diff options
author | Eric Anholt <eric@anholt.net> | 2009-10-29 11:52:28 -0700 |
---|---|---|
committer | Eric Anholt <eric@anholt.net> | 2009-10-29 12:06:04 -0700 |
commit | f8f40b53a6a4551630e25bfd7f6e12334bb0f3f8 (patch) | |
tree | 439a6e62c435a4b9594a20ca6d34009f5ffe9895 /src/mesa/drivers/dri/intel | |
parent | 374447244165b3b79892cb6840a76ea4c2f21f1e (diff) |
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.
Diffstat (limited to 'src/mesa/drivers/dri/intel')
-rw-r--r-- | src/mesa/drivers/dri/intel/intel_context.h | 13 | ||||
-rw-r--r-- | src/mesa/drivers/dri/intel/intel_tex_validate.c | 48 |
2 files changed, 38 insertions, 23 deletions
diff --git a/src/mesa/drivers/dri/intel/intel_context.h b/src/mesa/drivers/dri/intel/intel_context.h index 2778cc0136..356fa4d1e5 100644 --- a/src/mesa/drivers/dri/intel/intel_context.h +++ b/src/mesa/drivers/dri/intel/intel_context.h @@ -353,6 +353,19 @@ extern char *__progname; #define ALIGN(value, alignment) ((value + alignment - 1) & ~(alignment - 1)) #define IS_POWER_OF_TWO(val) (((val) & (val - 1)) == 0) +static inline uint32_t +U_FIXED(float value, uint32_t frac_bits) +{ + value *= (1 << frac_bits); + return value < 0 ? 0 : value; +} + +static inline uint32_t +S_FIXED(float value, uint32_t frac_bits) +{ + return value * (1 << frac_bits); +} + #define INTEL_FIREVERTICES(intel) \ do { \ if ((intel)->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 d5b562f5e5..504993989a 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]); |