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;
* 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,
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);
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
#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;
}
}
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);
}
}