode_nv20(sa->WrapS) << 0;
+ break;
+ }
tx_filter = nvgl_filter_mode(sa->MagFilter) << 24
| nvgl_filter_mode(sa->MinFilter) << 16