}
+static GLuint
+set_sampler_cube_map_seamless(struct gl_context *ctx,
+ struct gl_sampler_object *samp, GLboolean param)
+{
+ if (!ctx->Extensions.AMD_seamless_cubemap_per_texture)
+ return INVALID_PNAME;
+
+ if (samp->CubeMapSeamless == param)
+ return GL_FALSE;
+
+ if (param != GL_TRUE && param != GL_FALSE)
+ return INVALID_VALUE;
+
+ flush(ctx);
+ samp->CubeMapSeamless = param;
+ return GL_TRUE;
+}
+
+
static void GLAPIENTRY
_mesa_SamplerParameteri(GLuint sampler, GLenum pname, GLint param)
{
case GL_TEXTURE_MAX_ANISOTROPY_EXT:
res = set_sampler_max_anisotropy(ctx, sampObj, (GLfloat) param);
break;
+ case GL_TEXTURE_CUBE_MAP_SEAMLESS:
+ res = set_sampler_cube_map_seamless(ctx, sampObj, param);
+ break;
case GL_TEXTURE_BORDER_COLOR:
/* fall-through */
default:
case GL_TEXTURE_MAX_ANISOTROPY_EXT:
res = set_sampler_max_anisotropy(ctx, sampObj, param);
break;
+ case GL_TEXTURE_CUBE_MAP_SEAMLESS:
+ res = set_sampler_cube_map_seamless(ctx, sampObj, (GLboolean) param);
+ break;
case GL_TEXTURE_BORDER_COLOR:
/* fall-through */
default:
case GL_TEXTURE_MAX_ANISOTROPY_EXT:
res = set_sampler_max_anisotropy(ctx, sampObj, (GLfloat) params[0]);
break;
+ case GL_TEXTURE_CUBE_MAP_SEAMLESS:
+ res = set_sampler_cube_map_seamless(ctx, sampObj, params[0]);
+ break;
case GL_TEXTURE_BORDER_COLOR:
{
GLfloat c[4];
case GL_TEXTURE_MAX_ANISOTROPY_EXT:
res = set_sampler_max_anisotropy(ctx, sampObj, params[0]);
break;
+ case GL_TEXTURE_CUBE_MAP_SEAMLESS:
+ res = set_sampler_cube_map_seamless(ctx, sampObj, (GLboolean) params[0]);
+ break;
case GL_TEXTURE_BORDER_COLOR:
res = set_sampler_border_colorf(ctx, sampObj, params);
break;
case GL_TEXTURE_MAX_ANISOTROPY_EXT:
res = set_sampler_max_anisotropy(ctx, sampObj, (GLfloat) params[0]);
break;
+ case GL_TEXTURE_CUBE_MAP_SEAMLESS:
+ res = set_sampler_cube_map_seamless(ctx, sampObj, params[0]);
+ break;
case GL_TEXTURE_BORDER_COLOR:
res = set_sampler_border_colori(ctx, sampObj, params);
break;
case GL_TEXTURE_MAX_ANISOTROPY_EXT:
res = set_sampler_max_anisotropy(ctx, sampObj, (GLfloat) params[0]);
break;
+ case GL_TEXTURE_CUBE_MAP_SEAMLESS:
+ res = set_sampler_cube_map_seamless(ctx, sampObj, params[0]);
+ break;
case GL_TEXTURE_BORDER_COLOR:
res = set_sampler_border_colorui(ctx, sampObj, params);
break;