.border_color_blue = swizzled_border_color(psampler, sview, 2),
.border_color_alpha = swizzled_border_color(psampler, sview, 3),
- /* XXX: Disable min/maxlod for txf */
- .max_level_of_detail = MIN2(MIN2(psampler->max_lod,
- VC5_MAX_MIP_LEVELS),
+ /* In the normal texturing path, the LOD gets clamped between
+ * min/max, and the base_level field (set in the sampler view
+ * from first_level) only decides where the min/mag switch
+ * happens, so we need to use the LOD clamps to keep us
+ * between min and max.
+ *
+ * For txf, the LOD clamp is still used, despite GL not
+ * wanting that. We will need to have a separate
+ * TEXTURE_SHADER_STATE that ignores psview->min/max_lod to
+ * support txf properly.
+ */
+ .min_level_of_detail = (psview->u.tex.first_level +
+ MAX2(psampler->min_lod, 0)),
+ .max_level_of_detail = MIN2(psview->u.tex.first_level +
+ psampler->max_lod,
psview->u.tex.last_level),
.texture_base_pointer = cl_address(rsc->bo,
}
v3dx_pack(&so->texture_shader_state, TEXTURE_SHADER_STATE, tex) {
- tex.min_level_of_detail = MAX2(cso->min_lod, 0.0);
tex.depth_compare_function = cso->compare_func;
tex.fixed_bias = cso->lod_bias;
}