6 Texture units have many options for selecting texels from loaded textures;
7 this state controls an individual texture unit's texel-sampling settings.
9 Texture coordinates are always treated as four-dimensional, and referred to
10 with the traditional (S, T, R, Q) notation.
16 How to wrap the S coordinate. One of PIPE_TEX_WRAP_*.
18 How to wrap the T coordinate. One of PIPE_TEX_WRAP_*.
20 How to wrap the R coordinate. One of PIPE_TEX_WRAP_*.
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
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
43 * ``PIPE_TEX_WRAP_MIRROR_CLAMP``: First, the absolute value of the coord is
44 computed. Then, regular CLAMP is applied to the coord.
48 The image filter to use when minifying texels. One of PIPE_TEX_FILTER_*.
50 The image filter to use when magnifying texels. One of PIPE_TEX_FILTER_*.
52 The texture image filter modes are:
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.
61 The filter to use when minifying mipmapped textures. One of
64 The texture mip filter modes are:
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.
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.
82 The inequality operator used when compare_mode=1. One of PIPE_FUNC_x.
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 When normalized_coords=0, only a subset of the texture wrap modes are
89 allowed: PIPE_TEX_WRAP_CLAMP, PIPE_TEX_WRAP_CLAMP_TO_EDGE and
90 PIPE_TEX_WRAP_CLAMP_TO_BORDER.
92 Bias factor which is added to the computed level of detail.
93 The normal level of detail is computed from the partial derivatives of
94 the texture coordinates and/or the fragment shader TEX/TXB/TXL
97 Minimum level of detail, used to clamp LOD after bias. The LOD values
98 correspond to mipmap levels where LOD=0 is the level 0 mipmap image.
100 Maximum level of detail, used to clamp LOD after bias.
102 RGBA color used for texel coordinates that are outside the [0,width-1],
103 [0, height-1] or [0, depth-1] ranges.
105 Maximum anistropy ratio to use when sampling from textures. For example,
106 if max_anistropy=4, a region of up to 1 by 4 texels will be sampled.
107 Set to zero to disable anisotropic filtering. Any other setting enables
108 anisotropic filtering, however it's not unexpected some drivers only will
109 change their filtering with a setting of 2 and higher.