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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - integer cube sampling fails to build shader"
href="https://bugs.freedesktop.org/show_bug.cgi?id=111511#c4">Comment # 4</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - integer cube sampling fails to build shader"
href="https://bugs.freedesktop.org/show_bug.cgi?id=111511">bug 111511</a>
from <span class="vcard"><a class="email" href="mailto:sroland@vmware.com" title="Roland Scheidegger <sroland@vmware.com>"> <span class="fn">Roland Scheidegger</span></a>
</span></b>
<pre>(In reply to Dave Airlie from <a href="show_bug.cgi?id=111511#c3">comment #3</a>)
<span class="quote">> I've sent a patch to disable accurate cube corners for integer textures to
> the list.
>
> It doesn't fix the test but it stops it asserting, which means I can
> complete a deqp gles31 run without dying.</span >
So what does the test expect? I'm kind of curious what the result should be,
since I'd be a bit surprised if the missing texel ought to really be
interpolated with the other 3 texel colors. Yes gl spec suggests this but I
don't think this is really meant for integer textures.
In any case gl doesn't actually mandate anything specific for this texel, even
with ordinary filtering.</pre>
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