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authorCorbin Simpson <[email protected]>2008-06-29 10:30:47 -0700
committerCorbin Simpson <[email protected]>2008-06-29 10:32:19 -0700
commita74d22ba715da5e52efb15aebd15a74851f87d43 (patch)
treee4df3b713a86f6793a55e2e7d723bf2a0a207033
parent543893eefdc82ecd21e346320e89a471c5c12158 (diff)
r300: Change LOD bias emission to more closely follow per-tex rules.
Okay, this time it's for real, and for good. This should be a perma-fix.
-rw-r--r--src/mesa/drivers/dri/r300/r300_state.c6
-rw-r--r--src/mesa/drivers/dri/r300/r300_tex.c10
2 files changed, 12 insertions, 4 deletions
diff --git a/src/mesa/drivers/dri/r300/r300_state.c b/src/mesa/drivers/dri/r300/r300_state.c
index 1d4472d59ef..00351014af3 100644
--- a/src/mesa/drivers/dri/r300/r300_state.c
+++ b/src/mesa/drivers/dri/r300/r300_state.c
@@ -1456,8 +1456,10 @@ static void r300SetupTextures(GLcontext * ctx)
r300->hw.tex.filter.cmd[R300_TEX_VALUE_0 +
hw_tmu] =
gen_fixed_filter(t->filter) | (hw_tmu << 28);
- r300->hw.tex.filter_1.cmd[R300_TEX_VALUE_0 + hw_tmu] = t->filter_1
- | r300CalculateTexLodBias(r300->LODBias);
+ /* Make LOD bias a bit more per-tex and less per-everything. */
+ t->filter_1 &= ~R300_LOD_BIAS_MASK;
+ t->filter_1 |= r300CalculateTexLodBias(ctx->Texture.Unit[i].LodBias);
+ r300->hw.tex.filter_1.cmd[R300_TEX_VALUE_0 + hw_tmu] = t->filter_1;
r300->hw.tex.size.cmd[R300_TEX_VALUE_0 + hw_tmu] =
t->size;
r300->hw.tex.format.cmd[R300_TEX_VALUE_0 +
diff --git a/src/mesa/drivers/dri/r300/r300_tex.c b/src/mesa/drivers/dri/r300/r300_tex.c
index 505951329fe..4ed71777d39 100644
--- a/src/mesa/drivers/dri/r300/r300_tex.c
+++ b/src/mesa/drivers/dri/r300/r300_tex.c
@@ -955,7 +955,6 @@ static void r300TexEnv(GLcontext * ctx, GLenum target,
*/
switch (pname) {
case GL_TEXTURE_LOD_BIAS_EXT: {
- /* Needs to be relocated in order to make sure we got the right tmu */
GLfloat bias, min;
/* The R300's LOD bias is a signed 2's complement value with a
@@ -968,7 +967,14 @@ static void r300TexEnv(GLcontext * ctx, GLenum target,
"no_neg_lod_bias") ? 0.0 : -16.0;
bias = CLAMP(bias, min, 16.0);
- rmesa->LODBias = bias;
+ /* There's probably a magic Mesa method for finding the REAL
+ * texture unit. I don't know it, though. */
+ if (!(ctx->Texture._EnabledUnits & (1 << ctx->Texture.CurrentUnit))) {
+ break;
+ }
+
+ /* Save our newly clamped LOD bias. */
+ ctx->Texture.Unit[ctx->Texture.CurrentUnit].LodBias = bias;
break;
}