mesa/src/gallium
daoxiang.gong 6cadf5cc2d zink - Fix for minLod and maxLod when mipmap filter is disabled
According to spec 4.6 section 8.14 (TEXTURE MINIFICATION),  λ(x, y) is clamped to minLod and maxLod first and then used to choose minification or magnification: “If λ(x, y) is less than or equal to zero the texture is said to be magnified; if it is greater, the texture is minified. “

Prior to this change, Zink hard-coded minLod and maxLod to be [0.0, 0.25]. Some problems can be seen here:

If lambda originally is 0.3, and app sets minLod = 0.0f, maxLod = 0.0f, and minFilter = Linear, magFilter = Nearest:
According to the spec, lambda is clamped to 0.0 first, so magnification should be chosen, but on Zink lambda was clamped to 0.25, minification was chosen incorrectly.

Similarly if app sets minLod = 3.0f and maxLod = 3.0f
 According to the spec, minification should be used regardless of lambda, but Zink would allow magnification if lambda was less than or equal to zero.

This is fixed by individually clamping minLod and maxLod to [0, 0.25].

Signed-off-by: daoxiang.gong <daoxiang.gong@imgtec.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26933>
2024-04-03 18:53:58 +00:00
..
auxiliary vl_win32_screen_create: Take ownership of winsys injected to created d3d12_screen 2024-04-03 14:50:28 +00:00
drivers zink - Fix for minLod and maxLod when mipmap filter is disabled 2024-04-03 18:53:58 +00:00
frontends NirShader: don't fail on null constant_buffer 2024-04-03 09:26:38 +00:00
include radeonsi/vcn: add enc surface alignment caps 2024-03-25 14:38:46 +00:00
targets meson: add VK_DRIVER_FILES to devenv, alongside the old VK_ICD_FILENAMES 2024-04-02 18:08:52 +00:00
tests gallium/util: add take_ownership parameter into util_draw_vertex_buffer 2024-02-07 09:19:42 +00:00
tools gallium: remove take_ownership from set_vertex_buffers, assume it's true 2024-02-07 09:19:42 +00:00
winsys treewide: Replace usage of macro DEBUG with MESA_DEBUG when possible 2024-03-22 18:22:34 +00:00
meson.build d3d10umd: Rename d3d10sw target to d3d10umd 2024-02-05 16:59:22 +00:00
README.portability util: include "util/compiler.h" instead of "pipe/p_compiler.h" 2023-06-27 18:18:30 +08:00

	      CROSS-PLATFORM PORTABILITY GUIDELINES FOR GALLIUM3D 


= General Considerations =

The frontend and winsys driver support a rather limited number of
platforms. However, the pipe drivers are meant to run in a wide number of
platforms. Hence the pipe drivers, the auxiliary modules, and all public
headers in general, should strictly follow these guidelines to ensure


= Compiler Support =

* Include the util/compiler.h.

* Cast explicitly when converting to integer types of smaller sizes.

* Cast explicitly when converting between float, double and integral types.

* Don't use named struct initializers.

* Don't use variable number of macro arguments. Use static inline functions
instead.

* Don't use C99 features.

= Standard Library =

* Avoid including standard library headers. Most standard library functions are
not available in Windows Kernel Mode. Use the appropriate p_*.h include.

== Memory Allocation ==

* Use MALLOC, CALLOC, FREE instead of the malloc, calloc, free functions.

* Use align_pointer() function defined in u_memory.h for aligning pointers
 in a portable way.

== Debugging ==

* Use the functions/macros in p_debug.h.

* Don't include assert.h, call abort, printf, etc.


= Code Style =

== Inherantice in C ==

The main thing we do is mimic inheritance by structure containment.

Here's a silly made-up example:

/* base class */
struct buffer
{
  int size;
  void (*validate)(struct buffer *buf);
};

/* sub-class of bufffer */
struct texture_buffer
{
  struct buffer base;  /* the base class, MUST COME FIRST! */
  int format;
  int width, height;
};


Then, we'll typically have cast-wrapper functions to convert base-class 
pointers to sub-class pointers where needed:

static inline struct vertex_buffer *vertex_buffer(struct buffer *buf)
{
  return (struct vertex_buffer *) buf;
}


To create/init a sub-classed object:

struct buffer *create_texture_buffer(int w, int h, int format)
{
  struct texture_buffer *t = malloc(sizeof(*t));
  t->format = format;
  t->width = w;
  t->height = h;
  t->base.size = w * h;
  t->base.validate = tex_validate;
  return &t->base;
}

Example sub-class method:

void tex_validate(struct buffer *buf)
{
  struct texture_buffer *tb = texture_buffer(buf);
  assert(tb->format);
  assert(tb->width);
  assert(tb->height);
}


Note that we typically do not use typedefs to make "class names"; we use
'struct whatever' everywhere.

Gallium's pipe_context and the subclassed psb_context, etc are prime examples 
of this.  There's also many examples in Mesa and the Mesa state tracker.