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.. _sampler:
Sampler
=======
Texture units have many options for selecting texels from loaded textures;
this state controls an individual texture unit's texel-sampling settings.
Texture coordinates are always treated as four-dimensional, and referred to
with the traditional (S, T, R, Q) notation.
Members
-------
wrap_s
How to wrap the S coordinate. One of PIPE_TEX_WRAP_*.
wrap_t
How to wrap the T coordinate. One of PIPE_TEX_WRAP_*.
wrap_r
How to wrap the R coordinate. One of PIPE_TEX_WRAP_*.
The wrap modes are:
* ``PIPE_TEX_WRAP_REPEAT``: Standard coord repeat/wrap-around mode.
* ``PIPE_TEX_WRAP_CLAMP_TO_EDGE``: Clamp coord to edge of texture, the border
color is never sampled.
* ``PIPE_TEX_WRAP_CLAMP_TO_BORDER``: Clamp coord to border of texture, the
border color is sampled when coords go outside the range [0,1].
* ``PIPE_TEX_WRAP_CLAMP``: The coord is clamped to the range [0,1] before
scaling to the texture size. This corresponds to the legacy OpenGL GL_CLAMP
texture wrap mode. Historically, this mode hasn't acted consistantly across
all graphics hardware. It sometimes acts like CLAMP_TO_EDGE or
CLAMP_TO_BORDER. The behaviour may also vary depending on linear vs.
nearest sampling mode.
* ``PIPE_TEX_WRAP_MIRROR_REPEAT``: If the integer part of the coordinate
is odd, the coord becomes (1 - coord). Then, normal texture REPEAT is
applied to the coord.
* ``PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE``: First, the absolute value of the
coordinate is computed. Then, regular CLAMP_TO_EDGE is applied to the coord.
* ``PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER``: First, the absolute value of the
coordinate is computed. Then, regular CLAMP_TO_BORDER is applied to the
coord.
* ``PIPE_TEX_WRAP_MIRROR_CLAMP``: First, the absolute value of the coord is
computed. Then, regular CLAMP is applied to the coord.
min_img_filter
The image filter to use when minifying texels. One of PIPE_TEX_FILTER_*.
mag_img_filter
The image filter to use when magnifying texels. One of PIPE_TEX_FILTER_*.
The texture image filter modes are:
* ``PIPE_TEX_FILTER_NEAREST``: One texel is fetched from the texture image
at the texture coordinate.
* ``PIPE_TEX_FILTER_LINEAR``: Two, four or eight texels (depending on the
texture dimensions; 1D/2D/3D) are fetched from the texture image and
linearly weighted and blended together.
min_mip_filter
The filter to use when minifying mipmapped textures. One of
PIPE_TEX_MIPFILTER_*.
The texture mip filter modes are:
* ``PIPE_TEX_MIPFILTER_NEAREST``: A single mipmap level/image is selected
according to the texture LOD (lambda) value.
* ``PIPE_TEX_MIPFILTER_LINEAR``: The two mipmap levels/images above/below
the texture LOD value are sampled from. The results of sampling from
those two images are blended together with linear interpolation.
* ``PIPE_TEX_MIPFILTER_NONE``: Mipmap filtering is disabled. All texels
are taken from the level 0 image.
compare_mode
If set to PIPE_TEX_COMPARE_R_TO_TEXTURE, the result of texture sampling
is not a color but a true/false value which is the result of comparing the
sampled texture value (typically a Z value from a depth texture) to the
texture coordinate's R component.
If set to PIPE_TEX_COMPARE_NONE, no comparison calculation is performed.
compare_func
The inequality operator used when compare_mode=1. One of PIPE_FUNC_x.
normalized_coords
If set, the incoming texture coordinates (nominally in the range [0,1])
will be scaled by the texture width, height, depth to compute texel
addresses. Otherwise, the texture coords are used as-is (they are not
scaled by the texture dimensions).
lod_bias
Bias factor which is added to the computed level of detail.
The normal level of detail is computed from the partial derivatives of
the texture coordinates and/or the fragment shader TEX/TXB/TXL
instruction.
min_lod
Minimum level of detail, used to clamp LOD after bias. The LOD values
correspond to mipmap levels where LOD=0 is the level 0 mipmap image.
max_lod
Maximum level of detail, used to clamp LOD after bias.
border_color
RGBA color used for texel coordinates that are outside the [0,width-1],
[0, height-1] or [0, depth-1] ranges.
max_anisotropy
Maximum anistropy ratio to use when sampling from textures. For example,
if max_anistropy=4, a region of up to 1 by 4 texels will be sampled.
Set to zero to disable anisotropic filtering. Any other setting enables
anisotropic filtering, however it's not unexpected some drivers only will
change their filtering with a setting of 2 and higher.
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