This usage is not explicitly specified in EXT_texture_filter_anisotropic, but in practice all notable ES 3.0 implementations treat maximum anisotropy as sampler state. Furthermore, it's already accepted as a valid sampler parameter by ValidateSamplerObjectParameter in Context.cpp. This avoids a crash when calling glSamplerParameteri(sampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.f); Bug: b/79951966 Change-Id: I4013f621781fc74a0fbfbf14ab326871fbb87b7c Reviewed-on: https://swiftshader-review.googlesource.com/18908Reviewed-by:Alexis Hétu <sugoi@google.com> Tested-by:
Krzysztof Kosiński <krzysio@google.com>
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