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add 'normalized_coords' field to pipe_sampler_state
This controls whether texcoords are interpreted as-is or scaled up from [0,1]. Fixes glDrawPixels/glBitmap problems on i915 when image is non power-of-two. Also, cleans up the CSO sampler state for i915 a bit.
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c8bf63e992
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369eefc34c
6 changed files with 24 additions and 12 deletions
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@ -262,6 +262,9 @@ i915_create_sampler_state(struct pipe_context *pipe,
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(translate_wrap_mode(wt) << SS3_TCY_ADDR_MODE_SHIFT) |
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(translate_wrap_mode(wr) << SS3_TCZ_ADDR_MODE_SHIFT));
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if (sampler->normalized_coords)
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cso->state[1] |= SS3_NORMALIZED_COORDS;
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{
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ubyte r = float_to_ubyte(sampler->border_color[0]);
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ubyte g = float_to_ubyte(sampler->border_color[1]);
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@ -127,10 +127,6 @@ static void update_sampler(struct i915_context *i915,
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#endif
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state[1] |= (unit << SS3_TEXTUREMAP_INDEX_SHIFT);
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if (is_power_of_two_texture(mt)) {
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state[1] |= SS3_NORMALIZED_COORDS;
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}
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}
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void i915_update_samplers( struct i915_context *i915 )
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@ -243,6 +243,7 @@ struct pipe_sampler_state
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unsigned compare:1; /**< shadow/depth compare enabled? */
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unsigned compare_mode:1; /**< PIPE_TEX_COMPARE_x */
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unsigned compare_func:3; /**< PIPE_FUNC_x */
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unsigned normalized_coords:1; /**< Are coords normalized to [0,1]? */
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float shadow_ambient; /**< shadow test fail color/intensity */
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float min_lod;
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float max_lod;
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@ -427,8 +427,9 @@ compute_lambda(struct tgsi_sampler *sampler,
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float dsdy = s[QUAD_TOP_LEFT] - s[QUAD_BOTTOM_LEFT];
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dsdx = FABSF(dsdx);
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dsdy = FABSF(dsdy);
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/* XXX only multiply by width for NORMALIZEd texcoords */
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rho = MAX2(dsdx, dsdy) * sampler->texture->width0;
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rho = MAX2(dsdx, dsdy);
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if (sampler->state->normalized_coords)
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rho *= sampler->texture->width0;
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}
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if (t) {
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float dtdx = t[QUAD_BOTTOM_RIGHT] - t[QUAD_BOTTOM_LEFT];
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@ -436,8 +437,9 @@ compute_lambda(struct tgsi_sampler *sampler,
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float max;
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dtdx = FABSF(dtdx);
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dtdy = FABSF(dtdy);
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/* XXX only multiply by height for NORMALIZEd texcoords */
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max = MAX2(dtdx, dtdy) * sampler->texture->height0;
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max = MAX2(dtdx, dtdy);
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if (sampler->state->normalized_coords)
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max *= sampler->texture->height0;
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rho = MAX2(rho, max);
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}
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if (p) {
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@ -446,8 +448,9 @@ compute_lambda(struct tgsi_sampler *sampler,
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float max;
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dpdx = FABSF(dpdx);
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dpdy = FABSF(dpdy);
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/* XXX only multiply by depth for NORMALIZEd texcoords */
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max = MAX2(dpdx, dpdy) * sampler->texture->depth0;
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max = MAX2(dpdx, dpdy);
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if (sampler->state->normalized_coords)
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max *= sampler->texture->depth0;
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rho = MAX2(rho, max);
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}
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@ -647,8 +650,13 @@ sp_get_samples_2d_common(struct tgsi_sampler *sampler,
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choose_mipmap_levels(sampler, s, t, p, lodbias,
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&level0, &level1, &levelBlend, &imgFilter);
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width = sampler->texture->level[level0].width;
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height = sampler->texture->level[level0].height;
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if (sampler->state->normalized_coords) {
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width = sampler->texture->level[level0].width;
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height = sampler->texture->level[level0].height;
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}
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else {
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width = height = 1.0;
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}
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assert(width > 0);
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@ -136,6 +136,9 @@ update_samplers(struct st_context *st)
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sampler.min_mip_filter = gl_filter_to_mip_filter(texobj->MinFilter);
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sampler.mag_img_filter = gl_filter_to_img_filter(texobj->MagFilter);
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if (texobj->Target != GL_TEXTURE_RECTANGLE_ARB)
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sampler.normalized_coords = 1;
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sampler.lod_bias = st->ctx->Texture.Unit[u].LodBias;
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#if 1
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sampler.min_lod = texobj->MinLod;
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@ -558,6 +558,7 @@ draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
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sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
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sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
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sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
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sampler.normalized_coords = 1;
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cso = st_cached_sampler_state(ctx->st, &sampler);
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pipe->bind_sampler_state(pipe, unit, cso->data);
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}
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