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-rw-r--r--src/mesa/drivers/dri/i915/i830_texstate.c26
-rw-r--r--src/mesa/drivers/dri/i915/i915_texstate.c40
2 files changed, 35 insertions, 31 deletions
diff --git a/src/mesa/drivers/dri/i915/i830_texstate.c b/src/mesa/drivers/dri/i915/i830_texstate.c
index 7554bd5e7b9..3298dbb69f5 100644
--- a/src/mesa/drivers/dri/i915/i830_texstate.c
+++ b/src/mesa/drivers/dri/i915/i830_texstate.c
@@ -29,6 +29,7 @@
#include "main/enums.h"
#include "main/colormac.h"
#include "main/macros.h"
+#include "main/samplerobj.h"
#include "intel_mipmap_tree.h"
#include "intel_tex.h"
@@ -120,6 +121,7 @@ i830_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
struct gl_texture_object *tObj = tUnit->_Current;
struct intel_texture_object *intelObj = intel_texture_object(tObj);
struct gl_texture_image *firstImage;
+ struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit);
GLuint *state = i830->state.Tex[unit], format, pitch;
GLint lodbias;
GLubyte border[4];
@@ -193,7 +195,7 @@ i830_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
float maxlod;
uint32_t minlod_fixed, maxlod_fixed;
- switch (tObj->Sampler.MinFilter) {
+ switch (sampler->MinFilter) {
case GL_NEAREST:
minFilt = FILTER_NEAREST;
mipFilt = MIPFILTER_NONE;
@@ -222,12 +224,12 @@ i830_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
return GL_FALSE;
}
- if (tObj->Sampler.MaxAnisotropy > 1.0) {
+ if (sampler->MaxAnisotropy > 1.0) {
minFilt = FILTER_ANISOTROPIC;
magFilt = FILTER_ANISOTROPIC;
}
else {
- switch (tObj->Sampler.MagFilter) {
+ switch (sampler->MagFilter) {
case GL_NEAREST:
magFilt = FILTER_NEAREST;
break;
@@ -239,7 +241,7 @@ i830_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
}
}
- lodbias = (int) ((tUnit->LodBias + tObj->Sampler.LodBias) * 16.0);
+ lodbias = (int) ((tUnit->LodBias + sampler->LodBias) * 16.0);
if (lodbias < -64)
lodbias = -64;
if (lodbias > 63)
@@ -259,8 +261,8 @@ i830_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
* addressable (smallest resolution) LOD. Use it to cover both
* MAX_LEVEL and MAX_LOD.
*/
- minlod_fixed = U_FIXED(CLAMP(tObj->Sampler.MinLod, 0.0, 11), 4);
- maxlod = MIN2(tObj->Sampler.MaxLod, tObj->_MaxLevel - tObj->BaseLevel);
+ minlod_fixed = U_FIXED(CLAMP(sampler->MinLod, 0.0, 11), 4);
+ maxlod = MIN2(sampler->MaxLod, tObj->_MaxLevel - tObj->BaseLevel);
if (intel->intelScreen->deviceID == PCI_CHIP_I855_GM ||
intel->intelScreen->deviceID == PCI_CHIP_I865_G) {
maxlod_fixed = U_FIXED(CLAMP(maxlod, 0.0, 11.75), 2);
@@ -279,8 +281,8 @@ i830_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
}
{
- GLenum ws = tObj->Sampler.WrapS;
- GLenum wt = tObj->Sampler.WrapT;
+ GLenum ws = sampler->WrapS;
+ GLenum wt = sampler->WrapT;
/* 3D textures not available on i830
@@ -300,10 +302,10 @@ i830_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
}
/* convert border color from float to ubyte */
- CLAMPED_FLOAT_TO_UBYTE(border[0], tObj->Sampler.BorderColor.f[0]);
- CLAMPED_FLOAT_TO_UBYTE(border[1], tObj->Sampler.BorderColor.f[1]);
- CLAMPED_FLOAT_TO_UBYTE(border[2], tObj->Sampler.BorderColor.f[2]);
- CLAMPED_FLOAT_TO_UBYTE(border[3], tObj->Sampler.BorderColor.f[3]);
+ CLAMPED_FLOAT_TO_UBYTE(border[0], sampler->BorderColor.f[0]);
+ CLAMPED_FLOAT_TO_UBYTE(border[1], sampler->BorderColor.f[1]);
+ CLAMPED_FLOAT_TO_UBYTE(border[2], sampler->BorderColor.f[2]);
+ CLAMPED_FLOAT_TO_UBYTE(border[3], sampler->BorderColor.f[3]);
state[I830_TEXREG_TM0S4] = PACK_COLOR_8888(border[3],
border[0],
diff --git a/src/mesa/drivers/dri/i915/i915_texstate.c b/src/mesa/drivers/dri/i915/i915_texstate.c
index 742bb994adb..5aa2ea18048 100644
--- a/src/mesa/drivers/dri/i915/i915_texstate.c
+++ b/src/mesa/drivers/dri/i915/i915_texstate.c
@@ -29,6 +29,7 @@
#include "main/enums.h"
#include "main/macros.h"
#include "main/colormac.h"
+#include "main/samplerobj.h"
#include "intel_mipmap_tree.h"
#include "intel_tex.h"
@@ -136,6 +137,7 @@ i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
struct gl_texture_object *tObj = tUnit->_Current;
struct intel_texture_object *intelObj = intel_texture_object(tObj);
struct gl_texture_image *firstImage;
+ struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit);
GLuint *state = i915->state.Tex[unit], format, pitch;
GLint lodbias, aniso = 0;
GLubyte border[4];
@@ -164,7 +166,7 @@ i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
format = translate_texture_format(firstImage->TexFormat,
firstImage->InternalFormat,
- tObj->Sampler.DepthMode);
+ sampler->DepthMode);
pitch = intelObj->mt->region->pitch * intelObj->mt->cpp;
state[I915_TEXREG_MS3] =
@@ -181,7 +183,7 @@ i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
* (lowest resolution) LOD. Use it to cover both MAX_LEVEL and
* MAX_LOD.
*/
- maxlod = MIN2(tObj->Sampler.MaxLod, tObj->_MaxLevel - tObj->BaseLevel);
+ maxlod = MIN2(sampler->MaxLod, tObj->_MaxLevel - tObj->BaseLevel);
state[I915_TEXREG_MS4] =
((((pitch / 4) - 1) << MS4_PITCH_SHIFT) |
MS4_CUBE_FACE_ENA_MASK |
@@ -192,7 +194,7 @@ i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
{
GLuint minFilt, mipFilt, magFilt;
- switch (tObj->Sampler.MinFilter) {
+ switch (sampler->MinFilter) {
case GL_NEAREST:
minFilt = FILTER_NEAREST;
mipFilt = MIPFILTER_NONE;
@@ -221,16 +223,16 @@ i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
return GL_FALSE;
}
- if (tObj->Sampler.MaxAnisotropy > 1.0) {
+ if (sampler->MaxAnisotropy > 1.0) {
minFilt = FILTER_ANISOTROPIC;
magFilt = FILTER_ANISOTROPIC;
- if (tObj->Sampler.MaxAnisotropy > 2.0)
+ if (sampler->MaxAnisotropy > 2.0)
aniso = SS2_MAX_ANISO_4;
else
aniso = SS2_MAX_ANISO_2;
}
else {
- switch (tObj->Sampler.MagFilter) {
+ switch (sampler->MagFilter) {
case GL_NEAREST:
magFilt = FILTER_NEAREST;
break;
@@ -242,7 +244,7 @@ i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
}
}
- lodbias = (int) ((tUnit->LodBias + tObj->Sampler.LodBias) * 16.0);
+ lodbias = (int) ((tUnit->LodBias + sampler->LodBias) * 16.0);
if (lodbias < -256)
lodbias = -256;
if (lodbias > 255)
@@ -258,14 +260,14 @@ i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
/* Shadow:
*/
- if (tObj->Sampler.CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB &&
+ if (sampler->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB &&
tObj->Target != GL_TEXTURE_3D) {
if (tObj->Target == GL_TEXTURE_1D)
return GL_FALSE;
state[I915_TEXREG_SS2] |=
(SS2_SHADOW_ENABLE |
- intel_translate_shadow_compare_func(tObj->Sampler.CompareFunc));
+ intel_translate_shadow_compare_func(sampler->CompareFunc));
minFilt = FILTER_4X4_FLAT;
magFilt = FILTER_4X4_FLAT;
@@ -278,9 +280,9 @@ i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
}
{
- GLenum ws = tObj->Sampler.WrapS;
- GLenum wt = tObj->Sampler.WrapT;
- GLenum wr = tObj->Sampler.WrapR;
+ GLenum ws = sampler->WrapS;
+ GLenum wt = sampler->WrapT;
+ GLenum wr = sampler->WrapR;
float minlod;
/* We program 1D textures as 2D textures, so the 2D texcoord could
@@ -298,8 +300,8 @@ i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
* clamp_to_border.
*/
if (tObj->Target == GL_TEXTURE_3D &&
- (tObj->Sampler.MinFilter != GL_NEAREST ||
- tObj->Sampler.MagFilter != GL_NEAREST) &&
+ (sampler->MinFilter != GL_NEAREST ||
+ sampler->MagFilter != GL_NEAREST) &&
(ws == GL_CLAMP ||
wt == GL_CLAMP ||
wr == GL_CLAMP ||
@@ -322,7 +324,7 @@ i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
(translate_wrap_mode(wt) << SS3_TCY_ADDR_MODE_SHIFT) |
(translate_wrap_mode(wr) << SS3_TCZ_ADDR_MODE_SHIFT));
- minlod = MIN2(tObj->Sampler.MinLod, tObj->_MaxLevel - tObj->BaseLevel);
+ minlod = MIN2(sampler->MinLod, tObj->_MaxLevel - tObj->BaseLevel);
state[I915_TEXREG_SS3] |= (unit << SS3_TEXTUREMAP_INDEX_SHIFT);
state[I915_TEXREG_SS3] |= (U_FIXED(CLAMP(minlod, 0.0, 11.0), 4) <<
SS3_MIN_LOD_SHIFT);
@@ -330,10 +332,10 @@ i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
}
/* convert border color from float to ubyte */
- CLAMPED_FLOAT_TO_UBYTE(border[0], tObj->Sampler.BorderColor.f[0]);
- CLAMPED_FLOAT_TO_UBYTE(border[1], tObj->Sampler.BorderColor.f[1]);
- CLAMPED_FLOAT_TO_UBYTE(border[2], tObj->Sampler.BorderColor.f[2]);
- CLAMPED_FLOAT_TO_UBYTE(border[3], tObj->Sampler.BorderColor.f[3]);
+ CLAMPED_FLOAT_TO_UBYTE(border[0], sampler->BorderColor.f[0]);
+ CLAMPED_FLOAT_TO_UBYTE(border[1], sampler->BorderColor.f[1]);
+ CLAMPED_FLOAT_TO_UBYTE(border[2], sampler->BorderColor.f[2]);
+ CLAMPED_FLOAT_TO_UBYTE(border[3], sampler->BorderColor.f[3]);
if (firstImage->_BaseFormat == GL_DEPTH_COMPONENT) {
/* GL specs that border color for depth textures is taken from the