broadcom/vc5: Shift the min/max lod fields by the BASE_LEVEL.

The lod clamping is what limits you between base and last level, and the
base level field is just there to help decide where the min/mag change
happens.

Fixes tex-miplevel-selection GL2:texture()
This commit is contained in:
Eric Anholt 2017-11-02 12:49:46 -07:00
parent 521e1d0275
commit eeb9e80272
2 changed files with 15 additions and 4 deletions

View File

@ -130,9 +130,21 @@ emit_one_texture(struct vc5_context *vc5, struct vc5_texture_stateobj *stage_tex
.border_color_blue = swizzled_border_color(psampler, sview, 2),
.border_color_alpha = swizzled_border_color(psampler, sview, 3),
/* XXX: Disable min/maxlod for txf */
.max_level_of_detail = MIN2(MIN2(psampler->max_lod,
VC5_MAX_MIP_LEVELS),
/* In the normal texturing path, the LOD gets clamped between
* min/max, and the base_level field (set in the sampler view
* from first_level) only decides where the min/mag switch
* happens, so we need to use the LOD clamps to keep us
* between min and max.
*
* For txf, the LOD clamp is still used, despite GL not
* wanting that. We will need to have a separate
* TEXTURE_SHADER_STATE that ignores psview->min/max_lod to
* support txf properly.
*/
.min_level_of_detail = (psview->u.tex.first_level +
MAX2(psampler->min_lod, 0)),
.max_level_of_detail = MIN2(psview->u.tex.first_level +
psampler->max_lod,
psview->u.tex.last_level),
.texture_base_pointer = cl_address(rsc->bo,

View File

@ -524,7 +524,6 @@ vc5_create_sampler_state(struct pipe_context *pctx,
}
v3dx_pack(&so->texture_shader_state, TEXTURE_SHADER_STATE, tex) {
tex.min_level_of_detail = MAX2(cso->min_lod, 0.0);
tex.depth_compare_function = cso->compare_func;
tex.fixed_bias = cso->lod_bias;
}