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()
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@ -130,9 +130,21 @@ emit_one_texture(struct vc5_context *vc5, struct vc5_texture_stateobj *stage_tex
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.border_color_blue = swizzled_border_color(psampler, sview, 2),
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.border_color_alpha = swizzled_border_color(psampler, sview, 3),
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/* XXX: Disable min/maxlod for txf */
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.max_level_of_detail = MIN2(MIN2(psampler->max_lod,
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VC5_MAX_MIP_LEVELS),
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/* In the normal texturing path, the LOD gets clamped between
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* min/max, and the base_level field (set in the sampler view
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* from first_level) only decides where the min/mag switch
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* happens, so we need to use the LOD clamps to keep us
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* between min and max.
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*
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* For txf, the LOD clamp is still used, despite GL not
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* wanting that. We will need to have a separate
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* TEXTURE_SHADER_STATE that ignores psview->min/max_lod to
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* support txf properly.
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*/
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.min_level_of_detail = (psview->u.tex.first_level +
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MAX2(psampler->min_lod, 0)),
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.max_level_of_detail = MIN2(psview->u.tex.first_level +
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psampler->max_lod,
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psview->u.tex.last_level),
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.texture_base_pointer = cl_address(rsc->bo,
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@ -524,7 +524,6 @@ vc5_create_sampler_state(struct pipe_context *pctx,
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}
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v3dx_pack(&so->texture_shader_state, TEXTURE_SHADER_STATE, tex) {
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tex.min_level_of_detail = MAX2(cso->min_lod, 0.0);
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tex.depth_compare_function = cso->compare_func;
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tex.fixed_bias = cso->lod_bias;
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}
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