{ "draw", DBG_DRAW, "Draw and emit" },
{ "tex", DBG_TEX, "Textures" },
{ "fall", DBG_FALL, "Fallbacks" },
+ { "anisohq", DBG_ANISOHQ, "High quality anisotropic filtering (for benchmarking purposes only!)" },
{ "all", ~0, "Convenience option that enables all debug flags" },
# define R300_ANISO_THRESHOLD_MASK (7<<17)
# define R500_MACRO_SWITCH (1<<22)
+# define R500_TX_MAX_ANISO(x) ((x) << 23)
+# define R500_TX_MAX_ANISO_MASK (63 << 23)
+# define R500_TX_ANISO_HIGH_QUALITY (1 << 30)
+
# define R500_BORDER_FIX (1<<31)
#define R300_TX_FORMAT0_0 0x4480
#define DBG_DRAW 0x0000010
#define DBG_TEX 0x0000020
#define DBG_FALL 0x0000040
+#define DBG_ANISOHQ 0x0000080
/*@}*/
static INLINE boolean SCREEN_DBG_ON(struct r300_screen * screen, unsigned flags)
{
struct r300_context* r300 = r300_context(pipe);
struct r300_sampler_state* sampler = CALLOC_STRUCT(r300_sampler_state);
+ boolean is_r500 = r300_screen(pipe->screen)->caps->is_r500;
int lod_bias;
union util_color uc;
sampler->filter1 |= lod_bias << R300_LOD_BIAS_SHIFT;
+ /* This is very high quality anisotropic filtering for R5xx.
+ * It's good for benchmarking the performance of texturing but
+ * in practice we don't want to slow down the driver because it's
+ * a pretty good performance killer. Feel free to play with it. */
+ if (DBG_ON(r300, DBG_ANISOHQ) && is_r500) {
+ sampler->filter1 |= r500_anisotropy(state->max_anisotropy);
+ }
+
util_pack_color(state->border_color, PIPE_FORMAT_B8G8R8A8_UNORM, &uc);
sampler->border_color = uc.ui;
}
}
+static INLINE uint32_t r500_anisotropy(unsigned max_aniso)
+{
+ if (!max_aniso) {
+ return 0;
+ }
+ max_aniso -= 1;
+
+ // Map the range [0, 15] to [0, 63].
+ return R500_TX_MAX_ANISO(MIN2((unsigned)(max_aniso*4.2001), 63)) |
+ R500_TX_ANISO_HIGH_QUALITY;;
+}
+
/* Non-CSO state. (For now.) */
static INLINE uint32_t r300_translate_gb_pipes(int pipe_count)