From: Marek Olšák Date: Sun, 11 Jun 2017 23:04:34 +0000 (+0200) Subject: st/mesa: simplify get_texture_format_swizzle X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=3ee1c9b1263adcf68ca7c376d29c94a0fc31b2b0;p=mesa.git st/mesa: simplify get_texture_format_swizzle - Don't check GL_NONE (that was only for buffers). - Don't use util_format_is_depth_or_stencil. Reviewed-by: Nicolai Hähnle --- diff --git a/src/mesa/state_tracker/st_sampler_view.c b/src/mesa/state_tracker/st_sampler_view.c index f0cf9cb929a..e8a46a72244 100644 --- a/src/mesa/state_tracker/st_sampler_view.c +++ b/src/mesa/state_tracker/st_sampler_view.c @@ -281,31 +281,28 @@ get_texture_format_swizzle(const struct st_context *st, const struct st_texture_object *stObj, unsigned glsl_version) { - GLenum baseFormat = _mesa_texture_base_format(&stObj->base); + GLenum baseFormat = _mesa_base_tex_image(&stObj->base)->_BaseFormat; unsigned tex_swizzle; - - if (baseFormat != GL_NONE) { - GLenum depth_mode = stObj->base.DepthMode; - /* In ES 3.0, DEPTH_TEXTURE_MODE is expected to be GL_RED for textures - * with depth component data specified with a sized internal format. - */ - if (_mesa_is_gles3(st->ctx) && - util_format_is_depth_or_stencil(stObj->pt->format)) { - const struct gl_texture_image *firstImage = - _mesa_base_tex_image(&stObj->base); - if (firstImage->InternalFormat != GL_DEPTH_COMPONENT && - firstImage->InternalFormat != GL_DEPTH_STENCIL && - firstImage->InternalFormat != GL_STENCIL_INDEX) - depth_mode = GL_RED; - } - tex_swizzle = compute_texture_format_swizzle(baseFormat, - depth_mode, - stObj->pt->format, - glsl_version); - } - else { - tex_swizzle = SWIZZLE_XYZW; + GLenum depth_mode = stObj->base.DepthMode; + + /* In ES 3.0, DEPTH_TEXTURE_MODE is expected to be GL_RED for textures + * with depth component data specified with a sized internal format. + */ + if (_mesa_is_gles3(st->ctx) && + (baseFormat == GL_DEPTH_COMPONENT || + baseFormat == GL_DEPTH_STENCIL || + baseFormat == GL_STENCIL_INDEX)) { + const struct gl_texture_image *firstImage = + _mesa_base_tex_image(&stObj->base); + if (firstImage->InternalFormat != GL_DEPTH_COMPONENT && + firstImage->InternalFormat != GL_DEPTH_STENCIL && + firstImage->InternalFormat != GL_STENCIL_INDEX) + depth_mode = GL_RED; } + tex_swizzle = compute_texture_format_swizzle(baseFormat, + depth_mode, + stObj->pt->format, + glsl_version); /* Combine the texture format swizzle with user's swizzle */ return swizzle_swizzle(stObj->base._Swizzle, tex_swizzle);