diff options
author | Eric Anholt <[email protected]> | 2014-10-02 22:14:03 -0700 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2014-10-19 08:42:33 +0100 |
commit | 572fba95e4cd85aebdde9bd757c17f719af2af04 (patch) | |
tree | 9a8e72c55c67b4a9190e9812ab3e38fc98d5a462 /src/gallium/drivers/vc4/vc4_state.c | |
parent | 15eb4c59f6504473989e6a064fda11d6c009ed8f (diff) |
vc4: Add support for rebasing texture levels so firstlevel == 0.
GLES2 doesn't have GL_TEXTURE_BASE_LEVEL, so the hardware doesn't. Fixes
piglit levelclamp, tex-miplevel-selection, and texture-storage/2D mipmap
rendering.
Diffstat (limited to 'src/gallium/drivers/vc4/vc4_state.c')
-rw-r--r-- | src/gallium/drivers/vc4/vc4_state.c | 26 |
1 files changed, 25 insertions, 1 deletions
diff --git a/src/gallium/drivers/vc4/vc4_state.c b/src/gallium/drivers/vc4/vc4_state.c index 099006b3e57..d3219b39d61 100644 --- a/src/gallium/drivers/vc4/vc4_state.c +++ b/src/gallium/drivers/vc4/vc4_state.c @@ -483,7 +483,28 @@ vc4_create_sampler_view(struct pipe_context *pctx, struct pipe_resource *prsc, return NULL; *so = *cso; + pipe_reference(NULL, &prsc->reference); + + /* There is no hardware level clamping, and the start address of a + * texture may be misaligned, so in that case we have to copy to a + * temporary. + */ + if (so->u.tex.first_level) { + struct vc4_resource *shadow_parent = vc4_resource(prsc); + struct pipe_resource tmpl = shadow_parent->base.b; + struct vc4_resource *clone; + + tmpl.width0 = u_minify(tmpl.width0, so->u.tex.first_level); + tmpl.height0 = u_minify(tmpl.height0, so->u.tex.first_level); + tmpl.last_level = so->u.tex.last_level - so->u.tex.first_level; + + prsc = vc4_resource_create(pctx->screen, &tmpl); + clone = vc4_resource(prsc); + clone->shadow_parent = &shadow_parent->base.b; + /* Flag it as needing update of the contents from the parent. */ + clone->writes = shadow_parent->writes - 1; + } so->texture = prsc; so->reference.count = 1; so->context = pctx; @@ -514,8 +535,11 @@ vc4_set_sampler_views(struct pipe_context *pctx, unsigned shader, vc4->dirty |= VC4_DIRTY_TEXSTATE; for (i = 0; i < nr; i++) { - if (views[i]) + if (views[i]) { new_nr = i + 1; + if (views[i]->u.tex.first_level != 0) + vc4_update_shadow_baselevel_texture(pctx, views[i]); + } pipe_sampler_view_reference(&stage_tex->textures[i], views[i]); stage_tex->dirty_samplers |= (1 << i); } |