Set to zero to disable anisotropic filtering. Any other setting enables
anisotropic filtering, however it's not unexpected some drivers only will
change their filtering with a setting of 2 and higher.
+seamless_cube_map
+ If set, the bilinear filter of a cube map may take samples from adjacent
+ cube map faces when sampled near a texture border to produce a seamless
+ look.
\ No newline at end of file
PIPE_CAP_VERTEX_ELEMENT_INSTANCE_DIVISOR = 44,
PIPE_CAP_FRAGMENT_COLOR_CLAMP_CONTROL = 45,
PIPE_CAP_MIXED_COLORBUFFER_FORMATS = 46,
+ PIPE_CAP_SEAMLESS_CUBE_MAP = 47,
+ PIPE_CAP_SEAMLESS_CUBE_MAP_PER_TEXTURE = 48,
};
/* Shader caps not specific to any single stage */
unsigned compare_func:3; /**< PIPE_FUNC_x */
unsigned normalized_coords:1; /**< Are coords normalized to [0,1]? */
unsigned max_anisotropy:6;
+ unsigned seamless_cube_map:1;
float lod_bias; /**< LOD/lambda bias */
float min_lod, max_lod; /**< LOD clamp range, after bias */
float border_color[4];
= st_compare_func_to_pipe(msamp->CompareFunc);
}
+ sampler->seamless_cube_map =
+ st->ctx->Texture.CubeMapSeamless || msamp->CubeMapSeamless;
+
st->state.num_samplers = su + 1;
/*printf("%s su=%u non-null\n", __FUNCTION__, su);*/
PIPE_BIND_SAMPLER_VIEW)) {
ctx->Extensions.EXT_packed_float = GL_TRUE;
}
+
+ if (screen->get_param(screen, PIPE_CAP_SEAMLESS_CUBE_MAP_PER_TEXTURE)) {
+ ctx->Extensions.ARB_seamless_cube_map = GL_TRUE;
+ ctx->Extensions.AMD_seamless_cubemap_per_texture = GL_TRUE;
+ }
+ else if (screen->get_param(screen, PIPE_CAP_SEAMLESS_CUBE_MAP)) {
+ ctx->Extensions.ARB_seamless_cube_map = GL_TRUE;
+ }
}