uint16_t *bcolor = (uint16_t *)((uint8_t *)ptr +
(BORDERCOLOR_SIZE * tex_off[sb]) +
(BORDERCOLOR_SIZE * i));
+ uint32_t *bcolor32 = (uint32_t *)&bcolor[16];
/*
* XXX HACK ALERT XXX
const struct util_format_description *desc =
util_format_description(tex->textures[i]->format);
for (j = 0; j < 4; j++) {
- if (desc->swizzle[j] < 4)
+ if (desc->swizzle[j] >= 4)
+ continue;
+
+ const struct util_format_channel_description *chan =
+ &desc->channel[desc->swizzle[j]];
+ int size = chan->size;
+
+ /* The Z16 texture format we use seems to look in the
+ * 32-bit border color slots
+ */
+ if (desc->colorspace == UTIL_FORMAT_COLORSPACE_ZS)
+ size = 32;
+
+ /* Formats like R11G11B10 or RGB9_E5 don't specify
+ * per-channel sizes properly.
+ */
+ if (desc->layout == UTIL_FORMAT_LAYOUT_OTHER)
+ size = 16;
+
+ if (chan->pure_integer && size > 16)
+ bcolor32[desc->swizzle[j] + 4] =
+ sampler->base.border_color.i[j];
+ else if (size > 16)
+ bcolor32[desc->swizzle[j]] =
+ fui(sampler->base.border_color.f[j]);
+ else if (chan->pure_integer)
+ bcolor[desc->swizzle[j] + 8] =
+ sampler->base.border_color.i[j];
+ else
bcolor[desc->swizzle[j]] =
util_float_to_half(sampler->base.border_color.f[j]);
}