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authorBrian Paul <brianp@vmware.com>2010-04-29 15:32:36 -0600
committerBrian Paul <brianp@vmware.com>2010-04-30 12:33:40 -0600
commite648d4a1d1c0c5f70916e38366b863f0bec79a62 (patch)
treebb0471dbdd4a69594d62fb715641eb3f91f77f5d /src/mesa/state_tracker/st_atom_sampler.c
parente9bf09a98a624e594bdea2503326bb693b8cf9b8 (diff)
st/mesa: ignore gl_texture_object::BaseLevel when allocating gallium textures
Previously, when we created a gallium texture for a corresponding Mesa texture we'd only allocate space for mipmap levels >= BaseLevel. This patch undoes that mechanism. This fixes a render-to-texture bug when rendering to level 0 when BaseLevel=1. Also, it makes sense to allocate the whole texture object memory when BaseLevel > 0 since a common use of GL_TEXTURE_BASE_LEVEL is to progressively load/render mipmaps. Eventually, the app almost always fills in the level=0 mipmap image. Finally, the texture image code is bit easier to understand now.
Diffstat (limited to 'src/mesa/state_tracker/st_atom_sampler.c')
-rw-r--r--src/mesa/state_tracker/st_atom_sampler.c9
1 files changed, 6 insertions, 3 deletions
diff --git a/src/mesa/state_tracker/st_atom_sampler.c b/src/mesa/state_tracker/st_atom_sampler.c
index a8262a5e1a..92fe72d4df 100644
--- a/src/mesa/state_tracker/st_atom_sampler.c
+++ b/src/mesa/state_tracker/st_atom_sampler.c
@@ -194,9 +194,12 @@ update_samplers(struct st_context *st)
sampler->normalized_coords = 1;
sampler->lod_bias = st->ctx->Texture.Unit[su].LodBias;
- sampler->min_lod = MAX2(0.0f, texobj->MinLod);
- sampler->max_lod = MIN2(texobj->MaxLevel - texobj->BaseLevel,
- texobj->MaxLod);
+
+ sampler->min_lod = texobj->BaseLevel + texobj->MinLod;
+ if (sampler->min_lod < texobj->BaseLevel)
+ sampler->min_lod = texobj->BaseLevel;
+
+ sampler->max_lod = MIN2((GLfloat) texobj->MaxLevel, texobj->MaxLod);
if (sampler->max_lod < sampler->min_lod) {
/* The GL spec doesn't seem to specify what to do in this case.
* Swap the values.