struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
struct gl_texture_object *texObj = texUnit->_Current;
struct gl_sampler_object *gl_sampler = _mesa_get_samplerobj(ctx, unit);
+ bool using_nearest = false;
switch (gl_sampler->MinFilter) {
case GL_NEAREST:
sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
sampler->ss0.mip_filter = BRW_MIPFILTER_NONE;
+ using_nearest = true;
break;
case GL_LINEAR:
sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
switch (gl_sampler->MagFilter) {
case GL_NEAREST:
sampler->ss0.mag_filter = BRW_MAPFILTER_NEAREST;
+ using_nearest = true;
break;
case GL_LINEAR:
sampler->ss0.mag_filter = BRW_MAPFILTER_LINEAR;
}
}
- sampler->ss3.r_wrap_mode = translate_wrap_mode(gl_sampler->WrapR);
- sampler->ss3.s_wrap_mode = translate_wrap_mode(gl_sampler->WrapS);
- sampler->ss3.t_wrap_mode = translate_wrap_mode(gl_sampler->WrapT);
+ sampler->ss3.r_wrap_mode = translate_wrap_mode(gl_sampler->WrapR,
+ using_nearest);
+ sampler->ss3.s_wrap_mode = translate_wrap_mode(gl_sampler->WrapS,
+ using_nearest);
+ sampler->ss3.t_wrap_mode = translate_wrap_mode(gl_sampler->WrapT,
+ using_nearest);
/* Cube-maps on 965 and later must use the same wrap mode for all 3
* coordinate dimensions. Futher, only CUBE and CLAMP are valid.
/* Set LOD bias: */
sampler->ss0.lod_bias = S_FIXED(CLAMP(texUnit->LodBias +
- gl_sampler->LodBias, -16, 15), 6);
+ gl_sampler->LodBias, -16, 15), 8);
sampler->ss0.lod_preclamp = 1; /* OpenGL mode */
sampler->ss0.default_color_mode = 0; /* OpenGL/DX10 mode */
*/
sampler->ss0.base_level = U_FIXED(0, 1);
- sampler->ss1.max_lod = U_FIXED(CLAMP(gl_sampler->MaxLod, 0, 13), 6);
- sampler->ss1.min_lod = U_FIXED(CLAMP(gl_sampler->MinLod, 0, 13), 6);
+ sampler->ss1.max_lod = U_FIXED(CLAMP(gl_sampler->MaxLod, 0, 13), 8);
+ sampler->ss1.min_lod = U_FIXED(CLAMP(gl_sampler->MinLod, 0, 13), 8);
+
+ /* The sampler can handle non-normalized texture rectangle coordinates
+ * natively
+ */
+ if (texObj->Target == GL_TEXTURE_RECTANGLE) {
+ sampler->ss3.non_normalized_coord = 1;
+ }
upload_default_color(brw, gl_sampler, unit);
sampler->ss2.default_color_pointer = brw->wm.sdc_offset[unit] >> 5;
+
+ if (sampler->ss0.min_filter != BRW_MAPFILTER_NEAREST)
+ sampler->ss3.address_round |= BRW_ADDRESS_ROUNDING_ENABLE_U_MIN |
+ BRW_ADDRESS_ROUNDING_ENABLE_V_MIN |
+ BRW_ADDRESS_ROUNDING_ENABLE_R_MIN;
+ if (sampler->ss0.mag_filter != BRW_MAPFILTER_NEAREST)
+ sampler->ss3.address_round |= BRW_ADDRESS_ROUNDING_ENABLE_U_MAG |
+ BRW_ADDRESS_ROUNDING_ENABLE_V_MAG |
+ BRW_ADDRESS_ROUNDING_ENABLE_R_MAG;
}
* FIXME: simplify all the different new texture state flags.
*/
static void
-gen7_prepare_samplers(struct brw_context *brw)
+gen7_upload_samplers(struct brw_context *brw)
{
struct gl_context *ctx = &brw->intel.ctx;
struct gen7_sampler_state *samplers;
int i;
- brw->wm.sampler_count = 0;
+ brw->sampler.count = 0;
for (i = 0; i < BRW_MAX_TEX_UNIT; i++) {
if (ctx->Texture.Unit[i]._ReallyEnabled)
- brw->wm.sampler_count = i + 1;
+ brw->sampler.count = i + 1;
}
- if (brw->wm.sampler_count == 0)
+ if (brw->sampler.count == 0)
return;
- samplers = brw_state_batch(brw, brw->wm.sampler_count * sizeof(*samplers),
- 32, &brw->wm.sampler_offset);
- memset(samplers, 0, brw->wm.sampler_count * sizeof(*samplers));
+ samplers = brw_state_batch(brw, AUB_TRACE_SAMPLER_STATE,
+ brw->sampler.count * sizeof(*samplers),
+ 32, &brw->sampler.offset);
+ memset(samplers, 0, brw->sampler.count * sizeof(*samplers));
- for (i = 0; i < brw->wm.sampler_count; i++) {
+ for (i = 0; i < brw->sampler.count; i++) {
if (ctx->Texture.Unit[i]._ReallyEnabled)
gen7_update_sampler_state(brw, i, &samplers[i]);
}
.brw = BRW_NEW_BATCH,
.cache = 0
},
- .prepare = gen7_prepare_samplers,
+ .emit = gen7_upload_samplers,
};