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authorBrian Paul <[email protected]>2009-01-28 10:31:05 -0700
committerBrian Paul <[email protected]>2009-01-28 10:31:05 -0700
commit54c62ba5c36f3e2b279151f5df851d2ceee15319 (patch)
tree8ecbcfc4b129957f263e22aaacf48c2936b65757 /src/mesa/swrast/s_texcombine.c
parent4a89e51c5f88b57040b361b62e80a57c8248ba4b (diff)
mesa: implement texture swizzling in swrast
And enable GL_EXT_texture_swizzle for software drivers.
Diffstat (limited to 'src/mesa/swrast/s_texcombine.c')
-rw-r--r--src/mesa/swrast/s_texcombine.c39
1 files changed, 39 insertions, 0 deletions
diff --git a/src/mesa/swrast/s_texcombine.c b/src/mesa/swrast/s_texcombine.c
index df6efad66c1..1b8775bf300 100644
--- a/src/mesa/swrast/s_texcombine.c
+++ b/src/mesa/swrast/s_texcombine.c
@@ -31,6 +31,7 @@
#include "main/imports.h"
#include "main/macros.h"
#include "main/pixel.h"
+#include "shader/prog_instruction.h"
#include "s_context.h"
#include "s_texcombine.h"
@@ -816,6 +817,36 @@ texture_combine( const GLcontext *ctx, GLuint unit, GLuint n,
/**
+ * Apply X/Y/Z/W/0/1 swizzle to an array of colors/texels.
+ * See GL_EXT_texture_swizzle.
+ */
+static void
+swizzle_texels(GLuint swizzle, GLuint count, GLchan (*texels)[4])
+{
+ const GLuint swzR = GET_SWZ(swizzle, 0);
+ const GLuint swzG = GET_SWZ(swizzle, 1);
+ const GLuint swzB = GET_SWZ(swizzle, 2);
+ const GLuint swzA = GET_SWZ(swizzle, 3);
+ GLchan vector[6];
+ GLuint i;
+
+ vector[SWIZZLE_ZERO] = 0;
+ vector[SWIZZLE_ONE] = CHAN_MAX;
+
+ for (i = 0; i < count; i++) {
+ vector[SWIZZLE_X] = texels[i][0];
+ vector[SWIZZLE_Y] = texels[i][1];
+ vector[SWIZZLE_Z] = texels[i][2];
+ vector[SWIZZLE_W] = texels[i][3];
+ texels[i][RCOMP] = vector[swzR];
+ texels[i][GCOMP] = vector[swzG];
+ texels[i][BCOMP] = vector[swzB];
+ texels[i][ACOMP] = vector[swzA];
+ }
+}
+
+
+/**
* Apply a conventional OpenGL texture env mode (REPLACE, ADD, BLEND,
* MODULATE, or DECAL) to an array of fragments.
* Input: textureUnit - pointer to texture unit to apply
@@ -1241,9 +1272,15 @@ _swrast_texture_span( GLcontext *ctx, SWspan *span )
_mesa_lookup_rgba_float(&texUnit->ColorTable, span->end, texels);
#endif
}
+
+ /* GL_EXT_texture_swizzle */
+ if (curObj->_Swizzle != SWIZZLE_NOOP) {
+ swizzle_texels(curObj->_Swizzle, span->end, texels);
+ }
}
}
+
/*
* OK, now apply the texture (aka texture combine/blend).
* We modify the span->color.rgba values.
@@ -1262,6 +1299,8 @@ _swrast_texture_span( GLcontext *ctx, SWspan *span )
const GLchan (*texels)[4] = (const GLchan (*)[4])
(swrast->TexelBuffer + unit *
(span->end * 4 * sizeof(GLchan)));
+
+
texture_apply( ctx, texUnit, span->end,
(CONST GLchan (*)[4]) primary_rgba, texels,
span->array->rgba );