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authorBrian Paul <[email protected]>2013-12-13 09:52:15 -0700
committerBrian Paul <[email protected]>2013-12-13 16:06:07 -0700
commit19fa540219fa2df3a4acdc395ca707afae8602f2 (patch)
treebd6f4aa2f102efff709ace1d8414d2f03fcf398e /src/mesa
parent31b0e7d02429d33a36279ddf4dbc414056aff34f (diff)
st/mesa: only set up sampler compare mode for depth textures
The GL_ARB_shadow spec says the shadow compare mode should have no effect when sampling a color texture. As it was, it was up to drivers to check for that (softpipe, llvmpipe, svga and probably the rest don't do that). Note: it looks like DX10 allows shadow compare with some non-depth formats, so this case really should be handled in the state tracker. Reviewed-by: Roland Scheidegger <[email protected]>
Diffstat (limited to 'src/mesa')
-rw-r--r--src/mesa/state_tracker/st_atom_sampler.c21
1 files changed, 12 insertions, 9 deletions
diff --git a/src/mesa/state_tracker/st_atom_sampler.c b/src/mesa/state_tracker/st_atom_sampler.c
index 447788cc3df..57670ce259b 100644
--- a/src/mesa/state_tracker/st_atom_sampler.c
+++ b/src/mesa/state_tracker/st_atom_sampler.c
@@ -133,12 +133,17 @@ convert_sampler(struct st_context *st,
const struct gl_texture_object *texobj;
struct gl_context *ctx = st->ctx;
struct gl_sampler_object *msamp;
+ const struct gl_texture_image *teximg;
+ GLenum texBaseFormat;
texobj = ctx->Texture.Unit[texUnit]._Current;
if (!texobj) {
texobj = _mesa_get_fallback_texture(ctx, TEXTURE_2D_INDEX);
}
+ teximg = texobj->Image[0][texobj->BaseLevel];
+ texBaseFormat = teximg ? teximg->_BaseFormat : GL_RGBA;
+
msamp = _mesa_get_samplerobj(ctx, texUnit);
memset(sampler, 0, sizeof(*sampler));
@@ -176,12 +181,9 @@ convert_sampler(struct st_context *st,
msamp->BorderColor.ui[2] ||
msamp->BorderColor.ui[3]) {
const struct st_texture_object *stobj = st_texture_object_const(texobj);
- const struct gl_texture_image *teximg;
const GLboolean is_integer = texobj->_IsIntegerFormat;
union pipe_color_union border_color;
- teximg = texobj->Image[0][texobj->BaseLevel];
-
if (st->apply_texture_swizzle_to_border_color && stobj->sampler_view) {
const unsigned char swz[4] =
{
@@ -193,25 +195,26 @@ convert_sampler(struct st_context *st,
st_translate_color(&msamp->BorderColor,
&border_color,
- teximg ? teximg->_BaseFormat : GL_RGBA, is_integer);
+ texBaseFormat, is_integer);
util_format_apply_color_swizzle(&sampler->border_color,
&border_color, swz, is_integer);
} else {
st_translate_color(&msamp->BorderColor,
&sampler->border_color,
- teximg ? teximg->_BaseFormat : GL_RGBA, is_integer);
+ texBaseFormat, is_integer);
}
}
sampler->max_anisotropy = (msamp->MaxAnisotropy == 1.0 ?
0 : (GLuint) msamp->MaxAnisotropy);
- /* only care about ARB_shadow, not SGI shadow */
- if (msamp->CompareMode == GL_COMPARE_R_TO_TEXTURE) {
+ /* If sampling a depth texture and using shadow comparison */
+ if ((texBaseFormat == GL_DEPTH_COMPONENT ||
+ texBaseFormat == GL_DEPTH_STENCIL) &&
+ msamp->CompareMode == GL_COMPARE_R_TO_TEXTURE) {
sampler->compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE;
- sampler->compare_func
- = st_compare_func_to_pipe(msamp->CompareFunc);
+ sampler->compare_func = st_compare_func_to_pipe(msamp->CompareFunc);
}
sampler->seamless_cube_map =