r300/compiler: generalize depth texture mode to support arbitrary swizzles
authorMarek Olšák <maraeo@gmail.com>
Fri, 7 May 2010 23:19:59 +0000 (01:19 +0200)
committerMarek Olšák <maraeo@gmail.com>
Sat, 8 May 2010 21:03:44 +0000 (23:03 +0200)
src/gallium/drivers/r300/r300_fs.c
src/mesa/drivers/dri/r300/compiler/radeon_code.h
src/mesa/drivers/dri/r300/compiler/radeon_program_tex.c
src/mesa/drivers/dri/r300/r300_fragprog_common.c

index 88303f074cd8a1039adf53e77b473fa91772abde..5173e2cf6d04aa17f0cc0666349237bd9be09e80 100644 (file)
@@ -147,8 +147,8 @@ static void get_external_state(
 
         if (s->state.compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
             /* XXX Gallium doesn't provide us with any information regarding
-             * this mode, so we are screwed. I'm setting 0 = LUMINANCE. */
-            state->unit[i].depth_texture_mode = 0;
+             * this mode, so we are screwed. Let's set INTENSITY for now. */
+            state->unit[i].depth_texture_swizzle = RC_SWIZZLE_XYZW;
 
             /* Fortunately, no need to translate this. */
             state->unit[i].texture_compare_func = s->state.compare_func;
index 27274f07122d32b5985103d3ce387804e7ba4073..17703a9ad3826f07fd5767c4d33837a863d69fd7 100644 (file)
@@ -132,7 +132,7 @@ struct r300_fragment_program_external_state {
                 *  2 - GL_ALPHA
                 * depending on the depth texture mode.
                 */
-               unsigned depth_texture_mode : 2;
+               unsigned depth_texture_swizzle:12;
 
                /**
                 * If the sampler is used as a shadow sampler,
index b4ba0b3f870bba0faf3746cf80d45456ac97b0c5..98e391ab0c0cdb3ab4efdd43f2cb132af6bc3656 100644 (file)
@@ -113,7 +113,6 @@ int radeonTransformTEX(
                        return 1;
                } else {
                        rc_compare_func comparefunc = compiler->state.unit[inst->U.I.TexSrcUnit].texture_compare_func;
-                       unsigned int depthmode = compiler->state.unit[inst->U.I.TexSrcUnit].depth_texture_mode;
                        struct rc_instruction * inst_rcp = rc_insert_new_instruction(c, inst);
                        struct rc_instruction * inst_mad = rc_insert_new_instruction(c, inst_rcp);
                        struct rc_instruction * inst_cmp = rc_insert_new_instruction(c, inst_mad);
@@ -141,10 +140,7 @@ int radeonTransformTEX(
                        inst_mad->U.I.SrcReg[1].Swizzle = RC_SWIZZLE_WWWW;
                        inst_mad->U.I.SrcReg[2].File = RC_FILE_TEMPORARY;
                        inst_mad->U.I.SrcReg[2].Index = inst->U.I.DstReg.Index;
-                       if (depthmode == 0) /* GL_LUMINANCE */
-                               inst_mad->U.I.SrcReg[2].Swizzle = RC_MAKE_SWIZZLE(RC_SWIZZLE_X, RC_SWIZZLE_Y, RC_SWIZZLE_Z, RC_SWIZZLE_Z);
-                       else if (depthmode == 2) /* GL_ALPHA */
-                               inst_mad->U.I.SrcReg[2].Swizzle = RC_SWIZZLE_WWWW;
+                       inst_mad->U.I.SrcReg[2].Swizzle = compiler->state.unit[inst->U.I.TexSrcUnit].depth_texture_swizzle;
 
                        /* Recall that SrcReg[0] is tex, SrcReg[2] is r and:
                         *   r  < tex  <=>      -tex+r < 0
index 2b7c93a9575ddded61a0b0106fdb9b67ac9f0a8c..6b1457c1e151562c1af6b7e52a3e186ecc5e2cbb 100644 (file)
 #include "radeon_mesa_to_rc.h"
 
 
-static GLuint build_dtm(GLuint depthmode)
+static GLuint build_dts(GLuint depthmode)
 {
        switch(depthmode) {
        default:
-       case GL_LUMINANCE: return 0;
-       case GL_INTENSITY: return 1;
-       case GL_ALPHA: return 2;
+       case GL_LUMINANCE: return RC_MAKE_SWIZZLE(RC_SWIZZLE_X, RC_SWIZZLE_Y, RC_SWIZZLE_Z, RC_SWIZZLE_Z);
+       case GL_INTENSITY: return RC_SWIZZLE_XYZW;
+       case GL_ALPHA: return RC_SWIZZLE_WWWW;
        }
 }
 
@@ -78,7 +78,7 @@ static void build_state(
                if (fp->Base.ShadowSamplers & (1 << unit)) {
                        struct gl_texture_object* tex = r300->radeon.glCtx->Texture.Unit[unit]._Current;
 
-                       state->unit[unit].depth_texture_mode = build_dtm(tex->DepthMode);
+                       state->unit[unit].depth_texture_swizzle = build_dts(tex->DepthMode);
                        state->unit[unit].texture_compare_func = build_func(tex->CompareFunc);
                }
        }