-------
wrap_s
- How to wrap the S coordinate. One of PIPE_TEX_WRAP.
+ How to wrap the S coordinate. One of PIPE_TEX_WRAP_*.
wrap_t
- How to wrap the T coordinate. One of PIPE_TEX_WRAP.
+ How to wrap the T coordinate. One of PIPE_TEX_WRAP_*.
wrap_r
- How to wrap the R coordinate. One of PIPE_TEX_WRAP.
+ How to wrap the R coordinate. One of PIPE_TEX_WRAP_*.
+
+The wrap modes are:
+
+* ``PIPE_TEX_WRAP_REPEAT``: Standard coord repeat/wrap-around mode.
+* ``PIPE_TEX_WRAP_CLAMP_TO_EDGE``: Clamp coord to edge of texture, the border
+ color is never sampled.
+* ``PIPE_TEX_WRAP_CLAMP_TO_BORDER``: Clamp coord to border of texture, the
+ border color is sampled when coords go outside the range [0,1].
+* ``PIPE_TEX_WRAP_CLAMP``: The coord is clamped to the range [0,1] before
+ scaling to the texture size. This corresponds to the legacy OpenGL GL_CLAMP
+ texture wrap mode. Historically, this mode hasn't acted consistantly across
+ all graphics hardware. It sometimes acts like CLAMP_TO_EDGE or
+ CLAMP_TO_BORDER. The behaviour may also vary depending on linear vs.
+ nearest sampling mode.
+* ``PIPE_TEX_WRAP_MIRROR_REPEAT``: If the integer part of the coordinate
+ is odd, the coord becomes (1 - coord). Then, normal texture REPEAT is
+ applied to the coord.
+* ``PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE``: First, the absolute value of the
+ coordinate is computed. Then, regular CLAMP_TO_EDGE is applied to the coord.
+* ``PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER``: First, the absolute value of the
+ coordinate is computed. Then, regular CLAMP_TO_BORDER is applied to the
+ coord.
+* ``PIPE_TEX_WRAP_MIRROR_CLAMP``: First, the absolute value of the coord is
+ computed. Then, regular CLAMP is applied to the coord.
+
+
min_img_filter
- The filter to use when minifying texels. One of PIPE_TEX_FILTER.
+ The image filter to use when minifying texels. One of PIPE_TEX_FILTER_*.
+mag_img_filter
+ The image filter to use when magnifying texels. One of PIPE_TEX_FILTER_*.
+
+The texture image filter modes are:
+
+* ``PIPE_TEX_FILTER_NEAREST``: One texel is fetched from the texture image
+ at the texture coordinate.
+* ``PIPE_TEX_FILTER_LINEAR``: Two, four or eight texels (depending on the
+ texture dimensions; 1D/2D/3D) are fetched from the texture image and
+ linearly weighted and blended together.
+
min_mip_filter
The filter to use when minifying mipmapped textures. One of
- PIPE_TEX_FILTER.
-mag_img_filter
- The filter to use when magnifying texels. One of PIPE_TEX_FILTER.
+ PIPE_TEX_MIPFILTER_*.
+
+The texture mip filter modes are:
+
+* ``PIPE_TEX_MIPFILTER_NEAREST``: A single mipmap level/image is selected
+ according to the texture LOD (lambda) value.
+* ``PIPE_TEX_MIPFILTER_LINEAR``: The two mipmap levels/images above/below
+ the texture LOD value are sampled from. The results of sampling from
+ those two images are blended together with linear interpolation.
+* ``PIPE_TEX_MIPFILTER_NONE``: Mipmap filtering is disabled. All texels
+ are taken from the level 0 image.
+
+
compare_mode
- If set to PIPE_TEX_COMPARE_R_TO_TEXTURE, texture output is computed
- according to compare_func, using r coord and the texture value as operands.
+ If set to PIPE_TEX_COMPARE_R_TO_TEXTURE, the result of texture sampling
+ is not a color but a true/false value which is the result of comparing the
+ sampled texture value (typically a Z value from a depth texture) to the
+ texture coordinate's R component.
If set to PIPE_TEX_COMPARE_NONE, no comparison calculation is performed.
compare_func
- How the comparison is computed. One of PIPE_FUNC.
+ The inequality operator used when compare_mode=1. One of PIPE_FUNC_x.
normalized_coords
- Whether the texture coordinates are normalized. If normalized, they will
- always be in [0, 1]. If not, they will be in the range of each dimension
- of the loaded texture.
+ If set, the incoming texture coordinates (nominally in the range [0,1])
+ will be scaled by the texture width, height, depth to compute texel
+ addresses. Otherwise, the texture coords are used as-is (they are not
+ scaled by the texture dimensions).
lod_bias
- The bias to apply to the level of detail.
+ Bias factor which is added to the computed level of detail.
+ The normal level of detail is computed from the partial derivatives of
+ the texture coordinates and/or the fragment shader TEX/TXB/TXL
+ instruction.
min_lod
- Minimum level of detail, used to clamp LoD after bias.
+ Minimum level of detail, used to clamp LOD after bias. The LOD values
+ correspond to mipmap levels where LOD=0 is the level 0 mipmap image.
max_lod
- Maximum level of detail, used to clamp LoD after bias.
+ Maximum level of detail, used to clamp LOD after bias.
border_color
- RGBA color used for out-of-bounds coordinates.
+ RGBA color used for texel coordinates that are outside the [0,width-1],
+ [0, height-1] or [0, depth-1] ranges.
max_anisotropy
- Maximum filtering to apply anisotropically to textures. Setting this to
- 0 disables anisotropic filtering. Any other setting enables anisotropic
- filtering, however it's not unexpected some drivers only will change their
- filtering with a setting of 2 and higher.
+ Maximum anistropy ratio to use when sampling from textures. For example,
+ if max_anistropy=4, a region of up to 1 by 4 texels will be sampled.
+ Set to zero to disable anisotropic filtering. Any other setting enables
+ anisotropic filtering, however it's not unexpected some drivers only will
+ change their filtering with a setting of 2 and higher.