nv50,nvc0: activate seamless cube map filtering

This commit is contained in:
Christoph Bumiller
2011-05-06 21:11:03 +02:00
parent 27d3e0b25c
commit 531b12af35
3 changed files with 44 additions and 1 deletions

View File

@@ -89,7 +89,10 @@ nv50_screen_get_param(struct pipe_screen *pscreen, enum pipe_cap param)
case PIPE_CAP_TEXTURE_SHADOW_MAP:
case PIPE_CAP_NPOT_TEXTURES:
case PIPE_CAP_ANISOTROPIC_FILTER:
return 1;
case PIPE_CAP_SEAMLESS_CUBE_MAP:
return nv50_screen(pscreen)->tesla->grclass >= NVA0_3D;
case PIPE_CAP_SEAMLESS_CUBE_MAP_PER_TEXTURE:
return 0;
case PIPE_CAP_TWO_SIDED_STENCIL:
case PIPE_CAP_DEPTH_CLAMP:
case PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE:
@@ -417,6 +420,11 @@ nv50_screen_create(struct pipe_winsys *ws, struct nouveau_device *dev)
BEGIN_RING(chan, RING_3D(BLEND_SEPARATE_ALPHA), 1);
OUT_RING (chan, 1);
if (tesla_class >= NVA0_3D) {
BEGIN_RING(chan, RING_3D_(NVA0_3D_TEX_MISC), 1);
OUT_RING (chan, NVA0_3D_TEX_MISC_SEAMLESS_CUBE_MAP);
}
BEGIN_RING(chan, RING_3D(SCREEN_Y_CONTROL), 1);
OUT_RING (chan, 0);
BEGIN_RING(chan, RING_3D(WINDOW_OFFSET_X), 2);

View File

@@ -34,6 +34,36 @@
#include "nouveau/nouveau_gldefs.h"
/* Caveats:
* ! pipe_sampler_state.normalized_coords is ignored - rectangle textures will
* use non-normalized coordinates, everything else won't
* (The relevant bit is in the TIC entry and not the TSC entry.)
*
* ! pipe_sampler_state.seamless_cube_map is ignored - seamless filtering is
* always activated on NVA0 +
* (Give me the global bit, otherwise it's not worth the CPU work.)
*
* ! pipe_sampler_state.border_color is not swizzled according to the texture
* swizzle in pipe_sampler_view
* (This will be ugly with indirect independent texture/sampler access,
* we'd have to emulate the logic in the shader. GL doesn't have that,
* D3D doesn't have swizzle, if we knew what we were implementing we'd be
* good.)
*
* ! pipe_rasterizer_state.line_last_pixel is ignored - it is never drawn
*
* ! pipe_rasterizer_state.flatshade_first also applies to QUADS
* (There's a GL query for that, forcing an exception is just ridiculous.)
*
* ! pipe_rasterizer_state.gl_rasterization_rules is ignored - pixel centers
* are always at half integer coordinates and the top-left rule applies
* (There does not seem to be a hardware switch for this.)
*
* ! pipe_rasterizer_state.sprite_coord_enable is masked with 0xff on NVC0
* (The hardware only has 8 slots meant for TexCoord and we have to assign
* in advance to maintain elegant separate shader objects.)
*/
static INLINE uint32_t
nv50_colormask(unsigned mask)
{

View File

@@ -74,7 +74,10 @@ nvc0_screen_get_param(struct pipe_screen *pscreen, enum pipe_cap param)
case PIPE_CAP_TEXTURE_SHADOW_MAP:
case PIPE_CAP_NPOT_TEXTURES:
case PIPE_CAP_ANISOTROPIC_FILTER:
case PIPE_CAP_SEAMLESS_CUBE_MAP:
return 1;
case PIPE_CAP_SEAMLESS_CUBE_MAP_PER_TEXTURE:
return 0;
case PIPE_CAP_TWO_SIDED_STENCIL:
case PIPE_CAP_DEPTH_CLAMP:
case PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE:
@@ -441,6 +444,8 @@ nvc0_screen_create(struct pipe_winsys *ws, struct nouveau_device *dev)
OUT_RING (chan, 1);
BEGIN_RING(chan, RING_3D(BLEND_ENABLE_COMMON), 1);
OUT_RING (chan, 0);
BEGIN_RING(chan, RING_3D(TEX_MISC), 1);
OUT_RING (chan, NVC0_3D_TEX_MISC_SEAMLESS_CUBE_MAP);
nvc0_magic_3d_init(chan);