swrast: Add depth cube map support.

Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
Anuj Phogat
2011-11-30 11:39:57 -08:00
committed by Kenneth Graunke
parent 29a7d7784d
commit c3aae7745a
+14 -4
View File
@@ -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) {