* all zero as mandated by d3d10 in this case.
*/
unsigned chan;
- LLVMValueRef zero = lp_build_const_vec(gallivm, type, 0.0F);
+ LLVMValueRef zero = lp_build_zero(gallivm, type);
for (chan = 0; chan < 4; chan++) {
texel_out[chan] = zero;
}
else {
LLVMValueRef lod_fpart = NULL, lod_positive = NULL;
LLVMValueRef ilevel0 = NULL, ilevel1 = NULL;
- boolean use_aos = util_format_fits_8unorm(bld.format_desc) &&
- op_is_tex &&
- /* not sure this is strictly needed or simply impossible */
- derived_sampler_state.compare_mode == PIPE_TEX_COMPARE_NONE &&
- lp_is_simple_wrap_mode(derived_sampler_state.wrap_s);
+ boolean use_aos;
+
+ if (util_format_is_pure_integer(static_texture_state->format) &&
+ !util_format_has_depth(bld.format_desc) &&
+ (static_sampler_state->min_mip_filter == PIPE_TEX_MIPFILTER_LINEAR ||
+ static_sampler_state->min_img_filter == PIPE_TEX_FILTER_LINEAR ||
+ static_sampler_state->mag_img_filter == PIPE_TEX_FILTER_LINEAR)) {
+ /*
+ * Bail if impossible filtering is specified (the awkard additional
+ * depth check is because it is legal in gallium to have things like S8Z24
+ * here which would say it's pure int despite such formats should sample
+ * the depth component).
+ * In GL such filters make the texture incomplete, this makes it robust
+ * against state trackers which set this up regardless (we'd crash in the
+ * lerp later (except for gather)).
+ * Must do this after fetch_texel code since with GL state tracker we'll
+ * get some junk sampler for buffer textures.
+ */
+ unsigned chan;
+ LLVMValueRef zero = lp_build_zero(gallivm, type);
+ for (chan = 0; chan < 4; chan++) {
+ texel_out[chan] = zero;
+ }
+ return;
+ }
+
+ use_aos = util_format_fits_8unorm(bld.format_desc) &&
+ op_is_tex &&
+ /* not sure this is strictly needed or simply impossible */
+ derived_sampler_state.compare_mode == PIPE_TEX_COMPARE_NONE &&
+ lp_is_simple_wrap_mode(derived_sampler_state.wrap_s);
use_aos &= bld.num_lods <= num_quads ||
derived_sampler_state.min_img_filter ==