From: Eric Anholt Date: Fri, 18 Nov 2011 01:01:58 +0000 (-0800) Subject: i965: Always handle GL_DEPTH_TEXTURE_MODE through the shader. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=d2235b0f4681f75d562131d655a6d7b7033d2d8b;p=mesa.git i965: Always handle GL_DEPTH_TEXTURE_MODE through the shader. We were already doing it through the shader (layered underneath GL_EXT_texture_swizzle) in the shadow compare case. This avoids having per-format logic for switching out the surface format dependent on the depth mode. v2: Also do the swizzling for DEPTH_STENCIL. oops. Reviewed-by: Ian Romanick Reviewed-by: Kenneth Graunke --- diff --git a/src/mesa/drivers/dri/i965/brw_wm.c b/src/mesa/drivers/dri/i965/brw_wm.c index 377b8ba2231..207ffd6c639 100644 --- a/src/mesa/drivers/dri/i965/brw_wm.c +++ b/src/mesa/drivers/dri/i965/brw_wm.c @@ -420,25 +420,40 @@ static void brw_wm_populate_key( struct brw_context *brw, SWIZZLE_NIL }; - /* GL_DEPTH_TEXTURE_MODE is normally handled through - * brw_wm_surface_state, but it applies to shadow compares as - * well and our shadow compares always return the result in - * all 4 channels. - */ - if (sampler->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) { - key->compare_funcs[i] = sampler->CompareFunc; - - if (sampler->DepthMode == GL_ALPHA) { + if (img->_BaseFormat == GL_DEPTH_COMPONENT || + img->_BaseFormat == GL_DEPTH_STENCIL) { + if (sampler->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) + key->compare_funcs[i] = sampler->CompareFunc; + + /* 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; - } else if (sampler->DepthMode == GL_LUMINANCE) { + swizzles[3] = SWIZZLE_X; + break; + case GL_LUMINANCE: + swizzles[0] = SWIZZLE_X; + swizzles[1] = SWIZZLE_X; + swizzles[2] = SWIZZLE_X; swizzles[3] = SWIZZLE_ONE; - } else if (sampler->DepthMode == GL_RED) { - /* See table 3.23 of the GL 3.0 spec. */ + 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; } } diff --git a/src/mesa/drivers/dri/i965/brw_wm_surface_state.c b/src/mesa/drivers/dri/i965/brw_wm_surface_state.c index 5a6896e63b4..0f6abe2e54e 100644 --- a/src/mesa/drivers/dri/i965/brw_wm_surface_state.c +++ b/src/mesa/drivers/dri/i965/brw_wm_surface_state.c @@ -568,29 +568,12 @@ translate_tex_format(gl_format mesa_format, switch( mesa_format ) { case MESA_FORMAT_Z16: - if (depth_mode == GL_INTENSITY) - return BRW_SURFACEFORMAT_I16_UNORM; - else if (depth_mode == GL_ALPHA) - return BRW_SURFACEFORMAT_A16_UNORM; - else if (depth_mode == GL_RED) - return BRW_SURFACEFORMAT_R16_UNORM; - else - return BRW_SURFACEFORMAT_L16_UNORM; + return BRW_SURFACEFORMAT_I16_UNORM; case MESA_FORMAT_S8_Z24: case MESA_FORMAT_X8_Z24: - /* XXX: these different surface formats don't seem to - * make any difference for shadow sampler/compares. - */ - if (depth_mode == GL_INTENSITY) - return BRW_SURFACEFORMAT_I24X8_UNORM; - else if (depth_mode == GL_ALPHA) - return BRW_SURFACEFORMAT_A24X8_UNORM; - else if (depth_mode == GL_RED) - return BRW_SURFACEFORMAT_R24_UNORM_X8_TYPELESS; - else - return BRW_SURFACEFORMAT_L24X8_UNORM; - + return BRW_SURFACEFORMAT_I24X8_UNORM; + case MESA_FORMAT_SARGB8: case MESA_FORMAT_SLA8: case MESA_FORMAT_SL8: