#include "st_program.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
+#include "pipe/p_util.h"
#include "cso_cache/cso_context.h"
sampler->normalized_coords = 1;
sampler->lod_bias = st->ctx->Texture.Unit[su].LodBias;
-#if 1
- sampler->min_lod = (texobj->MinLod) < 0.0 ? 0.0 : texobj->MinLod;
- sampler->max_lod = texobj->MaxLod;
-#else
- /* min/max lod should really be as follows (untested).
- * Also, calculate_first_last_level() needs to be overhauled
- * since today's hardware had real support for LOD clamping.
- */
sampler->min_lod = MAX2(texobj->BaseLevel, texobj->MinLod);
sampler->max_lod = MIN2(texobj->MaxLevel, texobj->MaxLod);
-#endif
sampler->border_color[0] = texobj->BorderColor[RCOMP];
sampler->border_color[1] = texobj->BorderColor[GCOMP];
calculate_first_last_level(struct st_texture_object *stObj)
{
struct gl_texture_object *tObj = &stObj->base;
- const struct gl_texture_image *const baseImage =
- tObj->Image[0][tObj->BaseLevel];
/* These must be signed values. MinLod and MaxLod can be negative numbers,
* and having firstLevel and lastLevel as signed prevents the need for
}
else {
firstLevel = 0;
- lastLevel = MIN2(tObj->MaxLevel - tObj->BaseLevel, baseImage->MaxLog2);
+ lastLevel = MIN2(tObj->MaxLevel, tObj->Image[0][0]->WidthLog2);
}
break;
case GL_TEXTURE_RECTANGLE_NV:
(stObj->pt->target != gl_target_to_pipe(stObj->base.Target) ||
stObj->pt->format !=
st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat) ||
- stObj->pt->last_level != stObj->lastLevel ||
- stObj->pt->width[0] != firstImage->base.Width2 ||
- stObj->pt->height[0] != firstImage->base.Height2 ||
- stObj->pt->depth[0] != firstImage->base.Depth2 ||
+ stObj->pt->last_level < stObj->lastLevel ||
stObj->pt->cpp != cpp ||
stObj->pt->compressed != firstImage->base.IsCompressed)) {
pipe_texture_release(&stObj->pt);