/* Yes, this looks overly complicated, but it's all needed.
*/
- switch (tObj->Target) {
- case GL_TEXTURE_1D:
- case GL_TEXTURE_2D:
- case GL_TEXTURE_3D:
- case GL_TEXTURE_CUBE_MAP:
- if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) {
- /* GL_NEAREST and GL_LINEAR only care about GL_TEXTURE_BASE_LEVEL.
- */
- lastLevel = tObj->BaseLevel;
- }
- else {
- if (intel->gen == 2) {
- firstLevel += (GLint) (tObj->MinLod + 0.5);
- firstLevel = MAX2(firstLevel, tObj->BaseLevel);
- firstLevel = MIN2(firstLevel, tObj->BaseLevel + baseImage->MaxLog2);
- lastLevel = tObj->BaseLevel + (GLint) (tObj->MaxLod + 0.5);
- lastLevel = MAX2(lastLevel, tObj->BaseLevel);
- lastLevel = MIN2(lastLevel, tObj->BaseLevel + baseImage->MaxLog2);
- lastLevel = MIN2(lastLevel, tObj->MaxLevel);
- lastLevel = MAX2(firstLevel, lastLevel); /* need at least one level */
- } else {
- /* Min/max LOD are taken into account in sampler state. We don't
- * want to re-layout textures just because clamping has been applied
- * since it means a bunch of blitting around and probably no memory
- * savings (since we have to keep the other levels around anyway).
- */
- lastLevel = MIN2(tObj->BaseLevel + baseImage->MaxLog2,
- tObj->MaxLevel);
- /* need at least one level */
- lastLevel = MAX2(firstLevel, lastLevel);
- }
+ if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) {
+ /* GL_NEAREST and GL_LINEAR only care about GL_TEXTURE_BASE_LEVEL.
+ */
+ lastLevel = tObj->BaseLevel;
+ } else {
+ if (intel->gen == 2) {
+ firstLevel += (GLint) (tObj->MinLod + 0.5);
+ firstLevel = MAX2(firstLevel, tObj->BaseLevel);
+ firstLevel = MIN2(firstLevel, tObj->BaseLevel + baseImage->MaxLog2);
+ lastLevel = tObj->BaseLevel + (GLint) (tObj->MaxLod + 0.5);
+ lastLevel = MAX2(lastLevel, tObj->BaseLevel);
+ lastLevel = MIN2(lastLevel, tObj->BaseLevel + baseImage->MaxLog2);
+ lastLevel = MIN2(lastLevel, tObj->MaxLevel);
+ lastLevel = MAX2(firstLevel, lastLevel); /* need at least one level */
+ } else {
+ /* Min/max LOD are taken into account in sampler state. We don't
+ * want to re-layout textures just because clamping has been applied
+ * since it means a bunch of blitting around and probably no memory
+ * savings (since we have to keep the other levels around anyway).
+ */
+ lastLevel = MIN2(tObj->BaseLevel + baseImage->MaxLog2,
+ tObj->MaxLevel);
+ /* need at least one level */
+ lastLevel = MAX2(firstLevel, lastLevel);
}
- break;
- case GL_TEXTURE_RECTANGLE_NV:
- lastLevel = 0;
- break;
- default:
- return;
}
/* save these values */