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authorMarek Olšák <[email protected]>2015-07-23 21:57:19 +0200
committerMarek Olšák <[email protected]>2015-07-29 00:10:27 +0200
commit768b4a25b95b95989dae3ff2f5a06172a2f4ab85 (patch)
tree9d5f2af312d00e76cbdf7bfcfdb7fbfe0890404b /src/mesa/state_tracker/st_atom_texture.c
parent82546729e3533c9a5ec0392585a60833bd93acca (diff)
st/mesa: fix GLSL 1.30 texture shadow functions with the GL_ALPHA depth mode (v2)
Fixes piglit: [email protected]@execution@fs-texture-sampler2dshadow-10 [email protected]@execution@fs-texture-sampler2dshadow-11 v2: use st_shader_stage_to_ptarget Reviewed-by: Brian Paul <[email protected]>
Diffstat (limited to 'src/mesa/state_tracker/st_atom_texture.c')
-rw-r--r--src/mesa/state_tracker/st_atom_texture.c74
1 files changed, 52 insertions, 22 deletions
diff --git a/src/mesa/state_tracker/st_atom_texture.c b/src/mesa/state_tracker/st_atom_texture.c
index e80f9893ad5..4422d9a1a52 100644
--- a/src/mesa/state_tracker/st_atom_texture.c
+++ b/src/mesa/state_tracker/st_atom_texture.c
@@ -103,7 +103,8 @@ swizzle_swizzle(unsigned swizzle1, unsigned swizzle2)
*/
static unsigned
compute_texture_format_swizzle(GLenum baseFormat, GLenum depthMode,
- enum pipe_format actualFormat)
+ enum pipe_format actualFormat,
+ unsigned glsl_version)
{
switch (baseFormat) {
case GL_RGBA:
@@ -157,8 +158,26 @@ compute_texture_format_swizzle(GLenum baseFormat, GLenum depthMode,
case GL_INTENSITY:
return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_X);
case GL_ALPHA:
- return MAKE_SWIZZLE4(SWIZZLE_ZERO, SWIZZLE_ZERO,
- SWIZZLE_ZERO, SWIZZLE_X);
+ /* The texture(sampler*Shadow) functions from GLSL 1.30 ignore
+ * the depth mode and return float, while older shadow* functions
+ * and ARB_fp instructions return vec4 according to the depth mode.
+ *
+ * The problem with the GLSL 1.30 functions is that GL_ALPHA forces
+ * them to return 0, breaking them completely.
+ *
+ * A proper fix would increase code complexity and that's not worth
+ * it for a rarely used feature such as the GL_ALPHA depth mode
+ * in GL3. Therefore, change GL_ALPHA to GL_INTENSITY for all
+ * shaders that use GLSL 1.30 or later.
+ *
+ * BTW, it's required that sampler views are updated when
+ * shaders change (check_sampler_swizzle takes care of that).
+ */
+ if (glsl_version && glsl_version >= 130)
+ return SWIZZLE_XXXX;
+ else
+ return MAKE_SWIZZLE4(SWIZZLE_ZERO, SWIZZLE_ZERO,
+ SWIZZLE_ZERO, SWIZZLE_X);
case GL_RED:
return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_ZERO,
SWIZZLE_ZERO, SWIZZLE_ONE);
@@ -174,7 +193,8 @@ compute_texture_format_swizzle(GLenum baseFormat, GLenum depthMode,
static unsigned
-get_texture_format_swizzle(const struct st_texture_object *stObj)
+get_texture_format_swizzle(const struct st_texture_object *stObj,
+ unsigned glsl_version)
{
GLenum baseFormat = _mesa_texture_base_format(&stObj->base);
unsigned tex_swizzle;
@@ -182,7 +202,8 @@ get_texture_format_swizzle(const struct st_texture_object *stObj)
if (baseFormat != GL_NONE) {
tex_swizzle = compute_texture_format_swizzle(baseFormat,
stObj->base.DepthMode,
- stObj->pt->format);
+ stObj->pt->format,
+ glsl_version);
}
else {
tex_swizzle = SWIZZLE_XYZW;
@@ -201,9 +222,9 @@ get_texture_format_swizzle(const struct st_texture_object *stObj)
*/
static boolean
check_sampler_swizzle(const struct st_texture_object *stObj,
- struct pipe_sampler_view *sv)
+ struct pipe_sampler_view *sv, unsigned glsl_version)
{
- unsigned swizzle = get_texture_format_swizzle(stObj);
+ unsigned swizzle = get_texture_format_swizzle(stObj, glsl_version);
return ((sv->swizzle_r != GET_SWZ(swizzle, 0)) ||
(sv->swizzle_g != GET_SWZ(swizzle, 1)) ||
@@ -232,10 +253,11 @@ static unsigned last_layer(struct st_texture_object *stObj)
static struct pipe_sampler_view *
st_create_texture_sampler_view_from_stobj(struct pipe_context *pipe,
struct st_texture_object *stObj,
- enum pipe_format format)
+ enum pipe_format format,
+ unsigned glsl_version)
{
struct pipe_sampler_view templ;
- unsigned swizzle = get_texture_format_swizzle(stObj);
+ unsigned swizzle = get_texture_format_swizzle(stObj, glsl_version);
u_sampler_view_default_template(&templ,
stObj->pt,
@@ -282,7 +304,8 @@ st_create_texture_sampler_view_from_stobj(struct pipe_context *pipe,
static struct pipe_sampler_view *
st_get_texture_sampler_view_from_stobj(struct st_context *st,
struct st_texture_object *stObj,
- enum pipe_format format)
+ enum pipe_format format,
+ unsigned glsl_version)
{
struct pipe_sampler_view **sv;
const struct st_texture_image *firstImage;
@@ -304,7 +327,7 @@ st_get_texture_sampler_view_from_stobj(struct st_context *st,
/* if sampler view has changed dereference it */
if (*sv) {
- if (check_sampler_swizzle(stObj, *sv) ||
+ if (check_sampler_swizzle(stObj, *sv, glsl_version) ||
(format != (*sv)->format) ||
gl_target_to_pipe(stObj->base.Target) != (*sv)->target ||
stObj->base.MinLevel + stObj->base.BaseLevel != (*sv)->u.tex.first_level ||
@@ -316,7 +339,8 @@ st_get_texture_sampler_view_from_stobj(struct st_context *st,
}
if (!*sv) {
- *sv = st_create_texture_sampler_view_from_stobj(st->pipe, stObj, format);
+ *sv = st_create_texture_sampler_view_from_stobj(st->pipe, stObj,
+ format, glsl_version);
} else if ((*sv)->context != st->pipe) {
/* Recreate view in correct context, use existing view as template */
@@ -332,7 +356,7 @@ st_get_texture_sampler_view_from_stobj(struct st_context *st,
static GLboolean
update_single_texture(struct st_context *st,
struct pipe_sampler_view **sampler_view,
- GLuint texUnit)
+ GLuint texUnit, unsigned glsl_version)
{
struct gl_context *ctx = st->ctx;
const struct gl_sampler_object *samp;
@@ -372,8 +396,9 @@ update_single_texture(struct st_context *st,
}
}
- *sampler_view = st_get_texture_sampler_view_from_stobj(st, stObj,
- view_format);
+ *sampler_view =
+ st_get_texture_sampler_view_from_stobj(st, stObj, view_format,
+ glsl_version);
return GL_TRUE;
}
@@ -381,7 +406,7 @@ update_single_texture(struct st_context *st,
static void
update_textures(struct st_context *st,
- unsigned shader_stage,
+ gl_shader_stage mesa_shader,
const struct gl_program *prog,
unsigned max_units,
struct pipe_sampler_view **sampler_views,
@@ -390,6 +415,10 @@ update_textures(struct st_context *st,
const GLuint old_max = *num_textures;
GLbitfield samplers_used = prog->SamplersUsed;
GLuint unit;
+ struct gl_shader_program *shader =
+ st->ctx->_Shader->CurrentProgram[mesa_shader];
+ unsigned glsl_version = shader ? shader->Version : 0;
+ unsigned shader_stage = st_shader_stage_to_ptarget(mesa_shader);
if (samplers_used == 0x0 && old_max == 0)
return;
@@ -404,7 +433,8 @@ update_textures(struct st_context *st,
const GLuint texUnit = prog->SamplerUnits[unit];
GLboolean retval;
- retval = update_single_texture(st, &sampler_view, texUnit);
+ retval = update_single_texture(st, &sampler_view, texUnit,
+ glsl_version);
if (retval == GL_FALSE)
continue;
@@ -433,7 +463,7 @@ update_vertex_textures(struct st_context *st)
if (ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits > 0) {
update_textures(st,
- PIPE_SHADER_VERTEX,
+ MESA_SHADER_VERTEX,
&ctx->VertexProgram._Current->Base,
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits,
st->state.sampler_views[PIPE_SHADER_VERTEX],
@@ -448,7 +478,7 @@ update_fragment_textures(struct st_context *st)
const struct gl_context *ctx = st->ctx;
update_textures(st,
- PIPE_SHADER_FRAGMENT,
+ MESA_SHADER_FRAGMENT,
&ctx->FragmentProgram._Current->Base,
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
st->state.sampler_views[PIPE_SHADER_FRAGMENT],
@@ -463,7 +493,7 @@ update_geometry_textures(struct st_context *st)
if (ctx->GeometryProgram._Current) {
update_textures(st,
- PIPE_SHADER_GEOMETRY,
+ MESA_SHADER_GEOMETRY,
&ctx->GeometryProgram._Current->Base,
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits,
st->state.sampler_views[PIPE_SHADER_GEOMETRY],
@@ -479,7 +509,7 @@ update_tessctrl_textures(struct st_context *st)
if (ctx->TessCtrlProgram._Current) {
update_textures(st,
- PIPE_SHADER_TESS_CTRL,
+ MESA_SHADER_TESS_CTRL,
&ctx->TessCtrlProgram._Current->Base,
ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxTextureImageUnits,
st->state.sampler_views[PIPE_SHADER_TESS_CTRL],
@@ -495,7 +525,7 @@ update_tesseval_textures(struct st_context *st)
if (ctx->TessEvalProgram._Current) {
update_textures(st,
- PIPE_SHADER_TESS_EVAL,
+ MESA_SHADER_TESS_EVAL,
&ctx->TessEvalProgram._Current->Base,
ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxTextureImageUnits,
st->state.sampler_views[PIPE_SHADER_TESS_EVAL],