[Mesa-dev] [PATCH 4/4] st/mesa: only set up sampler compare mode for depth textures
Roland Scheidegger
sroland at vmware.com
Fri Dec 13 14:10:55 PST 2013
Am 13.12.2013 21:32, schrieb Brian Paul:
> 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 =
>
Series looks good to me. Note that d3d10 not just allows using non-depth
textures for comparison filter, but requires it (you can't sample depth
textures at all, they always use the corresponding color view - granted
the resource could be depth or not but that shouldn't matter).
Roland
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