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authorAnuj Phogat <[email protected]>2011-11-30 11:39:57 -0800
committerKenneth Graunke <[email protected]>2011-12-05 17:02:13 -0800
commitc3aae7745a648d5d8f8386e09cd6d965f919c7d9 (patch)
treeacd339fda42c8b85a2b96b045292797fac833f44 /src/mesa/swrast
parent29a7d7784def4f37d3fe38a123a17836dd7fafc0 (diff)
swrast: Add depth cube map support.
Signed-off-by: Anuj Phogat <[email protected]> Reviewed-by: Brian Paul <[email protected]>
Diffstat (limited to 'src/mesa/swrast')
-rw-r--r--src/mesa/swrast/s_texfilter.c18
1 files changed, 14 insertions, 4 deletions
diff --git a/src/mesa/swrast/s_texfilter.c b/src/mesa/swrast/s_texfilter.c
index fb172f3a80d..21b55a8017e 100644
--- a/src/mesa/swrast/s_texfilter.c
+++ b/src/mesa/swrast/s_texfilter.c
@@ -3437,7 +3437,8 @@ sample_depth_texture( struct gl_context *ctx,
tObj->Target == GL_TEXTURE_2D ||
tObj->Target == GL_TEXTURE_RECTANGLE_NV ||
tObj->Target == GL_TEXTURE_1D_ARRAY_EXT ||
- tObj->Target == GL_TEXTURE_2D_ARRAY_EXT);
+ tObj->Target == GL_TEXTURE_2D_ARRAY_EXT ||
+ tObj->Target == GL_TEXTURE_CUBE_MAP);
ambient = tObj->Sampler.CompareFailValue;
@@ -3684,7 +3685,10 @@ _swrast_choose_texture_sample_func( struct gl_context *ctx,
return &sample_nearest_3d;
}
case GL_TEXTURE_CUBE_MAP:
- if (needLambda) {
+ if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
+ return &sample_depth_texture;
+ }
+ else if (needLambda) {
return &sample_lambda_cube;
}
else if (t->Sampler.MinFilter == GL_LINEAR) {
@@ -3709,7 +3713,10 @@ _swrast_choose_texture_sample_func( struct gl_context *ctx,
return &sample_nearest_rect;
}
case GL_TEXTURE_1D_ARRAY_EXT:
- if (needLambda) {
+ if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
+ return &sample_depth_texture;
+ }
+ else if (needLambda) {
return &sample_lambda_1d_array;
}
else if (t->Sampler.MinFilter == GL_LINEAR) {
@@ -3720,7 +3727,10 @@ _swrast_choose_texture_sample_func( struct gl_context *ctx,
return &sample_nearest_1d_array;
}
case GL_TEXTURE_2D_ARRAY_EXT:
- if (needLambda) {
+ if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
+ return &sample_depth_texture;
+ }
+ else if (needLambda) {
return &sample_lambda_2d_array;
}
else if (t->Sampler.MinFilter == GL_LINEAR) {