<value name="TRIANGLE_FAN_TF" value="22"/>
</enum>
+ <enum name="TMU Filter" prefix="V3D_TMU_FILTER">
+ <!-- Names are mip filter, min filter, mag filter -->
+ <value name="MIN_LIN_MIP_NONE_MAG_LIN" value="0"/>
+ <value name="MIN_LIN_MIP_NONE_MAG_NEAR" value="1"/>
+ <value name="MIN_NEAR_MIP_NONE_MAG_LIN" value="2"/>
+ <value name="MIN_NEAR_MIP_NONE_MAG_NEAR" value="3"/>
+
+ <value name="MIN_NEAR_MIP_NEAR_MAG_LIN" value="4"/>
+ <value name="MIN_NEAR_MIP_NEAR_MAG_NEAR" value="5"/>
+ <value name="MIN_NEAR_MIP_LIN_MAG_LIN" value="6"/>
+ <value name="MIN_NEAR_MIP_LIN_MAG_NEAR" value="7"/>
+
+ <value name="MIN_LIN_MIP_NEAR_MAG_LIN" value="8"/>
+ <value name="MIN_LIN_MIP_NEAR_MAG_NEAR" value="9"/>
+ <value name="MIN_LIN_MIP_LIN_MAG_LIN" value="10"/>
+ <value name="MIN_LIN_MIP_LIN_MAG_NEAR" value="11"/>
+
+ <value name="ANISOTROPIC_2_1" value="12"/>
+ <value name="ANISOTROPIC_4_1" value="13"/>
+ <value name="ANISOTROPIC_8_1" value="14"/>
+ <value name="ANISOTROPIC_16_1" value="15"/>
+ </enum>
+
<packet code="0" name="Halt"/>
<packet code="1" name="NOP"/>
<packet code="4" name="Flush"/>
<field name="Texture base pointer" size="30" start="2" type="address"/>
- <field name="Minification Filter" size="3" start="1" type="uint"/>
- <field name="Magnification Filter" size="1" start="0" type="uint"/>
+ <field name="Filter" size="4" start="0" type="TMU Filter"/>
</struct>
<enum name="Texture Data Formats">
mag_img_filter = PIPE_TEX_FILTER_NEAREST;
}
- bool min_nearest = (min_img_filter == PIPE_TEX_FILTER_NEAREST);
+ bool min_nearest = min_img_filter == PIPE_TEX_FILTER_NEAREST;
switch (min_mip_filter) {
case PIPE_TEX_MIPFILTER_NONE:
- unpacked.minification_filter = 0 + min_nearest;
+ unpacked.filter += min_nearest ? 2 : 0;
break;
case PIPE_TEX_MIPFILTER_NEAREST:
- unpacked.minification_filter = 2 + !min_nearest;
+ unpacked.filter += min_nearest ? 4 : 8;
break;
case PIPE_TEX_MIPFILTER_LINEAR:
- unpacked.minification_filter = 4 + !min_nearest;
+ unpacked.filter += min_nearest ? 4 : 8;
+ unpacked.filter += 2;
break;
}
- unpacked.magnification_filter = (mag_img_filter ==
- PIPE_TEX_FILTER_NEAREST);
+
+ if (mag_img_filter == PIPE_TEX_FILTER_NEAREST)
+ unpacked.filter++;
uint8_t packed[cl_packet_length(TEXTURE_SHADER_STATE)];
cl_packet_pack(TEXTURE_SHADER_STATE)(&job->indirect, packed, &unpacked);