From: Eric Anholt Date: Thu, 29 Oct 2009 18:52:28 +0000 (-0700) Subject: i915: Implement min/max LOD clamping with the hardware. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=f8f40b53a6a4551630e25bfd7f6e12334bb0f3f8;p=mesa.git i915: Implement min/max LOD clamping with the hardware. This gets us expected behavior for clamping between mipmap levels, and avoids relayout of textures for doing clamping. Fixes piglit lodclamp-between. --- diff --git a/src/mesa/drivers/dri/i915/i915_texstate.c b/src/mesa/drivers/dri/i915/i915_texstate.c index 3a20e9c3aba..1397f04a59e 100644 --- a/src/mesa/drivers/dri/i915/i915_texstate.c +++ b/src/mesa/drivers/dri/i915/i915_texstate.c @@ -27,6 +27,7 @@ #include "main/mtypes.h" #include "main/enums.h" +#include "main/macros.h" #include "intel_mipmap_tree.h" #include "intel_tex.h" @@ -200,10 +201,10 @@ i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3) } state[I915_TEXREG_MS4] = - ((((pitch / 4) - 1) << MS4_PITCH_SHIFT) | MS4_CUBE_FACE_ENA_MASK | - ((((intelObj->lastLevel - intelObj->firstLevel) * 4)) << - MS4_MAX_LOD_SHIFT) | ((firstImage->Depth - 1) << - MS4_VOLUME_DEPTH_SHIFT)); + ((((pitch / 4) - 1) << MS4_PITCH_SHIFT) | + MS4_CUBE_FACE_ENA_MASK | + (U_FIXED(CLAMP(tObj->MaxLod, 0.0, 11.0), 2) << MS4_MAX_LOD_SHIFT) | + ((firstImage->Depth - 1) << MS4_VOLUME_DEPTH_SHIFT)); { @@ -333,6 +334,9 @@ i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3) (translate_wrap_mode(wr) << SS3_TCZ_ADDR_MODE_SHIFT)); state[I915_TEXREG_SS3] |= (unit << SS3_TEXTUREMAP_INDEX_SHIFT); + state[I915_TEXREG_SS3] |= (U_FIXED(CLAMP(tObj->MinLod, 0.0, 11.0), 4) << + SS3_MIN_LOD_SHIFT); + } /* convert border color from float to ubyte */ diff --git a/src/mesa/drivers/dri/i965/brw_wm_sampler_state.c b/src/mesa/drivers/dri/i965/brw_wm_sampler_state.c index 416ffc97615..0acb0274313 100644 --- a/src/mesa/drivers/dri/i965/brw_wm_sampler_state.c +++ b/src/mesa/drivers/dri/i965/brw_wm_sampler_state.c @@ -66,19 +66,6 @@ static GLuint translate_wrap_mode( GLenum wrap ) } } - -static GLuint U_FIXED(GLfloat value, GLuint frac_bits) -{ - value *= (1<prim.flush) \ diff --git a/src/mesa/drivers/dri/intel/intel_tex_validate.c b/src/mesa/drivers/dri/intel/intel_tex_validate.c index d5b562f5e57..504993989ae 100644 --- a/src/mesa/drivers/dri/intel/intel_tex_validate.c +++ b/src/mesa/drivers/dri/intel/intel_tex_validate.c @@ -5,6 +5,7 @@ #include "intel_batchbuffer.h" #include "intel_mipmap_tree.h" #include "intel_tex.h" +#include "intel_chipset.h" #define FILE_DEBUG_FLAG DEBUG_TEXTURE @@ -14,7 +15,8 @@ * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL. */ static void -intel_calculate_first_last_level(struct intel_texture_object *intelObj) +intel_calculate_first_last_level(struct intel_context *intel, + struct intel_texture_object *intelObj) { struct gl_texture_object *tObj = &intelObj->base; const struct gl_texture_image *const baseImage = @@ -40,27 +42,27 @@ intel_calculate_first_last_level(struct intel_texture_object *intelObj) firstLevel = lastLevel = tObj->BaseLevel; } else { -#ifdef I915 - firstLevel = tObj->BaseLevel + (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 - /* Currently not taking min/max lod into account here, those - * values are programmed as sampler state elsewhere and we - * upload the same mipmap levels regardless. Not sure if - * this makes sense as it means it isn't possible for the app - * to use min/max lod to reduce texture memory pressure: - */ - firstLevel = tObj->BaseLevel; - lastLevel = MIN2(tObj->BaseLevel + baseImage->MaxLog2, - tObj->MaxLevel); - lastLevel = MAX2(firstLevel, lastLevel); /* need at least one level */ -#endif + if (!IS_9XX(intel->intelScreen->deviceID)) { + firstLevel = tObj->BaseLevel + (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). + */ + firstLevel = tObj->BaseLevel; + lastLevel = MIN2(tObj->BaseLevel + baseImage->MaxLog2, + tObj->MaxLevel); + /* need at least one level */ + lastLevel = MAX2(firstLevel, lastLevel); + } } break; case GL_TEXTURE_RECTANGLE_NV: @@ -135,7 +137,7 @@ intel_finalize_mipmap_tree(struct intel_context *intel, GLuint unit) /* What levels must the tree include at a minimum? */ - intel_calculate_first_last_level(intelObj); + intel_calculate_first_last_level(intel, intelObj); firstImage = intel_texture_image(intelObj->base.Image[0][intelObj->firstLevel]);