i965: Fix border color handling for deprecated SNORM formats.
authorEric Anholt <eric@anholt.net>
Thu, 20 Dec 2012 23:45:11 +0000 (15:45 -0800)
committerEric Anholt <eric@anholt.net>
Wed, 26 Dec 2012 20:08:33 +0000 (12:08 -0800)
We don't have native hardware support for these, so they get promoted to
RGBA, in which case we don't have hardware dealing with the channel
swizzling for us.

Fixes piglit EXT_texture_snorm/texwrap formats bordercolor (-swizzled).

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
src/mesa/drivers/dri/i965/brw_wm_sampler_state.c

index 0d1f24950e6109055dcc50be491812968d9d181b..006aa68a0b4be065c9108440ba30b475c92ec218 100644 (file)
@@ -89,7 +89,8 @@ upload_default_color(struct brw_context *brw, struct gl_sampler_object *sampler,
    struct gl_texture_image *firstImage = texObj->Image[0][texObj->BaseLevel];
    float color[4];
 
-   if (firstImage->_BaseFormat == GL_DEPTH_COMPONENT) {
+   switch (firstImage->_BaseFormat) {
+   case GL_DEPTH_COMPONENT:
       /* GL specs that border color for depth textures is taken from the
        * R channel, while the hardware uses A.  Spam R into all the
        * channels for safety.
@@ -98,11 +99,37 @@ upload_default_color(struct brw_context *brw, struct gl_sampler_object *sampler,
       color[1] = sampler->BorderColor.f[0];
       color[2] = sampler->BorderColor.f[0];
       color[3] = sampler->BorderColor.f[0];
-   } else {
+      break;
+   case GL_ALPHA:
+      color[0] = 0.0;
+      color[1] = 0.0;
+      color[2] = 0.0;
+      color[3] = sampler->BorderColor.f[3];
+      break;
+   case GL_INTENSITY:
+      color[0] = sampler->BorderColor.f[0];
+      color[1] = sampler->BorderColor.f[0];
+      color[2] = sampler->BorderColor.f[0];
+      color[3] = sampler->BorderColor.f[0];
+      break;
+   case GL_LUMINANCE:
+      color[0] = sampler->BorderColor.f[0];
+      color[1] = sampler->BorderColor.f[0];
+      color[2] = sampler->BorderColor.f[0];
+      color[3] = 1.0;
+      break;
+   case GL_LUMINANCE_ALPHA:
+      color[0] = sampler->BorderColor.f[0];
+      color[1] = sampler->BorderColor.f[0];
+      color[2] = sampler->BorderColor.f[0];
+      color[3] = sampler->BorderColor.f[3];
+      break;
+   default:
       color[0] = sampler->BorderColor.f[0];
       color[1] = sampler->BorderColor.f[1];
       color[2] = sampler->BorderColor.f[2];
       color[3] = sampler->BorderColor.f[3];
+      break;
    }
 
    /* In some cases we use an RGBA surface format for GL RGB textures,