void
brw_populate_sampler_prog_key_data(struct gl_context *ctx,
- struct brw_sampler_prog_key_data *key,
- int i)
+ const struct gl_program *prog,
+ struct brw_sampler_prog_key_data *key)
{
- const struct gl_texture_unit *unit = &ctx->Texture.Unit[i];
-
- if (unit->_ReallyEnabled && unit->_Current->Target != GL_TEXTURE_BUFFER) {
- const struct gl_texture_object *t = unit->_Current;
- const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
- struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, i);
- int swizzles[SWIZZLE_NIL + 1] = {
- SWIZZLE_X,
- SWIZZLE_Y,
- SWIZZLE_Z,
- SWIZZLE_W,
- SWIZZLE_ZERO,
- SWIZZLE_ONE,
- SWIZZLE_NIL
- };
-
- if (img->_BaseFormat == GL_DEPTH_COMPONENT ||
- img->_BaseFormat == GL_DEPTH_STENCIL) {
- /* We handle GL_DEPTH_TEXTURE_MODE here instead of as surface format
- * overrides because shadow comparison always returns the result of
- * the comparison in all channels anyway.
- */
- switch (sampler->DepthMode) {
- case GL_ALPHA:
- swizzles[0] = SWIZZLE_ZERO;
- swizzles[1] = SWIZZLE_ZERO;
- swizzles[2] = SWIZZLE_ZERO;
- swizzles[3] = SWIZZLE_X;
- break;
- case GL_LUMINANCE:
- swizzles[0] = SWIZZLE_X;
- swizzles[1] = SWIZZLE_X;
- swizzles[2] = SWIZZLE_X;
- swizzles[3] = SWIZZLE_ONE;
- break;
- case GL_INTENSITY:
- swizzles[0] = SWIZZLE_X;
- swizzles[1] = SWIZZLE_X;
- swizzles[2] = SWIZZLE_X;
- swizzles[3] = SWIZZLE_X;
- break;
- case GL_RED:
- swizzles[0] = SWIZZLE_X;
- swizzles[1] = SWIZZLE_ZERO;
- swizzles[2] = SWIZZLE_ZERO;
- swizzles[3] = SWIZZLE_ONE;
- break;
+ for (int i = 0; i < BRW_MAX_TEX_UNIT; i++) {
+ if (!prog->TexturesUsed[i])
+ continue;
+
+ const struct gl_texture_unit *unit = &ctx->Texture.Unit[i];
+
+ if (unit->_ReallyEnabled && unit->_Current->Target != GL_TEXTURE_BUFFER) {
+ const struct gl_texture_object *t = unit->_Current;
+ const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
+ struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, i);
+ int swizzles[SWIZZLE_NIL + 1] = {
+ SWIZZLE_X,
+ SWIZZLE_Y,
+ SWIZZLE_Z,
+ SWIZZLE_W,
+ SWIZZLE_ZERO,
+ SWIZZLE_ONE,
+ SWIZZLE_NIL
+ };
+
+ if (img->_BaseFormat == GL_DEPTH_COMPONENT ||
+ img->_BaseFormat == GL_DEPTH_STENCIL) {
+ /* We handle GL_DEPTH_TEXTURE_MODE here instead of as surface
+ * format overrides because shadow comparison always returns the
+ * result of the comparison in all channels anyway.
+ */
+ switch (sampler->DepthMode) {
+ case GL_ALPHA:
+ swizzles[0] = SWIZZLE_ZERO;
+ swizzles[1] = SWIZZLE_ZERO;
+ swizzles[2] = SWIZZLE_ZERO;
+ swizzles[3] = SWIZZLE_X;
+ break;
+ case GL_LUMINANCE:
+ swizzles[0] = SWIZZLE_X;
+ swizzles[1] = SWIZZLE_X;
+ swizzles[2] = SWIZZLE_X;
+ swizzles[3] = SWIZZLE_ONE;
+ break;
+ case GL_INTENSITY:
+ swizzles[0] = SWIZZLE_X;
+ swizzles[1] = SWIZZLE_X;
+ swizzles[2] = SWIZZLE_X;
+ swizzles[3] = SWIZZLE_X;
+ break;
+ case GL_RED:
+ swizzles[0] = SWIZZLE_X;
+ swizzles[1] = SWIZZLE_ZERO;
+ swizzles[2] = SWIZZLE_ZERO;
+ swizzles[3] = SWIZZLE_ONE;
+ break;
+ }
}
- }
- if (img->InternalFormat == GL_YCBCR_MESA) {
- key->yuvtex_mask |= 1 << i;
- if (img->TexFormat == MESA_FORMAT_YCBCR)
- key->yuvtex_swap_mask |= 1 << i;
- }
+ if (img->InternalFormat == GL_YCBCR_MESA) {
+ key->yuvtex_mask |= 1 << i;
+ if (img->TexFormat == MESA_FORMAT_YCBCR)
+ key->yuvtex_swap_mask |= 1 << i;
+ }
- key->swizzles[i] =
- MAKE_SWIZZLE4(swizzles[GET_SWZ(t->_Swizzle, 0)],
- swizzles[GET_SWZ(t->_Swizzle, 1)],
- swizzles[GET_SWZ(t->_Swizzle, 2)],
- swizzles[GET_SWZ(t->_Swizzle, 3)]);
-
- if (sampler->MinFilter != GL_NEAREST &&
- sampler->MagFilter != GL_NEAREST) {
- if (sampler->WrapS == GL_CLAMP)
- key->gl_clamp_mask[0] |= 1 << i;
- if (sampler->WrapT == GL_CLAMP)
- key->gl_clamp_mask[1] |= 1 << i;
- if (sampler->WrapR == GL_CLAMP)
- key->gl_clamp_mask[2] |= 1 << i;
+ key->swizzles[i] =
+ MAKE_SWIZZLE4(swizzles[GET_SWZ(t->_Swizzle, 0)],
+ swizzles[GET_SWZ(t->_Swizzle, 1)],
+ swizzles[GET_SWZ(t->_Swizzle, 2)],
+ swizzles[GET_SWZ(t->_Swizzle, 3)]);
+
+ if (sampler->MinFilter != GL_NEAREST &&
+ sampler->MagFilter != GL_NEAREST) {
+ if (sampler->WrapS == GL_CLAMP)
+ key->gl_clamp_mask[0] |= 1 << i;
+ if (sampler->WrapT == GL_CLAMP)
+ key->gl_clamp_mask[1] |= 1 << i;
+ if (sampler->WrapR == GL_CLAMP)
+ key->gl_clamp_mask[2] |= 1 << i;
+ }
+ }
+ else {
+ key->swizzles[i] = SWIZZLE_NOOP;
}
- }
- else {
- key->swizzles[i] = SWIZZLE_NOOP;
}
}
const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
GLuint lookup = 0;
GLuint line_aa;
- GLuint i;
/* As a temporary measure we assume that all programs use dFdy() (and hence
* need to be compiled differently depending on whether we're rendering to
key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
/* _NEW_TEXTURE */
- for (i = 0; i < BRW_MAX_TEX_UNIT; i++) {
- if (prog->TexturesUsed[i])
- brw_populate_sampler_prog_key_data(ctx, &key->tex, i);
- }
+ brw_populate_sampler_prog_key_data(ctx, prog, &key->tex);
/* _NEW_BUFFERS */
/*