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authorMarek Olšák <[email protected]>2017-06-12 01:04:34 +0200
committerMarek Olšák <[email protected]>2017-06-22 01:51:02 +0200
commit3ee1c9b1263adcf68ca7c376d29c94a0fc31b2b0 (patch)
treececd9dd9c0876cfdf60b92990927c36a46e2d529
parentf0ecd36ef8e10c087738c92cf62bad3815366963 (diff)
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 <[email protected]>
-rw-r--r--src/mesa/state_tracker/st_sampler_view.c43
1 files changed, 20 insertions, 23 deletions
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);