gallium/docs: updated/improve sampler state documentation
[mesa.git] / src / gallium / docs / source / cso / sampler.rst
1 .. _sampler:
2
3 Sampler
4 =======
5
6 Texture units have many options for selecting texels from loaded textures;
7 this state controls an individual texture unit's texel-sampling settings.
8
9 Texture coordinates are always treated as four-dimensional, and referred to
10 with the traditional (S, T, R, Q) notation.
11
12 Members
13 -------
14
15 wrap_s
16 How to wrap the S coordinate. One of PIPE_TEX_WRAP_*.
17 wrap_t
18 How to wrap the T coordinate. One of PIPE_TEX_WRAP_*.
19 wrap_r
20 How to wrap the R coordinate. One of PIPE_TEX_WRAP_*.
21
22 The wrap modes are:
23
24 * ``PIPE_TEX_WRAP_REPEAT``: Standard coord repeat/wrap-around mode.
25 * ``PIPE_TEX_WRAP_CLAMP_TO_EDGE``: Clamp coord to edge of texture, the border
26 color is never sampled.
27 * ``PIPE_TEX_WRAP_CLAMP_TO_BORDER``: Clamp coord to border of texture, the
28 border color is sampled when coords go outside the range [0,1].
29 * ``PIPE_TEX_WRAP_CLAMP``: The coord is clamped to the range [0,1] before
30 scaling to the texture size. This corresponds to the legacy OpenGL GL_CLAMP
31 texture wrap mode. Historically, this mode hasn't acted consistantly across
32 all graphics hardware. It sometimes acts like CLAMP_TO_EDGE or
33 CLAMP_TO_BORDER. The behaviour may also vary depending on linear vs.
34 nearest sampling mode.
35 * ``PIPE_TEX_WRAP_MIRROR_REPEAT``: If the integer part of the coordinate
36 is odd, the coord becomes (1 - coord). Then, normal texture REPEAT is
37 applied to the coord.
38 * ``PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE``: First, the absolute value of the
39 coordinate is computed. Then, regular CLAMP_TO_EDGE is applied to the coord.
40 * ``PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER``: First, the absolute value of the
41 coordinate is computed. Then, regular CLAMP_TO_BORDER is applied to the
42 coord.
43 * ``PIPE_TEX_WRAP_MIRROR_CLAMP``: First, the absolute value of the coord is
44 computed. Then, regular CLAMP is applied to the coord.
45
46
47 min_img_filter
48 The image filter to use when minifying texels. One of PIPE_TEX_FILTER_*.
49 mag_img_filter
50 The image filter to use when magnifying texels. One of PIPE_TEX_FILTER_*.
51
52 The texture image filter modes are:
53
54 * ``PIPE_TEX_FILTER_NEAREST``: One texel is fetched from the texture image
55 at the texture coordinate.
56 * ``PIPE_TEX_FILTER_LINEAR``: Two, four or eight texels (depending on the
57 texture dimensions; 1D/2D/3D) are fetched from the texture image and
58 linearly weighted and blended together.
59
60 min_mip_filter
61 The filter to use when minifying mipmapped textures. One of
62 PIPE_TEX_MIPFILTER_*.
63
64 The texture mip filter modes are:
65
66 * ``PIPE_TEX_MIPFILTER_NEAREST``: A single mipmap level/image is selected
67 according to the texture LOD (lambda) value.
68 * ``PIPE_TEX_MIPFILTER_LINEAR``: The two mipmap levels/images above/below
69 the texture LOD value are sampled from. The results of sampling from
70 those two images are blended together with linear interpolation.
71 * ``PIPE_TEX_MIPFILTER_NONE``: Mipmap filtering is disabled. All texels
72 are taken from the level 0 image.
73
74
75 compare_mode
76 If set to PIPE_TEX_COMPARE_R_TO_TEXTURE, the result of texture sampling
77 is not a color but a true/false value which is the result of comparing the
78 sampled texture value (typically a Z value from a depth texture) to the
79 texture coordinate's R component.
80 If set to PIPE_TEX_COMPARE_NONE, no comparison calculation is performed.
81 compare_func
82 The inequality operator used when compare_mode=1. One of PIPE_FUNC_x.
83 normalized_coords
84 If set, the incoming texture coordinates (nominally in the range [0,1])
85 will be scaled by the texture width, height, depth to compute texel
86 addresses. Otherwise, the texture coords are used as-is (they are not
87 scaled by the texture dimensions).
88 lod_bias
89 Bias factor which is added to the computed level of detail.
90 The normal level of detail is computed from the partial derivatives of
91 the texture coordinates and/or the fragment shader TEX/TXB/TXL
92 instruction.
93 min_lod
94 Minimum level of detail, used to clamp LOD after bias. The LOD values
95 correspond to mipmap levels where LOD=0 is the level 0 mipmap image.
96 max_lod
97 Maximum level of detail, used to clamp LOD after bias.
98 border_color
99 RGBA color used for texel coordinates that are outside the [0,width-1],
100 [0, height-1] or [0, depth-1] ranges.
101 max_anisotropy
102 Maximum anistropy ratio to use when sampling from textures. For example,
103 if max_anistropy=4, a region of up to 1 by 4 texels will be sampled.
104 Set to zero to disable anisotropic filtering. Any other setting enables
105 anisotropic filtering, however it's not unexpected some drivers only will
106 change their filtering with a setting of 2 and higher.