diff options
author | Eric Anholt <[email protected]> | 2012-12-20 15:45:11 -0800 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2012-12-26 12:08:33 -0800 |
commit | 5791c56811ae261b0596d088e99933eb5e24206d (patch) | |
tree | c46c26397685da40d3442dbe72484f683f46282d | |
parent | 5628501e7b4289f5a04a2ca26d1ed4b3dec1a442 (diff) |
i965: Fix border color handling for deprecated SNORM formats.
We don't have native hardware support for these, so they get promoted to
RGBA, in which case we don't have hardware dealing with the channel
swizzling for us.
Fixes piglit EXT_texture_snorm/texwrap formats bordercolor (-swizzled).
Reviewed-by: Kenneth Graunke <[email protected]>
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_wm_sampler_state.c | 31 |
1 files changed, 29 insertions, 2 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_wm_sampler_state.c b/src/mesa/drivers/dri/i965/brw_wm_sampler_state.c index 0d1f24950e6..006aa68a0b4 100644 --- a/src/mesa/drivers/dri/i965/brw_wm_sampler_state.c +++ b/src/mesa/drivers/dri/i965/brw_wm_sampler_state.c @@ -89,7 +89,8 @@ upload_default_color(struct brw_context *brw, struct gl_sampler_object *sampler, struct gl_texture_image *firstImage = texObj->Image[0][texObj->BaseLevel]; float color[4]; - if (firstImage->_BaseFormat == GL_DEPTH_COMPONENT) { + switch (firstImage->_BaseFormat) { + case GL_DEPTH_COMPONENT: /* GL specs that border color for depth textures is taken from the * R channel, while the hardware uses A. Spam R into all the * channels for safety. @@ -98,11 +99,37 @@ upload_default_color(struct brw_context *brw, struct gl_sampler_object *sampler, color[1] = sampler->BorderColor.f[0]; color[2] = sampler->BorderColor.f[0]; color[3] = sampler->BorderColor.f[0]; - } else { + break; + case GL_ALPHA: + color[0] = 0.0; + color[1] = 0.0; + color[2] = 0.0; + color[3] = sampler->BorderColor.f[3]; + break; + case GL_INTENSITY: + color[0] = sampler->BorderColor.f[0]; + color[1] = sampler->BorderColor.f[0]; + color[2] = sampler->BorderColor.f[0]; + color[3] = sampler->BorderColor.f[0]; + break; + case GL_LUMINANCE: + color[0] = sampler->BorderColor.f[0]; + color[1] = sampler->BorderColor.f[0]; + color[2] = sampler->BorderColor.f[0]; + color[3] = 1.0; + break; + case GL_LUMINANCE_ALPHA: + color[0] = sampler->BorderColor.f[0]; + color[1] = sampler->BorderColor.f[0]; + color[2] = sampler->BorderColor.f[0]; + color[3] = sampler->BorderColor.f[3]; + break; + default: color[0] = sampler->BorderColor.f[0]; color[1] = sampler->BorderColor.f[1]; color[2] = sampler->BorderColor.f[2]; color[3] = sampler->BorderColor.f[3]; + break; } /* In some cases we use an RGBA surface format for GL RGB textures, |