* Compare texcoord 'p' (aka R) against texture value 'rgba[0]'
* When we sampled the depth texture, the depth value was put into all
* RGBA channels. We look at the red channel here.
+ * \param rgba quad of (depth) texel values
+ * \param p texture 'P' components for four pixels in quad
+ * \param j which pixel in the quad to test [0..3]
*/
static INLINE void
shadow_compare(const struct pipe_sampler_state *sampler,
}
+/**
+ * As above, but do four z/texture comparisons.
+ */
+static INLINE void
+shadow_compare4(const struct pipe_sampler_state *sampler,
+ float rgba[NUM_CHANNELS][QUAD_SIZE],
+ const float p[QUAD_SIZE])
+{
+ int j, k0, k1, k2, k3;
+ float val;
+
+ /* compare four texcoords vs. four texture samples */
+ switch (sampler->compare_func) {
+ case PIPE_FUNC_LESS:
+ k0 = p[0] < rgba[0][0];
+ k1 = p[1] < rgba[0][1];
+ k2 = p[2] < rgba[0][2];
+ k3 = p[3] < rgba[0][3];
+ break;
+ case PIPE_FUNC_LEQUAL:
+ k0 = p[0] <= rgba[0][0];
+ k1 = p[1] <= rgba[0][1];
+ k2 = p[2] <= rgba[0][2];
+ k3 = p[3] <= rgba[0][3];
+ break;
+ case PIPE_FUNC_GREATER:
+ k0 = p[0] > rgba[0][0];
+ k1 = p[1] > rgba[0][1];
+ k2 = p[2] > rgba[0][2];
+ k3 = p[3] > rgba[0][3];
+ break;
+ case PIPE_FUNC_GEQUAL:
+ k0 = p[0] >= rgba[0][0];
+ k1 = p[1] >= rgba[0][1];
+ k2 = p[2] >= rgba[0][2];
+ k3 = p[3] >= rgba[0][3];
+ break;
+ case PIPE_FUNC_EQUAL:
+ k0 = p[0] == rgba[0][0];
+ k1 = p[1] == rgba[0][1];
+ k2 = p[2] == rgba[0][2];
+ k3 = p[3] == rgba[0][3];
+ break;
+ case PIPE_FUNC_NOTEQUAL:
+ k0 = p[0] != rgba[0][0];
+ k1 = p[1] != rgba[0][1];
+ k2 = p[2] != rgba[0][2];
+ k3 = p[3] != rgba[0][3];
+ break;
+ case PIPE_FUNC_ALWAYS:
+ k0 = k1 = k2 = k3 = 1;
+ break;
+ case PIPE_FUNC_NEVER:
+ k0 = k1 = k2 = k3 = 0;
+ break;
+ default:
+ k0 = k1 = k2 = k3 = 0;
+ assert(0);
+ break;
+ }
+
+ /* convert four pass/fail values to an intensity in [0,1] */
+ 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;
+ }
+}
+
+
/**
* Common code for sampling 1D/2D/cube textures.
* Could probably extend for 3D...
get_texel(tgsi_sampler, faces[j], level0, x0[j], y1[j], 0, tx, 2);
get_texel(tgsi_sampler, faces[j], level0, x1[j], y1[j], 0, tx, 3);
if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
- shadow_compare(sampler, tx, p, 0);
- shadow_compare(sampler, tx, p, 1);
- shadow_compare(sampler, tx, p, 2);
- shadow_compare(sampler, tx, p, 3);
+ shadow_compare4(sampler, tx, p);
}
/* interpolate R, G, B, A */
get_texel(tgsi_sampler, faces[j], level1, x0[j], y1[j], 0, tx, 2);
get_texel(tgsi_sampler, faces[j], level1, x1[j], y1[j], 0, tx, 3);
if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE){
- shadow_compare(sampler, tx, p, 0);
- shadow_compare(sampler, tx, p, 1);
- shadow_compare(sampler, tx, p, 2);
- shadow_compare(sampler, tx, p, 3);
+ shadow_compare4(sampler, tx, p);
}
/* interpolate R, G, B, A */
get_texel(tgsi_sampler, face, level0, x0[j], y1[j], 0, tx, 2);
get_texel(tgsi_sampler, face, level0, x1[j], y1[j], 0, tx, 3);
if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
- shadow_compare(sampler, tx, p, 0);
- shadow_compare(sampler, tx, p, 1);
- shadow_compare(sampler, tx, p, 2);
- shadow_compare(sampler, tx, p, 3);
+ shadow_compare4(sampler, tx, p);
}
for (c = 0; c < 4; c++) {
rgba[c][j] = lerp_2d(xw[j], yw[j],