unsigned sampler_enable_nr;
/* texture image buffers */
- unsigned texbuffer[I915_TEX_UNITS][2];
+ unsigned texbuffer[I915_TEX_UNITS][3];
/** Describes the current hardware vertex layout */
struct vertex_info vertex_info;
struct i915_winsys_buffer *buffer;
};
-unsigned i915_texture_offset(struct i915_texture *tex,
+unsigned i915_texture_offset(const struct i915_texture *tex,
unsigned level, unsigned layer);
void i915_init_screen_resource_functions(struct i915_screen *is);
void i915_init_resource_functions(struct i915_context *i915);
if (enabled & (1 << unit)) {
struct i915_texture *texture = i915_texture(i915->fragment_sampler_views[unit]->texture);
struct i915_winsys_buffer *buf = texture->buffer;
+ unsigned offset = i915->current.texbuffer[unit][2];
+
assert(buf);
count++;
- OUT_RELOC(buf, I915_USAGE_SAMPLER, 0);
+ OUT_RELOC(buf, I915_USAGE_SAMPLER, offset);
OUT_BATCH(i915->current.texbuffer[unit][0]); /* MS3 */
OUT_BATCH(i915->current.texbuffer[unit][1]); /* MS4 */
}
const struct i915_texture *tex,
const struct i915_sampler_state *sampler,
const struct pipe_sampler_view* view,
- uint state[2]);
+ uint state[3]);
const struct i915_texture *tex,
const struct i915_sampler_state *sampler,
const struct pipe_sampler_view* view,
- uint state[2])
+ uint state[3])
{
const struct pipe_resource *pt = &tex->b.b;
- uint format, pitch;
- const uint width = pt->width0, height = pt->height0, depth = pt->depth0;
+ uint width = pt->width0, height = pt->height0, depth = pt->depth0;
const uint num_levels = pt->last_level;
+ uint format, pitch;
unsigned max_lod = num_levels * 4;
+ int first_level = view->u.tex.first_level;
+ bool is_npot = (!util_is_power_of_two(pt->width0) || !util_is_power_of_two(pt->height0));
+
+ /*
+ * This is a bit messy. i915 doesn't support NPOT with mipmaps, but we can
+ * still texture from a single level. This is useful to make u_blitter work.
+ */
+ if (is_npot) {
+ width = u_minify(width, first_level);
+ height = u_minify(height, first_level);
+ max_lod = 1;
+ }
assert(tex);
assert(width);
| MS4_CUBE_FACE_ENA_MASK
| ((max_lod) << MS4_MAX_LOD_SHIFT)
| ((depth - 1) << MS4_VOLUME_DEPTH_SHIFT));
+
+ if (is_npot)
+ state[2] = i915_texture_offset(tex, first_level, 0);
+ else
+ state[2] = 0;
}
static void update_maps(struct i915_context *i915)