On Fri, 12 Dec 2025 08:18:14 GMT, Jayathirth D V <[email protected]> wrote:
> Currently we don't set any texture filtering & addressing modes for 3D > textures in Metal pipeline. > Default 3D texture filtering is "nearest" for Metal textures, but we use > "linear" filtering by default for 3D textures in case of OpenGL. > Default addressing mode is "clamp_to_edge" in Metal textures, but we use > "repeat" addressing mode for 3D textures in OpenGL. > > Metal should use same default filtering & addressing modes for 3D textures as > in OpenGL pipeline. > Under this issue we are trying only to match defaults of Metal to OpenGL > pipeline. > > We don't update the filters/addressing modes for 3D textures once created. > We have open enhancements like https://bugs.openjdk.org/browse/JDK-8324594 > where we might provide API's to set sampler states for 3D textures in future. > > Functional and performance testing is green with this update. Thanks for responding. I found one thing that could be improved, will run some tests on this later on. modules/javafx.graphics/src/main/native-prism-mtl/MetalContext.m line 239: > 237: > 238: - (void) create3DSamplerStates > 239: { I think we could add something here to skip re-creating the sampler descriptors. This can be called every time we switch to 3D (from `nSetDeviceParametersFor3D`) and that way we could optimize this transition a bit. ------------- PR Review: https://git.openjdk.org/jfx/pull/2005#pullrequestreview-3582050397 PR Review Comment: https://git.openjdk.org/jfx/pull/2005#discussion_r2622408565
