| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
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Some hardware needs to clamp texture coordinates to [0.0, 1.0] in the
shader to emulate GL_CLAMP. This is added to lower_tex_proj since, in
the case of projected coords, the clamping needs to happen *after*
projection.
v2: comments/suggestions from Ilia and Eric, use txs to get texture size
and clamp RECT textures to their dimensions rather than [0.0, 1.0] to
avoid having to lower RECT textures to 2D.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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v2: comments/suggestions from Ilia and Eric, split out get_texture_size()
helper so we can use it in the next commit for clamping RECT textures.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Some hardware, such as adreno a3xx, supports txp on some but not all
sampler types. In this case we want more fine grained control over
which texture projectors get lowered.
v2: split out nir_lower_tex_options struct to make it easier to
add the additional parameters coming in the following patches
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Split this out to reduce noise in later patches.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Since the following patches will add additional tex-lowering related
functionality, which doesn't make sense to split out into a separate
pass (as they would require duplication of the projector lowering
logic), let's give this pass a more generic name.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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