X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fdrivers%2Fdri%2Fi965%2Fbrw_wm_sampler_state.c;h=3fc18ff1f3a3cfbc2de60736a96bb59c90d52839;hb=ee98ae5a29ca870149c4a0d2a8f25f55e0fd333a;hp=f12ef47a7d70ebdcee75ebe2d95a58a095e84f45;hpb=cf85e413ad7672c1cef73215222ca1caa8e48b30;p=mesa.git diff --git a/src/mesa/drivers/dri/i965/brw_wm_sampler_state.c b/src/mesa/drivers/dri/i965/brw_wm_sampler_state.c index f12ef47a7d7..3fc18ff1f3a 100644 --- a/src/mesa/drivers/dri/i965/brw_wm_sampler_state.c +++ b/src/mesa/drivers/dri/i965/brw_wm_sampler_state.c @@ -95,6 +95,7 @@ struct wm_sampler_key { int sampler_count; struct wm_sampler_entry { + GLenum tex_target; GLenum wrap_r, wrap_s, wrap_t; float maxlod, minlod; float lod_bias; @@ -151,7 +152,7 @@ static void brw_update_sampler_state(struct wm_sampler_entry *key, sampler->ss0.mag_filter = BRW_MAPFILTER_ANISOTROPIC; if (key->max_aniso > 2.0) { - sampler->ss3.max_aniso = MAX2((key->max_aniso - 2) / 2, + sampler->ss3.max_aniso = MIN2((key->max_aniso - 2) / 2, BRW_ANISORATIO_16); } } @@ -168,19 +169,30 @@ static void brw_update_sampler_state(struct wm_sampler_entry *key, } } - sampler->ss1.r_wrap_mode = translate_wrap_mode(key->wrap_r); - sampler->ss1.s_wrap_mode = translate_wrap_mode(key->wrap_s); - sampler->ss1.t_wrap_mode = translate_wrap_mode(key->wrap_t); - - /* Fulsim complains if I don't do this. Hardware doesn't mind: - */ -#if 0 - if (texObj->Target == GL_TEXTURE_CUBE_MAP_ARB) { + if (key->tex_target == GL_TEXTURE_CUBE_MAP && + (key->minfilter != GL_NEAREST || key->magfilter != GL_NEAREST)) { + /* If we're using anything but nearest sampling for a cube map, we + * need to set this wrap mode to avoid GPU lock-ups. + */ sampler->ss1.r_wrap_mode = BRW_TEXCOORDMODE_CUBE; sampler->ss1.s_wrap_mode = BRW_TEXCOORDMODE_CUBE; sampler->ss1.t_wrap_mode = BRW_TEXCOORDMODE_CUBE; } -#endif + else if (key->tex_target == GL_TEXTURE_1D) { + /* There's a bug in 1D texture sampling - it actually pays + * attention to the wrap_t value, though it should not. + * Override the wrap_t value here to GL_REPEAT to keep + * any nonexistent border pixels from floating in. + */ + sampler->ss1.r_wrap_mode = translate_wrap_mode(key->wrap_r); + sampler->ss1.s_wrap_mode = translate_wrap_mode(key->wrap_s); + sampler->ss1.t_wrap_mode = BRW_TEXCOORDMODE_WRAP; + } + else { + sampler->ss1.r_wrap_mode = translate_wrap_mode(key->wrap_r); + sampler->ss1.s_wrap_mode = translate_wrap_mode(key->wrap_s); + sampler->ss1.t_wrap_mode = translate_wrap_mode(key->wrap_t); + } /* Set shadow function: */ @@ -215,24 +227,28 @@ static void brw_update_sampler_state(struct wm_sampler_entry *key, sampler->ss2.default_color_pointer = sdc_bo->offset >> 5; /* reloc */ } + /** Sets up the cache key for sampler state for all texture units */ static void brw_wm_sampler_populate_key(struct brw_context *brw, struct wm_sampler_key *key) { + GLcontext *ctx = &brw->intel.ctx; int unit; memset(key, 0, sizeof(*key)); for (unit = 0; unit < BRW_MAX_TEX_UNIT; unit++) { - if (brw->attribs.Texture->Unit[unit]._ReallyEnabled) { + if (ctx->Texture.Unit[unit]._ReallyEnabled) { struct wm_sampler_entry *entry = &key->sampler[unit]; - struct gl_texture_unit *texUnit = &brw->attribs.Texture->Unit[unit]; + struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; struct gl_texture_object *texObj = texUnit->_Current; struct intel_texture_object *intelObj = intel_texture_object(texObj); struct gl_texture_image *firstImage = texObj->Image[0][intelObj->firstLevel]; + entry->tex_target = texObj->Target; + entry->wrap_r = texObj->WrapR; entry->wrap_s = texObj->WrapS; entry->wrap_t = texObj->WrapT; @@ -244,7 +260,7 @@ brw_wm_sampler_populate_key(struct brw_context *brw, entry->minfilter = texObj->MinFilter; entry->magfilter = texObj->MagFilter; entry->comparemode = texObj->CompareMode; - entry->comparefunc = texObj->CompareFunc; + entry->comparefunc = texObj->CompareFunc; dri_bo_unreference(brw->wm.sdc_bo[unit]); if (firstImage->_BaseFormat == GL_DEPTH_COMPONENT) { @@ -274,6 +290,7 @@ brw_wm_sampler_populate_key(struct brw_context *brw, */ static void upload_wm_samplers( struct brw_context *brw ) { + GLcontext *ctx = &brw->intel.ctx; struct wm_sampler_key key; int i; @@ -317,7 +334,7 @@ static void upload_wm_samplers( struct brw_context *brw ) /* Emit SDC relocations */ for (i = 0; i < BRW_MAX_TEX_UNIT; i++) { - if (!brw->attribs.Texture->Unit[i]._ReallyEnabled) + if (!ctx->Texture.Unit[i]._ReallyEnabled) continue; dri_bo_emit_reloc(brw->wm.sampler_bo,