From 9282ebbaa5fdb4bc1d6234d746acac525660185d Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Thu, 23 Aug 2012 21:26:32 -0600 Subject: [PATCH] swrast: implement cubical depth texture sampling Fixes a few more failures in the piglit copyteximage test. Reviewed-by: Ian Romanick --- src/mesa/swrast/s_texfilter.c | 115 ++++++++++++++++++++++------------ 1 file changed, 74 insertions(+), 41 deletions(-) diff --git a/src/mesa/swrast/s_texfilter.c b/src/mesa/swrast/s_texfilter.c index 3c2aae91356..d116a059dca 100644 --- a/src/mesa/swrast/s_texfilter.c +++ b/src/mesa/swrast/s_texfilter.c @@ -800,6 +800,42 @@ get_border_color(const struct gl_sampler_object *samp, } +/** + * Put z into texel according to GL_DEPTH_MODE. + */ +static INLINE void +apply_depth_mode(GLenum depthMode, GLfloat z, GLfloat texel[4]) +{ + switch (depthMode) { + case GL_LUMINANCE: + ASSIGN_4V(texel, z, z, z, 1.0F); + break; + case GL_INTENSITY: + ASSIGN_4V(texel, z, z, z, z); + break; + case GL_ALPHA: + ASSIGN_4V(texel, 0.0F, 0.0F, 0.0F, z); + break; + case GL_RED: + ASSIGN_4V(texel, z, 0.0F, 0.0F, 1.0F); + break; + default: + _mesa_problem(NULL, "Bad depth texture mode"); + } +} + + +/** + * Is the given texture a depth (or depth/stencil) texture? + */ +static GLboolean +is_depth_texture(const struct gl_texture_object *tObj) +{ + GLenum format = tObj->Image[0][tObj->BaseLevel]->_BaseFormat; + return format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT; +} + + /**********************************************************************/ /* 1-D Texture Sampling Functions */ /**********************************************************************/ @@ -2391,6 +2427,11 @@ sample_nearest_cube(struct gl_context *ctx, sample_2d_nearest(ctx, samp, images[tObj->BaseLevel], newCoord, rgba[i]); } + if (is_depth_texture(tObj)) { + for (i = 0; i < n; i++) { + apply_depth_mode(tObj->DepthMode, rgba[i][0], rgba[i]); + } + } } @@ -2410,6 +2451,11 @@ sample_linear_cube(struct gl_context *ctx, sample_2d_linear(ctx, samp, images[tObj->BaseLevel], newCoord, rgba[i]); } + if (is_depth_texture(tObj)) { + for (i = 0; i < n; i++) { + apply_depth_mode(tObj->DepthMode, rgba[i][0], rgba[i]); + } + } } @@ -2440,6 +2486,11 @@ sample_cube_nearest_mipmap_nearest(struct gl_context *ctx, sample_2d_nearest(ctx, samp, images[level], newCoord, rgba[i]); } + if (is_depth_texture(tObj)) { + for (i = 0; i < n; i++) { + apply_depth_mode(tObj->DepthMode, rgba[i][0], rgba[i]); + } + } } @@ -2460,6 +2511,11 @@ sample_cube_linear_mipmap_nearest(struct gl_context *ctx, images = choose_cube_face(tObj, texcoord[i], newCoord); sample_2d_linear(ctx, samp, images[level], newCoord, rgba[i]); } + if (is_depth_texture(tObj)) { + for (i = 0; i < n; i++) { + apply_depth_mode(tObj->DepthMode, rgba[i][0], rgba[i]); + } + } } @@ -2490,6 +2546,11 @@ sample_cube_nearest_mipmap_linear(struct gl_context *ctx, lerp_rgba(rgba[i], f, t0, t1); } } + if (is_depth_texture(tObj)) { + for (i = 0; i < n; i++) { + apply_depth_mode(tObj->DepthMode, rgba[i][0], rgba[i]); + } + } } @@ -2520,6 +2581,11 @@ sample_cube_linear_mipmap_linear(struct gl_context *ctx, lerp_rgba(rgba[i], f, t0, t1); } } + if (is_depth_texture(tObj)) { + for (i = 0; i < n; i++) { + apply_depth_mode(tObj->DepthMode, rgba[i][0], rgba[i]); + } + } } @@ -3520,23 +3586,7 @@ sample_depth_texture( struct gl_context *ctx, result = shadow_compare(function, depthRef, depthSample); - switch (tObj->DepthMode) { - case GL_LUMINANCE: - ASSIGN_4V(texel[i], result, result, result, 1.0F); - break; - case GL_INTENSITY: - ASSIGN_4V(texel[i], result, result, result, result); - break; - case GL_ALPHA: - ASSIGN_4V(texel[i], 0.0F, 0.0F, 0.0F, result); - break; - case GL_RED: - ASSIGN_4V(texel[i], result, 0.0F, 0.0F, 1.0F); - break; - default: - _mesa_problem(ctx, "Bad depth texture mode"); - break; - } + apply_depth_mode(tObj->DepthMode, result, texel[i]); } } else { @@ -3615,20 +3665,7 @@ sample_depth_texture( struct gl_context *ctx, depth00, depth01, depth10, depth11, wi, wj); - switch (tObj->DepthMode) { - case GL_LUMINANCE: - ASSIGN_4V(texel[i], result, result, result, 1.0F); - break; - case GL_INTENSITY: - ASSIGN_4V(texel[i], result, result, result, result); - break; - case GL_ALPHA: - ASSIGN_4V(texel[i], 0.0F, 0.0F, 0.0F, result); - break; - default: - _mesa_problem(ctx, "Bad depth texture mode"); - } - + apply_depth_mode(tObj->DepthMode, result, texel[i]); } /* for */ } /* if filter */ } @@ -3676,11 +3713,10 @@ _swrast_choose_texture_sample_func( struct gl_context *ctx, else { const GLboolean needLambda = (GLboolean) (sampler->MinFilter != sampler->MagFilter); - const GLenum format = t->Image[0][t->BaseLevel]->_BaseFormat; switch (t->Target) { case GL_TEXTURE_1D: - if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) { + if (is_depth_texture(t)) { return &sample_depth_texture; } else if (needLambda) { @@ -3694,7 +3730,7 @@ _swrast_choose_texture_sample_func( struct gl_context *ctx, return &sample_nearest_1d; } case GL_TEXTURE_2D: - if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) { + if (is_depth_texture(t)) { return &sample_depth_texture; } else if (needLambda) { @@ -3741,10 +3777,7 @@ _swrast_choose_texture_sample_func( struct gl_context *ctx, return &sample_nearest_3d; } case GL_TEXTURE_CUBE_MAP: - if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) { - return &sample_depth_texture; - } - else if (needLambda) { + if (needLambda) { return &sample_lambda_cube; } else if (sampler->MinFilter == GL_LINEAR) { @@ -3755,7 +3788,7 @@ _swrast_choose_texture_sample_func( struct gl_context *ctx, return &sample_nearest_cube; } case GL_TEXTURE_RECTANGLE_NV: - if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) { + if (is_depth_texture(t)) { return &sample_depth_texture; } else if (needLambda) { @@ -3769,7 +3802,7 @@ _swrast_choose_texture_sample_func( struct gl_context *ctx, return &sample_nearest_rect; } case GL_TEXTURE_1D_ARRAY_EXT: - if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) { + if (is_depth_texture(t)) { return &sample_depth_texture; } else if (needLambda) { @@ -3783,7 +3816,7 @@ _swrast_choose_texture_sample_func( struct gl_context *ctx, return &sample_nearest_1d_array; } case GL_TEXTURE_2D_ARRAY_EXT: - if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) { + if (is_depth_texture(t)) { return &sample_depth_texture; } else if (needLambda) { -- 2.30.2