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.
This commit is contained in:
Eric Anholt 2009-10-29 11:52:28 -07:00
parent 3744472441
commit f8f40b53a6
4 changed files with 46 additions and 40 deletions

View file

@ -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 */

View file

@ -66,19 +66,6 @@ static GLuint translate_wrap_mode( GLenum wrap )
}
}
static GLuint U_FIXED(GLfloat value, GLuint frac_bits)
{
value *= (1<<frac_bits);
return value < 0 ? 0 : value;
}
static GLint S_FIXED(GLfloat value, GLuint frac_bits)
{
return value * (1<<frac_bits);
}
static dri_bo *upload_default_color( struct brw_context *brw,
const GLfloat *color )
{

View file

@ -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) \

View file

@ -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]);