From: Brian Paul Date: Fri, 13 Dec 2013 16:52:15 +0000 (-0700) Subject: st/mesa: only set up sampler compare mode for depth textures X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=19fa540219fa2df3a4acdc395ca707afae8602f2;p=mesa.git st/mesa: only set up sampler compare mode for depth textures The GL_ARB_shadow spec says the shadow compare mode should have no effect when sampling a color texture. As it was, it was up to drivers to check for that (softpipe, llvmpipe, svga and probably the rest don't do that). Note: it looks like DX10 allows shadow compare with some non-depth formats, so this case really should be handled in the state tracker. Reviewed-by: Roland Scheidegger --- diff --git a/src/mesa/state_tracker/st_atom_sampler.c b/src/mesa/state_tracker/st_atom_sampler.c index 447788cc3df..57670ce259b 100644 --- a/src/mesa/state_tracker/st_atom_sampler.c +++ b/src/mesa/state_tracker/st_atom_sampler.c @@ -133,12 +133,17 @@ convert_sampler(struct st_context *st, const struct gl_texture_object *texobj; struct gl_context *ctx = st->ctx; struct gl_sampler_object *msamp; + const struct gl_texture_image *teximg; + GLenum texBaseFormat; texobj = ctx->Texture.Unit[texUnit]._Current; if (!texobj) { texobj = _mesa_get_fallback_texture(ctx, TEXTURE_2D_INDEX); } + teximg = texobj->Image[0][texobj->BaseLevel]; + texBaseFormat = teximg ? teximg->_BaseFormat : GL_RGBA; + msamp = _mesa_get_samplerobj(ctx, texUnit); memset(sampler, 0, sizeof(*sampler)); @@ -176,12 +181,9 @@ convert_sampler(struct st_context *st, msamp->BorderColor.ui[2] || msamp->BorderColor.ui[3]) { const struct st_texture_object *stobj = st_texture_object_const(texobj); - const struct gl_texture_image *teximg; const GLboolean is_integer = texobj->_IsIntegerFormat; union pipe_color_union border_color; - teximg = texobj->Image[0][texobj->BaseLevel]; - if (st->apply_texture_swizzle_to_border_color && stobj->sampler_view) { const unsigned char swz[4] = { @@ -193,25 +195,26 @@ convert_sampler(struct st_context *st, st_translate_color(&msamp->BorderColor, &border_color, - teximg ? teximg->_BaseFormat : GL_RGBA, is_integer); + texBaseFormat, is_integer); util_format_apply_color_swizzle(&sampler->border_color, &border_color, swz, is_integer); } else { st_translate_color(&msamp->BorderColor, &sampler->border_color, - teximg ? teximg->_BaseFormat : GL_RGBA, is_integer); + texBaseFormat, is_integer); } } sampler->max_anisotropy = (msamp->MaxAnisotropy == 1.0 ? 0 : (GLuint) msamp->MaxAnisotropy); - /* only care about ARB_shadow, not SGI shadow */ - if (msamp->CompareMode == GL_COMPARE_R_TO_TEXTURE) { + /* If sampling a depth texture and using shadow comparison */ + if ((texBaseFormat == GL_DEPTH_COMPONENT || + texBaseFormat == GL_DEPTH_STENCIL) && + msamp->CompareMode == GL_COMPARE_R_TO_TEXTURE) { sampler->compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE; - sampler->compare_func - = st_compare_func_to_pipe(msamp->CompareFunc); + sampler->compare_func = st_compare_func_to_pipe(msamp->CompareFunc); } sampler->seamless_cube_map =