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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#c1">Comment # 1</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>I don't think averaging would be correct for integer cube corners (as integer
textures generally perform no lerp on values).
I think the problem here is the forcing of linear filtering paths for gather
ops (see beginning of lp_build_sample_soa_code() code) doesn't quite work here
- this is done because gather is nearly the same as linear filtering as far as
texel selection goes usually, just without the filter in general, so making the
code easier.
Perhaps the code needs to recognize the texture is integer and simply skip the
accurate_cube_corners code if the texture is integer (this should only happen
in the is_gather case in any case, since otherwise we should never end up in
the sample_image_linear path for integer textures).</pre>
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