GLenum CompareMode; /**< GL_ARB_shadow */
GLenum CompareFunc; /**< GL_ARB_shadow */
GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
- GLenum _Function; /**< Comparison function derived from
- * \c CompareOperator, \c CompareMode, and
- * \c CompareFunc.
- */
GLenum DepthMode; /**< GL_ARB_depth_texture */
GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
}
-/**
- * Update texture object's _Function field. We need to do this
- * whenever any of the texture object's shadow-related fields change
- * or when we start/stop using a fragment program.
- *
- * This function could be expanded someday to update additional per-object
- * fields that depend on assorted state changes.
- */
-static void
-update_texture_compare_function(GLcontext *ctx,
- struct gl_texture_object *tObj)
-{
- /* XXX temporarily disable this test since it breaks the GLSL
- * shadow2D(), etc. functions.
- */
- if (0 /*ctx->FragmentProgram._Current*/) {
- /* Texel/coordinate comparison is ignored for programs.
- * See GL_ARB_fragment_program/shader spec for details.
- */
- tObj->_Function = GL_NONE;
- }
- else if (tObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) {
- /* GL_ARB_shadow */
- tObj->_Function = tObj->CompareFunc;
- }
- else {
- tObj->_Function = GL_NONE; /* pass depth through as grayscale */
- }
-}
-
-
/**
* Examine texture unit's combine/env state to update derived state.
*/
enabledFragUnits |= (1 << unit);
update_tex_combine(ctx, texUnit);
- update_texture_compare_function(ctx, texUnit->_Current);
}
/* XXXX if tObj->MinFilter != tObj->MagFilter, we're ignoring lambda */
- function = tObj->_Function;
+ function = (tObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) ?
+ tObj->CompareFunc : GL_NONE;
+
if (tObj->MagFilter == GL_NEAREST) {
GLuint i;
for (i = 0; i < n; i++) {