intel: Drop TEXTURE_RECTANGLE check in miptree layout setup.

It's already handled by our non-mipmapped MinFilter, since
TEXTURE_RECTANGLE is always NEAREST or LINEAR.
This commit is contained in:
Eric Anholt 2011-01-05 14:12:34 -08:00
parent 8f0005bfd5
commit 6f31da584f

View file

@ -29,44 +29,31 @@ intel_calculate_first_last_level(struct intel_context *intel,
/* Yes, this looks overly complicated, but it's all needed.
*/
switch (tObj->Target) {
case GL_TEXTURE_1D:
case GL_TEXTURE_2D:
case GL_TEXTURE_3D:
case GL_TEXTURE_CUBE_MAP:
if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) {
/* GL_NEAREST and GL_LINEAR only care about GL_TEXTURE_BASE_LEVEL.
*/
lastLevel = tObj->BaseLevel;
if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) {
/* GL_NEAREST and GL_LINEAR only care about GL_TEXTURE_BASE_LEVEL.
*/
lastLevel = tObj->BaseLevel;
} else {
if (intel->gen == 2) {
firstLevel += (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).
*/
lastLevel = MIN2(tObj->BaseLevel + baseImage->MaxLog2,
tObj->MaxLevel);
/* need at least one level */
lastLevel = MAX2(firstLevel, lastLevel);
}
else {
if (intel->gen == 2) {
firstLevel += (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).
*/
lastLevel = MIN2(tObj->BaseLevel + baseImage->MaxLog2,
tObj->MaxLevel);
/* need at least one level */
lastLevel = MAX2(firstLevel, lastLevel);
}
}
break;
case GL_TEXTURE_RECTANGLE_NV:
lastLevel = 0;
break;
default:
return;
}
/* save these values */