diff options
author | Brian Paul <[email protected]> | 2010-03-23 17:55:41 -0600 |
---|---|---|
committer | Brian Paul <[email protected]> | 2010-03-23 17:55:43 -0600 |
commit | 2b5de09b3ea8754fb004d4f216bca29303f99490 (patch) | |
tree | 677402b55f79bae9beb5145c71f5a7aa3286c33b | |
parent | 8ba47561dd45e1cd737992544545d7fa0f61918b (diff) |
swrast: improve depth texture mipmap selection
We still don't do proper min/mag filtering but this is better than just
sampling the base mipmap level all the time.
Fixes piglit depth-level-clamp test. Fixes fd.o bug 27256.
-rw-r--r-- | src/mesa/swrast/s_texfilter.c | 41 |
1 files changed, 30 insertions, 11 deletions
diff --git a/src/mesa/swrast/s_texfilter.c b/src/mesa/swrast/s_texfilter.c index 997c2f4bb79..3fc554c5a20 100644 --- a/src/mesa/swrast/s_texfilter.c +++ b/src/mesa/swrast/s_texfilter.c @@ -488,14 +488,15 @@ tex_array_slice(GLfloat coord, GLsizei size) /** * Compute nearest integer texcoords for given texobj and coordinate. + * NOTE: only used for depth texture sampling. */ static INLINE void nearest_texcoord(const struct gl_texture_object *texObj, + GLuint level, const GLfloat texcoord[4], GLint *i, GLint *j, GLint *k) { - const GLint baseLevel = texObj->BaseLevel; - const struct gl_texture_image *img = texObj->Image[0][baseLevel]; + const struct gl_texture_image *img = texObj->Image[0][level]; const GLint width = img->Width; const GLint height = img->Height; const GLint depth = img->Depth; @@ -534,15 +535,16 @@ nearest_texcoord(const struct gl_texture_object *texObj, /** * Compute linear integer texcoords for given texobj and coordinate. + * NOTE: only used for depth texture sampling. */ static INLINE void linear_texcoord(const struct gl_texture_object *texObj, + GLuint level, const GLfloat texcoord[4], GLint *i0, GLint *i1, GLint *j0, GLint *j1, GLint *slice, GLfloat *wi, GLfloat *wj) { - const GLint baseLevel = texObj->BaseLevel; - const struct gl_texture_image *img = texObj->Image[0][baseLevel]; + const struct gl_texture_image *img = texObj->Image[0][level]; const GLint width = img->Width; const GLint height = img->Height; const GLint depth = img->Depth; @@ -2963,7 +2965,26 @@ shadow_compare4(GLenum function, GLfloat coord, /** - * Sample a shadow/depth texture. + * Choose the mipmap level to use when sampling from a depth texture. + */ +static int +choose_depth_texture_level(const struct gl_texture_object *tObj, GLfloat lambda) +{ + GLint level; + + lambda = CLAMP(lambda, tObj->MinLod, tObj->MaxLod); + + level = (GLint) lambda; + + level = CLAMP(level, tObj->BaseLevel, tObj->_MaxLevel); + + return level; +} + + +/** + * Sample a shadow/depth texture. This function is incomplete. It doesn't + * check for minification vs. magnification, etc. */ static void sample_depth_texture( GLcontext *ctx, @@ -2971,8 +2992,8 @@ sample_depth_texture( GLcontext *ctx, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat texel[][4] ) { - const GLint baseLevel = tObj->BaseLevel; - const struct gl_texture_image *img = tObj->Image[0][baseLevel]; + const GLint level = choose_depth_texture_level(tObj, lambda[0]); + const struct gl_texture_image *img = tObj->Image[0][level]; const GLint width = img->Width; const GLint height = img->Height; const GLint depth = img->Depth; @@ -2982,8 +3003,6 @@ sample_depth_texture( GLcontext *ctx, GLenum function; GLfloat result; - (void) lambda; - ASSERT(img->_BaseFormat == GL_DEPTH_COMPONENT || img->_BaseFormat == GL_DEPTH_STENCIL_EXT); @@ -3006,7 +3025,7 @@ sample_depth_texture( GLcontext *ctx, GLfloat depthSample; GLint col, row, slice; - nearest_texcoord(tObj, texcoords[i], &col, &row, &slice); + nearest_texcoord(tObj, level, texcoords[i], &col, &row, &slice); if (col >= 0 && row >= 0 && col < width && row < height && slice >= 0 && slice < depth) { @@ -3044,7 +3063,7 @@ sample_depth_texture( GLcontext *ctx, GLfloat wi, wj; GLuint useBorderTexel; - linear_texcoord(tObj, texcoords[i], &i0, &i1, &j0, &j1, &slice, + linear_texcoord(tObj, level, texcoords[i], &i0, &i1, &j0, &j1, &slice, &wi, &wj); useBorderTexel = 0; |