[Mesa-dev] [PATCH 4/4] st/mesa: only set up sampler compare mode for depth textures
Brian Paul
brianp at vmware.com
Fri Dec 13 12:32:25 PST 2013
The GL_ARB_shadow spec says the shadow compare mode should have no
effect when sampling a color texture. As it was, it was up to
drivers to check for that (softpipe, llvmpipe, svga and probably
the rest don't do that). Note: it looks like DX10 allows shadow
compare with some non-depth formats, so this case really should be
handled in the state tracker.
---
src/mesa/state_tracker/st_atom_sampler.c | 21 ++++++++++++---------
1 file changed, 12 insertions(+), 9 deletions(-)
diff --git a/src/mesa/state_tracker/st_atom_sampler.c b/src/mesa/state_tracker/st_atom_sampler.c
index 447788c..57670ce 100644
--- a/src/mesa/state_tracker/st_atom_sampler.c
+++ b/src/mesa/state_tracker/st_atom_sampler.c
@@ -133,12 +133,17 @@ convert_sampler(struct st_context *st,
const struct gl_texture_object *texobj;
struct gl_context *ctx = st->ctx;
struct gl_sampler_object *msamp;
+ const struct gl_texture_image *teximg;
+ GLenum texBaseFormat;
texobj = ctx->Texture.Unit[texUnit]._Current;
if (!texobj) {
texobj = _mesa_get_fallback_texture(ctx, TEXTURE_2D_INDEX);
}
+ teximg = texobj->Image[0][texobj->BaseLevel];
+ texBaseFormat = teximg ? teximg->_BaseFormat : GL_RGBA;
+
msamp = _mesa_get_samplerobj(ctx, texUnit);
memset(sampler, 0, sizeof(*sampler));
@@ -176,12 +181,9 @@ convert_sampler(struct st_context *st,
msamp->BorderColor.ui[2] ||
msamp->BorderColor.ui[3]) {
const struct st_texture_object *stobj = st_texture_object_const(texobj);
- const struct gl_texture_image *teximg;
const GLboolean is_integer = texobj->_IsIntegerFormat;
union pipe_color_union border_color;
- teximg = texobj->Image[0][texobj->BaseLevel];
-
if (st->apply_texture_swizzle_to_border_color && stobj->sampler_view) {
const unsigned char swz[4] =
{
@@ -193,25 +195,26 @@ convert_sampler(struct st_context *st,
st_translate_color(&msamp->BorderColor,
&border_color,
- teximg ? teximg->_BaseFormat : GL_RGBA, is_integer);
+ texBaseFormat, is_integer);
util_format_apply_color_swizzle(&sampler->border_color,
&border_color, swz, is_integer);
} else {
st_translate_color(&msamp->BorderColor,
&sampler->border_color,
- teximg ? teximg->_BaseFormat : GL_RGBA, is_integer);
+ texBaseFormat, is_integer);
}
}
sampler->max_anisotropy = (msamp->MaxAnisotropy == 1.0 ?
0 : (GLuint) msamp->MaxAnisotropy);
- /* only care about ARB_shadow, not SGI shadow */
- if (msamp->CompareMode == GL_COMPARE_R_TO_TEXTURE) {
+ /* If sampling a depth texture and using shadow comparison */
+ if ((texBaseFormat == GL_DEPTH_COMPONENT ||
+ texBaseFormat == GL_DEPTH_STENCIL) &&
+ msamp->CompareMode == GL_COMPARE_R_TO_TEXTURE) {
sampler->compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE;
- sampler->compare_func
- = st_compare_func_to_pipe(msamp->CompareFunc);
+ sampler->compare_func = st_compare_func_to_pipe(msamp->CompareFunc);
}
sampler->seamless_cube_map =
--
1.7.10.4
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