float rgba[TGSI_NUM_CHANNELS][TGSI_QUAD_SIZE])
{
const struct pipe_sampler_state *sampler = &sp_samp->base;
- int j, k0, k1, k2, k3;
- float val;
- float pc0, pc1, pc2, pc3;
+ int j;
+ int k[4];
+ float pc[4];
const struct util_format_description *format_desc;
unsigned chan_type;
if (sp_sview->base.texture->target == PIPE_TEXTURE_2D_ARRAY ||
sp_sview->base.texture->target == PIPE_TEXTURE_CUBE) {
- pc0 = c0[0];
- pc1 = c0[1];
- pc2 = c0[2];
- pc3 = c0[3];
+ pc[0] = c0[0];
+ pc[1] = c0[1];
+ pc[2] = c0[2];
+ pc[3] = c0[3];
} else if (sp_sview->base.texture->target == PIPE_TEXTURE_CUBE_ARRAY) {
- pc0 = c1[0];
- pc1 = c1[1];
- pc2 = c1[2];
- pc3 = c1[3];
+ pc[0] = c1[0];
+ pc[1] = c1[1];
+ pc[2] = c1[2];
+ pc[3] = c1[3];
} else {
- pc0 = p[0];
- pc1 = p[1];
- pc2 = p[2];
- pc3 = p[3];
+ pc[0] = p[0];
+ pc[1] = p[1];
+ pc[2] = p[2];
+ pc[3] = p[3];
}
format_desc = util_format_description(sp_sview->base.format);
* doesn't happen with floats. Technically also should do comparison
* in texture format (quantization!).
*/
- pc0 = CLAMP(pc0, 0.0F, 1.0F);
- pc1 = CLAMP(pc1, 0.0F, 1.0F);
- pc2 = CLAMP(pc2, 0.0F, 1.0F);
- pc3 = CLAMP(pc3, 0.0F, 1.0F);
+ pc[0] = CLAMP(pc[0], 0.0F, 1.0F);
+ pc[1] = CLAMP(pc[1], 0.0F, 1.0F);
+ pc[2] = CLAMP(pc[2], 0.0F, 1.0F);
+ pc[3] = CLAMP(pc[3], 0.0F, 1.0F);
}
/* compare four texcoords vs. four texture samples */
switch (sampler->compare_func) {
case PIPE_FUNC_LESS:
- k0 = pc0 < rgba[0][0];
- k1 = pc1 < rgba[0][1];
- k2 = pc2 < rgba[0][2];
- k3 = pc3 < rgba[0][3];
+ k[0] = pc[0] < rgba[0][0];
+ k[1] = pc[1] < rgba[0][1];
+ k[2] = pc[2] < rgba[0][2];
+ k[3] = pc[3] < rgba[0][3];
break;
case PIPE_FUNC_LEQUAL:
- k0 = pc0 <= rgba[0][0];
- k1 = pc1 <= rgba[0][1];
- k2 = pc2 <= rgba[0][2];
- k3 = pc3 <= rgba[0][3];
+ k[0] = pc[0] <= rgba[0][0];
+ k[1] = pc[1] <= rgba[0][1];
+ k[2] = pc[2] <= rgba[0][2];
+ k[3] = pc[3] <= rgba[0][3];
break;
case PIPE_FUNC_GREATER:
- k0 = pc0 > rgba[0][0];
- k1 = pc1 > rgba[0][1];
- k2 = pc2 > rgba[0][2];
- k3 = pc3 > rgba[0][3];
+ k[0] = pc[0] > rgba[0][0];
+ k[1] = pc[1] > rgba[0][1];
+ k[2] = pc[2] > rgba[0][2];
+ k[3] = pc[3] > rgba[0][3];
break;
case PIPE_FUNC_GEQUAL:
- k0 = pc0 >= rgba[0][0];
- k1 = pc1 >= rgba[0][1];
- k2 = pc2 >= rgba[0][2];
- k3 = pc3 >= rgba[0][3];
+ k[0] = pc[0] >= rgba[0][0];
+ k[1] = pc[1] >= rgba[0][1];
+ k[2] = pc[2] >= rgba[0][2];
+ k[3] = pc[3] >= rgba[0][3];
break;
case PIPE_FUNC_EQUAL:
- k0 = pc0 == rgba[0][0];
- k1 = pc1 == rgba[0][1];
- k2 = pc2 == rgba[0][2];
- k3 = pc3 == rgba[0][3];
+ k[0] = pc[0] == rgba[0][0];
+ k[1] = pc[1] == rgba[0][1];
+ k[2] = pc[2] == rgba[0][2];
+ k[3] = pc[3] == rgba[0][3];
break;
case PIPE_FUNC_NOTEQUAL:
- k0 = pc0 != rgba[0][0];
- k1 = pc1 != rgba[0][1];
- k2 = pc2 != rgba[0][2];
- k3 = pc3 != rgba[0][3];
+ k[0] = pc[0] != rgba[0][0];
+ k[1] = pc[1] != rgba[0][1];
+ k[2] = pc[2] != rgba[0][2];
+ k[3] = pc[3] != rgba[0][3];
break;
case PIPE_FUNC_ALWAYS:
- k0 = k1 = k2 = k3 = 1;
+ k[0] = k[1] = k[2] = k[3] = 1;
break;
case PIPE_FUNC_NEVER:
- k0 = k1 = k2 = k3 = 0;
+ k[0] = k[1] = k[2] = k[3] = 0;
break;
default:
- k0 = k1 = k2 = k3 = 0;
+ k[0] = k[1] = k[2] = k[3] = 0;
assert(0);
break;
}
- if (sampler->mag_img_filter == PIPE_TEX_FILTER_LINEAR) {
- /* convert four pass/fail values to an intensity in [0,1] */
- /*
- * XXX this doesn't actually make much sense.
- * We just average the result of four _pixels_ and output the same
- * value for all of the four pixels of the quad.
- * This really needs to work on the _samples_ i.e. inside the img filter.
- */
- val = 0.25F * (k0 + k1 + k2 + k3);
-
- /* XXX returning result for default GL_DEPTH_TEXTURE_MODE = GL_LUMINANCE */
- for (j = 0; j < 4; j++) {
- rgba[0][j] = rgba[1][j] = rgba[2][j] = val;
- rgba[3][j] = 1.0F;
- }
- } else {
- for (j = 0; j < 4; j++) {
- rgba[0][j] = k0;
- rgba[1][j] = k1;
- rgba[2][j] = k2;
- rgba[3][j] = 1.0F;
- }
+ for (j = 0; j < TGSI_QUAD_SIZE; j++) {
+ rgba[0][j] = k[j];
+ rgba[1][j] = k[j];
+ rgba[2][j] = k[j];
+ rgba[3][j] = 1.0F;
}
}