GLenum minfilter, magfilter;
GLenum comparemode, comparefunc;
dri_bo *sdc_bo;
+
+ /** If target is cubemap, take context setting.
+ */
+ GLboolean seamless_cube_map;
} sampler[BRW_MAX_TEX_UNIT];
};
}
}
- if (key->tex_target == GL_TEXTURE_CUBE_MAP &&
- (key->minfilter != GL_NEAREST || key->magfilter != GL_NEAREST)) {
- /* If we're using anything but nearest sampling for a cube map, we
- * need to set this wrap mode to avoid GPU lock-ups.
- */
- sampler->ss1.r_wrap_mode = BRW_TEXCOORDMODE_CUBE;
- sampler->ss1.s_wrap_mode = BRW_TEXCOORDMODE_CUBE;
- sampler->ss1.t_wrap_mode = BRW_TEXCOORDMODE_CUBE;
- }
- else if (key->tex_target == GL_TEXTURE_1D) {
+ sampler->ss1.r_wrap_mode = translate_wrap_mode(key->wrap_r);
+ sampler->ss1.s_wrap_mode = translate_wrap_mode(key->wrap_s);
+ sampler->ss1.t_wrap_mode = translate_wrap_mode(key->wrap_t);
+
+ /* Cube-maps on 965 and later must use the same wrap mode for all 3
+ * coordinate dimensions. Futher, only CUBE and CLAMP are valid.
+ */
+ if (key->tex_target == GL_TEXTURE_CUBE_MAP) {
+ if (key->seamless_cube_map &&
+ (key->minfilter != GL_NEAREST || key->magfilter != GL_NEAREST)) {
+ sampler->ss1.r_wrap_mode = BRW_TEXCOORDMODE_CUBE;
+ sampler->ss1.s_wrap_mode = BRW_TEXCOORDMODE_CUBE;
+ sampler->ss1.t_wrap_mode = BRW_TEXCOORDMODE_CUBE;
+ } else {
+ sampler->ss1.r_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
+ sampler->ss1.s_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
+ sampler->ss1.t_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
+ }
+ } else if (key->tex_target == GL_TEXTURE_1D) {
/* There's a bug in 1D texture sampling - it actually pays
* attention to the wrap_t value, though it should not.
* Override the wrap_t value here to GL_REPEAT to keep
* any nonexistent border pixels from floating in.
*/
- sampler->ss1.r_wrap_mode = translate_wrap_mode(key->wrap_r);
- sampler->ss1.s_wrap_mode = translate_wrap_mode(key->wrap_s);
sampler->ss1.t_wrap_mode = BRW_TEXCOORDMODE_WRAP;
}
- else {
- sampler->ss1.r_wrap_mode = translate_wrap_mode(key->wrap_r);
- sampler->ss1.s_wrap_mode = translate_wrap_mode(key->wrap_s);
- sampler->ss1.t_wrap_mode = translate_wrap_mode(key->wrap_t);
- }
+
/* Set shadow function:
*/
entry->tex_target = texObj->Target;
+ entry->seamless_cube_map = (texObj->Target == GL_TEXTURE_CUBE_MAP)
+ ? ctx->Texture.CubeMapSeamless : GL_FALSE;
+
entry->wrap_r = texObj->WrapR;
entry->wrap_s = texObj->WrapS;
entry->wrap_t = texObj->WrapT;
{ "GL_ARB_framebuffer_object", GL_ARB_framebuffer_object_functions},
{ "GL_ARB_occlusion_query", GL_ARB_occlusion_query_functions },
{ "GL_ARB_point_sprite", NULL },
+ { "GL_ARB_seamless_cube_map", NULL },
{ "GL_ARB_shader_objects", GL_ARB_shader_objects_functions },
{ "GL_ARB_shading_language_100", GL_VERSION_2_0_functions },
{ "GL_ARB_shading_language_120", GL_VERSION_2_1_functions },