context_dirty(ctx, MATERIAL_BACK_SHININESS);
}
+ if (new_state & _NEW_TEXTURE) {
+ for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
+ if (ctx->Texture.Unit[i].Sampler)
+ context_dirty_i(ctx, TEX_OBJ, i);
+ }
+ }
+
_swrast_InvalidateState(ctx, new_state);
_tnl_InvalidateState(ctx, new_state);
#include "nv_object.xml.h"
#include "nv04_3d.xml.h"
#include "nv04_driver.h"
+#include "main/samplerobj.h"
static uint32_t
get_tex_format(struct gl_texture_image *ti)
if (ctx->Texture.Unit[i]._ReallyEnabled) {
struct gl_texture_object *t = ctx->Texture.Unit[i]._Current;
struct gl_texture_image *ti = t->Image[0][t->BaseLevel];
+ const struct gl_sampler_object *sa = _mesa_get_samplerobj(ctx, i);
int lod_max = 1, lod_bias = 0;
if (!nouveau_texture_validate(ctx, t))
s = &to_nouveau_texture(t)->surfaces[t->BaseLevel];
- if (t->Sampler.MinFilter != GL_NEAREST &&
- t->Sampler.MinFilter != GL_LINEAR) {
- lod_max = CLAMP(MIN2(t->Sampler.MaxLod, t->_MaxLambda),
+ if (sa->MinFilter != GL_NEAREST &&
+ sa->MinFilter != GL_LINEAR) {
+ lod_max = CLAMP(MIN2(sa->MaxLod, t->_MaxLambda),
0, 15) + 1;
lod_bias = CLAMP(ctx->Texture.Unit[i].LodBias +
- t->Sampler.LodBias, -16, 15) * 8;
+ sa->LodBias, -16, 15) * 8;
}
- format |= nvgl_wrap_mode(t->Sampler.WrapT) << 28 |
- nvgl_wrap_mode(t->Sampler.WrapS) << 24 |
+ format |= nvgl_wrap_mode(sa->WrapT) << 28 |
+ nvgl_wrap_mode(sa->WrapS) << 24 |
ti->HeightLog2 << 20 |
ti->WidthLog2 << 16 |
lod_max << 12 |
get_tex_format(ti);
- filter |= log2i(t->Sampler.MaxAnisotropy) << 31 |
- nvgl_filter_mode(t->Sampler.MagFilter) << 28 |
- log2i(t->Sampler.MaxAnisotropy) << 27 |
- nvgl_filter_mode(t->Sampler.MinFilter) << 24 |
+ filter |= log2i(sa->MaxAnisotropy) << 31 |
+ nvgl_filter_mode(sa->MagFilter) << 28 |
+ log2i(sa->MaxAnisotropy) << 27 |
+ nvgl_filter_mode(sa->MinFilter) << 24 |
(lod_bias & 0xff) << 16;
} else {
#include "nv10_3d.xml.h"
#include "nouveau_util.h"
#include "nv10_driver.h"
+#include "main/samplerobj.h"
void
nv10_emit_tex_gen(struct gl_context *ctx, int emit)
struct gl_texture_object *t;
struct nouveau_surface *s;
struct gl_texture_image *ti;
+ const struct gl_sampler_object *sa;
uint32_t tx_format, tx_filter, tx_enable;
PUSH_RESET(push, BUFCTX_TEX(i));
t = ctx->Texture.Unit[i]._Current;
s = &to_nouveau_texture(t)->surfaces[t->BaseLevel];
ti = t->Image[0][t->BaseLevel];
+ sa = _mesa_get_samplerobj(ctx, i);
if (!nouveau_texture_validate(ctx, t))
return;
/* Recompute the texturing registers. */
- tx_format = nvgl_wrap_mode(t->Sampler.WrapT) << 28
- | nvgl_wrap_mode(t->Sampler.WrapS) << 24
+ tx_format = nvgl_wrap_mode(sa->WrapT) << 28
+ | nvgl_wrap_mode(sa->WrapS) << 24
| ti->HeightLog2 << 20
| ti->WidthLog2 << 16
| 5 << 4 | 1 << 12;
- tx_filter = nvgl_filter_mode(t->Sampler.MagFilter) << 28
- | nvgl_filter_mode(t->Sampler.MinFilter) << 24;
+ tx_filter = nvgl_filter_mode(sa->MagFilter) << 28
+ | nvgl_filter_mode(sa->MinFilter) << 24;
tx_enable = NV10_3D_TEX_ENABLE_ENABLE
- | log2i(t->Sampler.MaxAnisotropy) << 4;
+ | log2i(sa->MaxAnisotropy) << 4;
if (t->Target == GL_TEXTURE_RECTANGLE) {
BEGIN_NV04(push, NV10_3D(TEX_NPOT_PITCH(i)), 1);
tx_format |= get_tex_format_pot(ti);
}
- if (t->Sampler.MinFilter != GL_NEAREST &&
- t->Sampler.MinFilter != GL_LINEAR) {
- int lod_min = t->Sampler.MinLod;
- int lod_max = MIN2(t->Sampler.MaxLod, t->_MaxLambda);
- int lod_bias = t->Sampler.LodBias
+ if (sa->MinFilter != GL_NEAREST &&
+ sa->MinFilter != GL_LINEAR) {
+ int lod_min = sa->MinLod;
+ int lod_max = MIN2(sa->MaxLod, t->_MaxLambda);
+ int lod_bias = sa->LodBias
+ ctx->Texture.Unit[i].LodBias;
lod_max = CLAMP(lod_max, 0, 15);
#include "nv20_3d.xml.h"
#include "nouveau_util.h"
#include "nv20_driver.h"
+#include "main/samplerobj.h"
void
nv20_emit_tex_gen(struct gl_context *ctx, int emit)
struct gl_texture_object *t;
struct nouveau_surface *s;
struct gl_texture_image *ti;
+ const struct gl_sampler_object *sa;
uint32_t tx_format, tx_filter, tx_wrap, tx_enable;
PUSH_RESET(push, BUFCTX_TEX(i));
t = ctx->Texture.Unit[i]._Current;
s = &to_nouveau_texture(t)->surfaces[t->BaseLevel];
ti = t->Image[0][t->BaseLevel];
+ sa = _mesa_get_samplerobj(ctx, i);
if (!nouveau_texture_validate(ctx, t))
return;
| NV20_3D_TEX_FORMAT_NO_BORDER
| 1 << 16;
- tx_wrap = nvgl_wrap_mode(t->Sampler.WrapR) << 16
- | nvgl_wrap_mode(t->Sampler.WrapT) << 8
- | nvgl_wrap_mode(t->Sampler.WrapS) << 0;
+ tx_wrap = nvgl_wrap_mode(sa->WrapR) << 16
+ | nvgl_wrap_mode(sa->WrapT) << 8
+ | nvgl_wrap_mode(sa->WrapS) << 0;
- tx_filter = nvgl_filter_mode(t->Sampler.MagFilter) << 24
- | nvgl_filter_mode(t->Sampler.MinFilter) << 16
+ tx_filter = nvgl_filter_mode(sa->MagFilter) << 24
+ | nvgl_filter_mode(sa->MinFilter) << 16
| 2 << 12;
tx_enable = NV20_3D_TEX_ENABLE_ENABLE
- | log2i(t->Sampler.MaxAnisotropy) << 4;
+ | log2i(sa->MaxAnisotropy) << 4;
if (t->Target == GL_TEXTURE_RECTANGLE) {
BEGIN_NV04(push, NV20_3D(TEX_NPOT_PITCH(i)), 1);
tx_format |= get_tex_format_pot(ti);
}
- if (t->Sampler.MinFilter != GL_NEAREST &&
- t->Sampler.MinFilter != GL_LINEAR) {
- int lod_min = t->Sampler.MinLod;
- int lod_max = MIN2(t->Sampler.MaxLod, t->_MaxLambda);
- int lod_bias = t->Sampler.LodBias
+ if (sa->MinFilter != GL_NEAREST &&
+ sa->MinFilter != GL_LINEAR) {
+ int lod_min = sa->MinLod;
+ int lod_max = MIN2(sa->MaxLod, t->_MaxLambda);
+ int lod_bias = sa->LodBias
+ ctx->Texture.Unit[i].LodBias;
lod_max = CLAMP(lod_max, 0, 15);