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.
How to wrap the S coordinate. One of PIPE_TEX_WRAP_*.
How to wrap the T coordinate. One of PIPE_TEX_WRAP_*.
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 consistently across all graphics hardware. It sometimes acts like CLAMP_TO_EDGE or CLAMP_TO_BORDER. The behavior 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.
The image filter to use when minifying texels. One of PIPE_TEX_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.
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.
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.
The inequality operator used when compare_mode=1. One of PIPE_FUNC_x.
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). When normalized_coords=0, only a subset of the texture wrap modes are allowed: PIPE_TEX_WRAP_CLAMP, PIPE_TEX_WRAP_CLAMP_TO_EDGE and PIPE_TEX_WRAP_CLAMP_TO_BORDER.
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.
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.
Maximum level of detail, used to clamp LOD after bias.
Color union used for texel coordinates that are outside the [0,width-1], [0, height-1] or [0, depth-1] ranges. Interpreted according to sampler view format, unless the driver reports PIPE_CAP_TEXTURE_BORDER_COLOR_QUIRK, in which case special care has to be taken (see description of the cap).
Maximum anisotropy ratio to use when sampling from textures. For example, if max_anisotropy=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.
If set, the bilinear filter of a cube map may take samples from adjacent cube map faces when sampled near a texture border to produce a seamless look.