i965: Add various plumbing for cubemap arrays

V4: Fixed style nits

Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Chris Forbes 2012-11-22 17:55:08 +13:00 committed by Eric Anholt
parent 2cae9f2d4a
commit 0cda3382a6
5 changed files with 11 additions and 3 deletions

View File

@ -70,6 +70,10 @@ void
brw_miptree_layout(struct intel_context *intel, struct intel_mipmap_tree *mt)
{
switch (mt->target) {
case GL_TEXTURE_CUBE_MAP_ARRAY:
brw_miptree_layout_texture_array(intel, mt);
break;
case GL_TEXTURE_CUBE_MAP:
if (intel->gen >= 5) {
/* On Ironlake, cube maps are finally represented as just a series of

View File

@ -248,7 +248,8 @@ static void brw_update_sampler_state(struct brw_context *brw,
/* Cube-maps on 965 and later must use the same wrap mode for all 3
* coordinate dimensions. Futher, only CUBE and CLAMP are valid.
*/
if (texObj->Target == GL_TEXTURE_CUBE_MAP) {
if (texObj->Target == GL_TEXTURE_CUBE_MAP ||
texObj->Target == GL_TEXTURE_CUBE_MAP_ARRAY) {
if (ctx->Texture.CubeMapSeamless &&
(gl_sampler->MinFilter != GL_NEAREST ||
gl_sampler->MagFilter != GL_NEAREST)) {

View File

@ -65,6 +65,7 @@ translate_tex_target(GLenum target)
return BRW_SURFACE_3D;
case GL_TEXTURE_CUBE_MAP:
case GL_TEXTURE_CUBE_MAP_ARRAY:
return BRW_SURFACE_CUBE;
default:

View File

@ -111,7 +111,8 @@ gen7_update_sampler_state(struct brw_context *brw, int unit, int ss_index,
/* Cube-maps on 965 and later must use the same wrap mode for all 3
* coordinate dimensions. Futher, only CUBE and CLAMP are valid.
*/
if (texObj->Target == GL_TEXTURE_CUBE_MAP) {
if (texObj->Target == GL_TEXTURE_CUBE_MAP ||
texObj->Target == GL_TEXTURE_CUBE_MAP_ARRAY) {
if (ctx->Texture.CubeMapSeamless &&
(gl_sampler->MinFilter != GL_NEAREST ||
gl_sampler->MagFilter != GL_NEAREST)) {

View File

@ -328,7 +328,8 @@ gen7_update_texture_surface(struct gl_context *ctx,
firstImage->InternalFormat,
tObj->DepthMode,
sampler->sRGBDecode);
if (tObj->Target == GL_TEXTURE_CUBE_MAP) {
if (tObj->Target == GL_TEXTURE_CUBE_MAP ||
tObj->Target == GL_TEXTURE_CUBE_MAP_ARRAY) {
surf->ss0.cube_pos_x = 1;
surf->ss0.cube_pos_y = 1;
surf->ss0.cube_pos_z = 1;