"description": "v3dv: remove unused clamp_to_transparent_black_border property",
"nominated": true,
"nomination_type": 1,
- "resolution": 0,
+ "resolution": 1,
"main_sha": null,
"because_sha": "e07c5467633431377ce4c9890f96d58cc7a77fdc"
},
bool compare_enable;
bool unnormalized_coordinates;
- bool clamp_to_transparent_black_border;
/* Prepacked SAMPLER_STATE, that is referenced as part of the tmu
* configuration. If needed it will be copied to the descriptor info during
break;
}
- /* For some texture formats, when clamping to transparent black border the
- * CTS expects alpha to be set to 1 instead of 0, but the border color mode
- * will take priority over the texture state swizzle, so the only way to
- * fix that is to apply a swizzle in the shader. Here we keep track of
- * whether we are activating that mode and we will decide if we need to
- * activate the texture swizzle lowering in the shader key at compile time
- * depending on the actual texture format.
- */
- if ((pCreateInfo->addressModeU == VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER ||
- pCreateInfo->addressModeV == VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER ||
- pCreateInfo->addressModeW == VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER) &&
- border_color_mode == V3D_BORDER_COLOR_0000) {
- sampler->clamp_to_transparent_black_border = true;
- }
-
v3dvx_pack(sampler->sampler_state, SAMPLER_STATE, s) {
if (pCreateInfo->anisotropyEnable) {
s.anisotropy_enable = true;