[Mesa-dev] [PATCH 2/2] Add depth cube map support to mesa swrast
Anuj Phogat
anuj.phogat at gmail.com
Wed Nov 30 11:39:57 PST 2011
From: Anuj Phogat <anuj.phogat at gmail.com>
I made the suggested changes to swrast/s_texfilter.c (see the patch listed below). Now it render
polygons without any texture (black) in depth-cube-map test (see the patch sent on Nov 28 to piglit mailing list).
But the expected output is polygons rendered with different greyscale (depth) textures.
Some debugging info:
_mesa_choose_tex_format() returns MESA_FORMAT_Z32
_mesa_get_texstore_func() returns _mesa_texstore_z32
Based on MESA_FORMAT_Z32, selected dstType = GL_UNSIGNED_INT
Verified the values stored in depthValues[i] in _mesa_unpack_depth_span(). Correct pixel values (depth values) are reflected in this variable.
depthValues[i] is converted to GLuint and stored in zValues[i]
But while rendering swImg->FetchTexel() (called from sample_depth_texture() in swrast/s_texfilter.c) is unable to fetch the corect texel values.
Any thoughts on what could go wrong after storing the depth texture correctly?
-Thanks
Anuj
Signed-off-by: Anuj Phogat <anuj.phogat at gmail.com>
---
src/mesa/swrast/s_texfilter.c | 18 ++++++++++++++----
1 files changed, 14 insertions(+), 4 deletions(-)
diff --git a/src/mesa/swrast/s_texfilter.c b/src/mesa/swrast/s_texfilter.c
index 5662625..426fa25 100644
--- a/src/mesa/swrast/s_texfilter.c
+++ b/src/mesa/swrast/s_texfilter.c
@@ -3429,7 +3429,8 @@ sample_depth_texture( struct gl_context *ctx,
tObj->Target == GL_TEXTURE_2D ||
tObj->Target == GL_TEXTURE_RECTANGLE_NV ||
tObj->Target == GL_TEXTURE_1D_ARRAY_EXT ||
- tObj->Target == GL_TEXTURE_2D_ARRAY_EXT);
+ tObj->Target == GL_TEXTURE_2D_ARRAY_EXT ||
+ tObj->Target == GL_TEXTURE_CUBE_MAP);
ambient = tObj->Sampler.CompareFailValue;
@@ -3675,7 +3676,10 @@ _swrast_choose_texture_sample_func( struct gl_context *ctx,
return &sample_nearest_3d;
}
case GL_TEXTURE_CUBE_MAP:
- if (needLambda) {
+ if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
+ return &sample_depth_texture;
+ }
+ else if (needLambda) {
return &sample_lambda_cube;
}
else if (t->Sampler.MinFilter == GL_LINEAR) {
@@ -3700,7 +3704,10 @@ _swrast_choose_texture_sample_func( struct gl_context *ctx,
return &sample_nearest_rect;
}
case GL_TEXTURE_1D_ARRAY_EXT:
- if (needLambda) {
+ if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
+ return &sample_depth_texture;
+ }
+ else if (needLambda) {
return &sample_lambda_1d_array;
}
else if (t->Sampler.MinFilter == GL_LINEAR) {
@@ -3711,7 +3718,10 @@ _swrast_choose_texture_sample_func( struct gl_context *ctx,
return &sample_nearest_1d_array;
}
case GL_TEXTURE_2D_ARRAY_EXT:
- if (needLambda) {
+ if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
+ return &sample_depth_texture;
+ }
+ else if (needLambda) {
return &sample_lambda_2d_array;
}
else if (t->Sampler.MinFilter == GL_LINEAR) {
--
1.7.7
More information about the mesa-dev
mailing list