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i965: Stop using gen7_update_sampler_state; rm gen7_sampler_state.c.
The code in brw_sampler_state.c now handles all generations; we don't need the extra Gen7+ only code anymore. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
This commit is contained in:
parent
7679393f56
commit
2fe2fe1fce
4 changed files with 2 additions and 194 deletions
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@ -138,7 +138,6 @@ i965_FILES = \
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gen7_disable.c \
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gen7_gs_state.c \
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gen7_misc_state.c \
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gen7_sampler_state.c \
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gen7_sf_state.c \
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gen7_sol_state.c \
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gen7_urb.c \
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@ -478,15 +478,8 @@ brw_upload_sampler_state_table(struct brw_context *brw,
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if (SamplersUsed & (1 << s)) {
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const unsigned unit = prog->SamplerUnits[s];
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if (ctx->Texture.Unit[unit]._Current) {
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if (brw->gen >= 7) {
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gen7_update_sampler_state(brw, unit,
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(struct gen7_sampler_state *)
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sampler_state);
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} else {
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brw_update_sampler_state(brw, unit,
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sampler_state,
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batch_offset_for_sampler_state);
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}
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brw_update_sampler_state(brw, unit, sampler_state,
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batch_offset_for_sampler_state);
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}
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}
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@ -268,11 +268,6 @@ void upload_default_color(struct brw_context *brw,
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int unit,
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uint32_t *sdc_offset);
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/* gen7_sampler_state.c */
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void gen7_update_sampler_state(struct brw_context *brw,
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int unit,
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struct gen7_sampler_state *sampler_state);
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/* gen6_sf_state.c */
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void
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calculate_attr_overrides(const struct brw_context *brw,
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@ -1,179 +0,0 @@
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/*
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* Copyright © 2011 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#include "brw_context.h"
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#include "brw_state.h"
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#include "brw_defines.h"
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#include "intel_batchbuffer.h"
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#include "intel_mipmap_tree.h"
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#include "main/macros.h"
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#include "main/samplerobj.h"
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/**
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* Sets the sampler state for a single unit.
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*/
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void
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gen7_update_sampler_state(struct brw_context *brw, int unit,
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struct gen7_sampler_state *sampler)
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{
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struct gl_context *ctx = &brw->ctx;
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struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
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struct gl_texture_object *texObj = texUnit->_Current;
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struct gl_sampler_object *gl_sampler = _mesa_get_samplerobj(ctx, unit);
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bool using_nearest = false;
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/* These don't use samplers at all. */
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if (texObj->Target == GL_TEXTURE_BUFFER)
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return;
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switch (gl_sampler->MinFilter) {
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case GL_NEAREST:
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sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
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sampler->ss0.mip_filter = BRW_MIPFILTER_NONE;
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using_nearest = true;
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break;
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case GL_LINEAR:
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sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
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sampler->ss0.mip_filter = BRW_MIPFILTER_NONE;
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break;
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case GL_NEAREST_MIPMAP_NEAREST:
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sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
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sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST;
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break;
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case GL_LINEAR_MIPMAP_NEAREST:
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sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
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sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST;
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break;
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case GL_NEAREST_MIPMAP_LINEAR:
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sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
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sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR;
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break;
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case GL_LINEAR_MIPMAP_LINEAR:
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sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
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sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR;
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break;
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default:
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break;
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}
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/* Set Anisotropy: */
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if (gl_sampler->MaxAnisotropy > 1.0) {
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sampler->ss0.min_filter = BRW_MAPFILTER_ANISOTROPIC;
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sampler->ss0.mag_filter = BRW_MAPFILTER_ANISOTROPIC;
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sampler->ss0.aniso_algorithm = 1;
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if (gl_sampler->MaxAnisotropy > 2.0) {
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sampler->ss3.max_aniso = MIN2((gl_sampler->MaxAnisotropy - 2) / 2,
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BRW_ANISORATIO_16);
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}
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}
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else {
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switch (gl_sampler->MagFilter) {
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case GL_NEAREST:
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sampler->ss0.mag_filter = BRW_MAPFILTER_NEAREST;
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using_nearest = true;
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break;
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case GL_LINEAR:
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sampler->ss0.mag_filter = BRW_MAPFILTER_LINEAR;
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break;
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default:
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break;
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}
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}
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sampler->ss3.r_wrap_mode = translate_wrap_mode(brw, gl_sampler->WrapR,
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using_nearest);
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sampler->ss3.s_wrap_mode = translate_wrap_mode(brw, gl_sampler->WrapS,
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using_nearest);
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sampler->ss3.t_wrap_mode = translate_wrap_mode(brw, gl_sampler->WrapT,
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using_nearest);
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/* Cube-maps on 965 and later must use the same wrap mode for all 3
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* coordinate dimensions. Futher, only CUBE and CLAMP are valid.
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*/
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if (texObj->Target == GL_TEXTURE_CUBE_MAP ||
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texObj->Target == GL_TEXTURE_CUBE_MAP_ARRAY) {
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if ((ctx->Texture.CubeMapSeamless || gl_sampler->CubeMapSeamless) &&
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(gl_sampler->MinFilter != GL_NEAREST ||
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gl_sampler->MagFilter != GL_NEAREST)) {
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sampler->ss3.r_wrap_mode = BRW_TEXCOORDMODE_CUBE;
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sampler->ss3.s_wrap_mode = BRW_TEXCOORDMODE_CUBE;
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sampler->ss3.t_wrap_mode = BRW_TEXCOORDMODE_CUBE;
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} else {
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sampler->ss3.r_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
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sampler->ss3.s_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
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sampler->ss3.t_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
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}
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} else if (texObj->Target == GL_TEXTURE_1D) {
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/* There's a bug in 1D texture sampling - it actually pays
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* attention to the wrap_t value, though it should not.
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* Override the wrap_t value here to GL_REPEAT to keep
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* any nonexistent border pixels from floating in.
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*/
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sampler->ss3.t_wrap_mode = BRW_TEXCOORDMODE_WRAP;
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}
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/* Set shadow function: */
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if (gl_sampler->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) {
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/* Shadowing is "enabled" by emitting a particular sampler
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* message (sample_c). So need to recompile WM program when
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* shadow comparison is enabled on each/any texture unit.
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*/
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sampler->ss1.shadow_function =
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intel_translate_shadow_compare_func(gl_sampler->CompareFunc);
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}
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/* Set LOD bias: */
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sampler->ss0.lod_bias = S_FIXED(CLAMP(texUnit->LodBias +
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gl_sampler->LodBias, -16, 15), 8);
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sampler->ss0.lod_preclamp = 1; /* OpenGL mode */
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sampler->ss0.default_color_mode = 0; /* OpenGL/DX10 mode */
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sampler->ss0.base_level = U_FIXED(0, 1);
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sampler->ss1.max_lod = U_FIXED(CLAMP(gl_sampler->MaxLod, 0, 13), 8);
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sampler->ss1.min_lod = U_FIXED(CLAMP(gl_sampler->MinLod, 0, 13), 8);
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/* The sampler can handle non-normalized texture rectangle coordinates
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* natively
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*/
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if (texObj->Target == GL_TEXTURE_RECTANGLE) {
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sampler->ss3.non_normalized_coord = 1;
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}
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uint32_t sdc_offset;
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upload_default_color(brw, gl_sampler, unit, &sdc_offset);
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sampler->ss2.default_color_pointer = sdc_offset >> 5;
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if (sampler->ss0.min_filter != BRW_MAPFILTER_NEAREST)
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sampler->ss3.address_round |= BRW_ADDRESS_ROUNDING_ENABLE_U_MIN |
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BRW_ADDRESS_ROUNDING_ENABLE_V_MIN |
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BRW_ADDRESS_ROUNDING_ENABLE_R_MIN;
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if (sampler->ss0.mag_filter != BRW_MAPFILTER_NEAREST)
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sampler->ss3.address_round |= BRW_ADDRESS_ROUNDING_ENABLE_U_MAG |
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BRW_ADDRESS_ROUNDING_ENABLE_V_MAG |
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BRW_ADDRESS_ROUNDING_ENABLE_R_MAG;
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}
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