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authorRoland Scheidegger <[email protected]>2017-09-18 04:52:26 +0200
committerRoland Scheidegger <[email protected]>2017-09-20 21:18:54 +0200
commit886626960bca51bdfc0880e3830c0a95ea143c4c (patch)
tree8952af710d282250a2b1565d24bec1c35784bf16 /docs/codingstyle.html
parent4b41361894214de7f34c555dbd6f60983967db39 (diff)
llvmpipe, gallivm: implement lod queries (LODQ opcode)
This uses all the existing code to calculate lod values for mip linear filtering. Though we'll have to disable the simplifications (if we know some parts of the lod calculation won't actually matter for filtering purposes due to mip clamps etc.). For better or worse, we'll also disable lod calculation hacks (mostly should make a difference for cube maps) always - the issue with per-pixel lod being difficult is mostly because we then have different mipmaps needed for the actual texel fetch, which isn't a problem with lodq. We still use approximation for the log2 - for that reason I believe the float part of the lod is only accurate to about 4-5 bits (and one bit less with 1d textures actually) which is hopefully good enough (though d3d10 technically requires 6 bits - could use quadratic interpolation instead of linear to get 8 bits or so). Since lodq requires unclamped lod, we also have to move some sampler key calculations to texture sampling code - even if we know we're going to access mipmap 0 we still have to calculate lod and apply lod_bias for lodq. Passes piglit ARB_texture_query_lod tests (after having fixed the test). Reviewed-by: Jose Fonseca <[email protected]>
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