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FP32 linear filtering computation now available to most formats
authorAlexis Hetu <sugoi@google.com>
Thu, 20 Jul 2017 20:56:30 +0000 (16:56 -0400)
committerAlexis Hétu <sugoi@google.com>
Thu, 20 Jul 2017 21:12:55 +0000 (21:12 +0000)
commitfacada53c5e6425f91e324b3d53435f1e5b3a5fc
tree2fb98928aa30e2dad348f5036cf8f4da0d80d29e
parent91dd1c4c3e28a9485139b5bdbf1d2451e8549ebb
FP32 linear filtering computation now available to most formats

All texture formats, except YUV or sRGB formats, now have access
to the floating point path for texture filtering. High precision
filtering can be enabled using:
glHint(GL_TEXTURE_FILTERING_HINT_CHROMIUM, GL_NICEST)

Bug swiftshader:76

Change-Id: Iabbe86d1bbf43070bfc5f61254c101a75c744401
Reviewed-on: https://swiftshader-review.googlesource.com/10808
Tested-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
src/Shader/SamplerCore.cpp