From: Illia Iorin Date: Mon, 22 Jul 2019 14:07:39 +0000 (+0300) Subject: Revert "mesa/main: Fix multisample texture initialize" X-Git-Tag: android-x86-9.0-r1~666 X-Git-Url: http://git.osdn.net/view?a=commitdiff_plain;h=71d4ece366d5cefe58f503429126a102e688ab42;p=android-x86%2Fexternal-mesa.git Revert "mesa/main: Fix multisample texture initialize" This reverts commit a113a42e7369a4e43a1db1c9a7a35a3f7175615e. Per https://github.com/KhronosGroup/OpenGL-API/issues/45 it was a wrong way to fix the issue. Signed-off-by: Illia Iorin Reviewed-by: Marek Olšák --- diff --git a/src/mesa/main/texobj.c b/src/mesa/main/texobj.c index 5c57266d361..0f124459f75 100644 --- a/src/mesa/main/texobj.c +++ b/src/mesa/main/texobj.c @@ -308,8 +308,6 @@ _mesa_initialize_texture_object( struct gl_context *ctx, target == GL_TEXTURE_2D_MULTISAMPLE || target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY); - GLenum filter = GL_LINEAR; - memset(obj, 0, sizeof(*obj)); /* init the non-zero fields */ simple_mtx_init(&obj->Mutex, mtx_plain); @@ -330,30 +328,20 @@ _mesa_initialize_texture_object( struct gl_context *ctx, obj->RequiredTextureImageUnits = 1; /* sampler state */ - switch (target) { - case GL_TEXTURE_2D_MULTISAMPLE: - case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: - filter = GL_NEAREST; - /* fallthrough */ - - case GL_TEXTURE_RECTANGLE_NV: - case GL_TEXTURE_EXTERNAL_OES: - obj->Sampler.WrapS = GL_CLAMP_TO_EDGE; - obj->Sampler.WrapT = GL_CLAMP_TO_EDGE; - obj->Sampler.WrapR = GL_CLAMP_TO_EDGE; - obj->Sampler.MinFilter = filter; - obj->Sampler.MagFilter = filter; - break; - - default: - obj->Sampler.WrapS = GL_REPEAT; - obj->Sampler.WrapT = GL_REPEAT; - obj->Sampler.WrapR = GL_REPEAT; - obj->Sampler.MinFilter = GL_NEAREST_MIPMAP_LINEAR; - obj->Sampler.MagFilter = GL_LINEAR; - break; + if (target == GL_TEXTURE_RECTANGLE_NV || + target == GL_TEXTURE_EXTERNAL_OES) { + obj->Sampler.WrapS = GL_CLAMP_TO_EDGE; + obj->Sampler.WrapT = GL_CLAMP_TO_EDGE; + obj->Sampler.WrapR = GL_CLAMP_TO_EDGE; + obj->Sampler.MinFilter = GL_LINEAR; } - + else { + obj->Sampler.WrapS = GL_REPEAT; + obj->Sampler.WrapT = GL_REPEAT; + obj->Sampler.WrapR = GL_REPEAT; + obj->Sampler.MinFilter = GL_NEAREST_MIPMAP_LINEAR; + } + obj->Sampler.MagFilter = GL_LINEAR; obj->Sampler.MinLod = -1000.0; obj->Sampler.MaxLod = 1000.0; obj->Sampler.LodBias = 0.0;