[Mesa-dev] [Bug 94882] Incorrect texture filtering when using GL_LINEAR_MIPMAP_LINEAR
bugzilla-daemon at freedesktop.org
bugzilla-daemon at freedesktop.org
Mon Apr 11 03:57:03 UTC 2016
https://bugs.freedesktop.org/show_bug.cgi?id=94882
Michel Dänzer <michel at daenzer.net> changed:
What |Removed |Added
----------------------------------------------------------------------------
Status|NEW |RESOLVED
Resolution|--- |NOTOURBUG
--- Comment #4 from Michel Dänzer <michel at daenzer.net> ---
Looking at the fragment shader:
// check if in [-1;1]
if(any(lessThan ( vec3(1.0), projTexCoords ))
|| any(greaterThan( vec3(-1.0), projTexCoords )))
return vec3(0.0, 0.0, 0.3);
projTexCoords = 0.5 * projTexCoords + vec3(0.5); // transform to [0;1]
return texture( u_Texture, projTexCoords.xy ).xyz;
texture() is only called conditionally, i.e. within non-uniform control flow,
but for mip-mapping it has to implicitly calculate derivatives. Section 8.7 of
the GLSL spec explains that this is undefined:
"Some texture functions (non-“Lod” and non-“Grad” versions) may require
implicit derivatives. Implicit derivatives are undefined within non-uniform
control flow [...]."
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