[Mesa-dev] [PATCH 2/2] intel: make sure hardware choose the right filter mode
Yuanhan Liu
yuanhan.liu at linux.intel.com
Wed Nov 2 19:16:06 PDT 2011
On Wed, Nov 02, 2011 at 02:18:46PM -0700, Eric Anholt wrote:
> On Wed, 2 Nov 2011 11:12:07 +0800, Yuanhan Liu <yuanhan.liu at linux.intel.com> wrote:
> > On Tue, Nov 01, 2011 at 05:57:36PM +0800, Yuanhan Liu wrote:
> > > According to bspec, MIPCnt(was set to intelObj->_MaxLevel) was used for
> > > min/mag filter mode determination. For a normal case with no mipmap like
> > > this:
> > >
> > > glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
> > > glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
> > >
> > > hardware would always choose mag filter(GL_LINEAR) here since MIPCnt was
> > > set to 0 zero, then would make LOD be zero. Then according the formula:
> > > MagMode = (LOD - Base <= 0)
> >
> > Here are some more comments about this: LOD is a pre-computed value. if
> > preClamp is enabled, then LOD would be:
> > LOD = min(min(MIPCnt, MAX_LOD), LOD);
> >
> > So, if MIPCnt was set to 0, and preClamp was enabled, then the _final_
> > LOD would be 0, and hardware choose mag filter.
> >
> > Thoughts?
>
> It took me a long time to understand what you were trying to fix here.
Sorry for that :(
> The story I've worked out is:
>
> "We can't optimize out uploading the other mipmap levels for
> non-mipmapped filtering modes if the min filter is not the same as the
> mag filter. This is because the min/mag decision is based on the
> computed LOD of the sample, and if we clamp the LOD to BaseLevel by not
> including the other levels, it will always choose the mag filter even if
> minification should have occurred.
Yes.
> See page FINISHME: citation of PRM."
Sorry, what does this mean?
>
> Particularly what was unclear was that the patch was just skipping an
> optimization, to get behavior back in line with what the user did through
> the API: Specify multiple levels in their texture.
Yeah, I saw that. While thinking about this issue, I thought another
patch to fix this issue. It's somehow against with the Bspec: preclamp
should be enabled for OpenGL driver.
Anyway, here is the patch, and I'd like to know what's your thoughts.
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