}
+/**
+ * Returns a fragment program which implements the current pixel transfer ops.
+ */
+static struct gl_fragment_program *
+get_glsl_pixel_transfer_program(struct st_context *st,
+ struct st_fragment_program *orig)
+{
+ int pixelMaps = 0, scaleAndBias = 0;
+ struct gl_context *ctx = st->ctx;
+ struct st_fragment_program *fp = (struct st_fragment_program *)
+ ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
+
+ if (!fp)
+ return NULL;
+
+ if (ctx->Pixel.RedBias != 0.0 || ctx->Pixel.RedScale != 1.0 ||
+ ctx->Pixel.GreenBias != 0.0 || ctx->Pixel.GreenScale != 1.0 ||
+ ctx->Pixel.BlueBias != 0.0 || ctx->Pixel.BlueScale != 1.0 ||
+ ctx->Pixel.AlphaBias != 0.0 || ctx->Pixel.AlphaScale != 1.0) {
+ scaleAndBias = 1;
+ }
+
+ pixelMaps = ctx->Pixel.MapColorFlag;
+
+ if (pixelMaps) {
+ /* create the colormap/texture now if not already done */
+ if (!st->pixel_xfer.pixelmap_texture) {
+ st->pixel_xfer.pixelmap_texture = st_create_color_map_texture(ctx);
+ st->pixel_xfer.pixelmap_sampler_view =
+ st_create_texture_sampler_view(st->pipe,
+ st->pixel_xfer.pixelmap_texture);
+ }
+ }
+
+ get_pixel_transfer_visitor(fp, orig->glsl_to_tgsi,
+ scaleAndBias, pixelMaps);
+
+ return &fp->Base;
+}
+
/**
* Make fragment shader for glDraw/CopyPixels. This shader is made
struct gl_fragment_program **fpOut)
{
struct gl_program *newProg;
+ struct st_fragment_program *stfp = (struct st_fragment_program *) fpIn;
if (is_passthrough_program(fpIn)) {
newProg = (struct gl_program *) _mesa_clone_fragment_program(st->ctx,
&st->pixel_xfer.program->Base);
}
+ else if (stfp->glsl_to_tgsi != NULL) {
+ newProg = (struct gl_program *) get_glsl_pixel_transfer_program(st, stfp);
+ }
else {
#if 0
/* debug */
{
switch (format) {
case GL_DEPTH_COMPONENT:
- return GL_DEPTH_COMPONENT;
+ switch (type) {
+ case GL_UNSIGNED_SHORT:
+ return GL_DEPTH_COMPONENT16;
+
+ case GL_UNSIGNED_INT:
+ return GL_DEPTH_COMPONENT32;
+
+ case GL_FLOAT:
+ if (ctx->Extensions.ARB_depth_buffer_float)
+ return GL_DEPTH_COMPONENT32F;
+ else
+ return GL_DEPTH_COMPONENT;
+
+ default:
+ return GL_DEPTH_COMPONENT;
+ }
+
case GL_DEPTH_STENCIL:
- return GL_DEPTH_STENCIL;
+ switch (type) {
+ case GL_FLOAT_32_UNSIGNED_INT_24_8_REV:
+ return GL_DEPTH32F_STENCIL8;
+
+ case GL_UNSIGNED_INT_24_8:
+ default:
+ return GL_DEPTH24_STENCIL8;
+ }
+
case GL_STENCIL_INDEX:
return GL_STENCIL_INDEX;
+
default:
if (_mesa_is_integer_format(format)) {
switch (type) {
else if (format == GL_DEPTH_COMPONENT)
write_depth = GL_TRUE;
- if (write_stencil) {
- enum pipe_format tex_format;
- /* can we write to stencil if not fallback */
- if (!pipe->screen->get_param(pipe->screen, PIPE_CAP_SHADER_STENCIL_EXPORT))
- goto stencil_fallback;
+ if (write_stencil &&
+ !pipe->screen->get_param(pipe->screen, PIPE_CAP_SHADER_STENCIL_EXPORT)) {
+ /* software fallback */
+ draw_stencil_pixels(ctx, x, y, width, height, format, type,
+ unpack, pixels);
+ return;
}
/* Mesa state should be up to date by now */
pipe_resource_reference(&pt, NULL);
}
}
- return;
-
-stencil_fallback:
- draw_stencil_pixels(ctx, x, y, width, height, format, type,
- unpack, pixels);
}