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-rw-r--r--src/mesa/pipe/cell/spu/spu_texture.c27
1 files changed, 19 insertions, 8 deletions
diff --git a/src/mesa/pipe/cell/spu/spu_texture.c b/src/mesa/pipe/cell/spu/spu_texture.c
index 26a5eefc482..6e243f7fa3a 100644
--- a/src/mesa/pipe/cell/spu/spu_texture.c
+++ b/src/mesa/pipe/cell/spu/spu_texture.c
@@ -150,16 +150,17 @@ sample_texture_bilinear(vector float texcoord)
static const vector unsigned int offset01 = {0, 1, 0, 0};
vector float tc = spu_mul(texcoord, spu.tex_size);
- /* itcST */
+ /* integer texcoords S,T: */
vector unsigned int itc00 = spu_convtu(tc, 0); /* convert to int */
vector unsigned int itc01 = spu_add(itc00, offset01);
vector unsigned int itc10 = spu_add(itc00, offset10);
vector unsigned int itc11 = spu_add(itc10, offset01);
- itc00 = spu_and(itc00, spu.tex_size_mask); /* mask (GL_REPEAT) */
- itc01 = spu_and(itc01, spu.tex_size_mask); /* mask (GL_REPEAT) */
- itc10 = spu_and(itc10, spu.tex_size_mask); /* mask (GL_REPEAT) */
- itc11 = spu_and(itc11, spu.tex_size_mask); /* mask (GL_REPEAT) */
+ /* mask (GL_REPEAT) */
+ itc00 = spu_and(itc00, spu.tex_size_mask);
+ itc01 = spu_and(itc01, spu.tex_size_mask);
+ itc10 = spu_and(itc10, spu.tex_size_mask);
+ itc11 = spu_and(itc11, spu.tex_size_mask);
/* intra tile addr */
vector unsigned int ij00 = spu_and(itc00, TILE_SIZE-1);
@@ -167,11 +168,21 @@ sample_texture_bilinear(vector float texcoord)
vector unsigned int ij10 = spu_and(itc10, TILE_SIZE-1);
vector unsigned int ij11 = spu_and(itc11, TILE_SIZE-1);
+ /* get tile cache positions */
uint pos00 = get_tex_tile(itc00);
- uint pos01 = get_tex_tile(itc01);
- uint pos10 = get_tex_tile(itc10);
- uint pos11 = get_tex_tile(itc11);
+ uint pos01, pos10, pos11;
+ if ((spu_extract(ij00, 0) < TILE_SIZE-1) &&
+ (spu_extract(ij00, 1) < TILE_SIZE-1)) {
+ /* all texels are in the same tile */
+ pos01 = pos10 = pos11 = pos00;
+ }
+ else {
+ pos01 = get_tex_tile(itc01);
+ pos10 = get_tex_tile(itc10);
+ pos11 = get_tex_tile(itc11);
+ }
+ /* get texels from tiles and convert to float[4] */
vector float texel00 = spu_unpack_color(tex_tiles[pos00].ui[spu_extract(ij00, 1)][spu_extract(ij00, 0)]);
vector float texel01 = spu_unpack_color(tex_tiles[pos01].ui[spu_extract(ij01, 1)][spu_extract(ij01, 0)]);
vector float texel10 = spu_unpack_color(tex_tiles[pos10].ui[spu_extract(ij10, 1)][spu_extract(ij10, 0)]);