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:
committed by
Kenneth Graunke
parent
29a7d7784d
commit
c3aae7745a
@@ -3437,7 +3437,8 @@ sample_depth_texture( struct gl_context *ctx,
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tObj->Target == GL_TEXTURE_2D ||
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tObj->Target == GL_TEXTURE_RECTANGLE_NV ||
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tObj->Target == GL_TEXTURE_1D_ARRAY_EXT ||
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tObj->Target == GL_TEXTURE_2D_ARRAY_EXT);
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tObj->Target == GL_TEXTURE_2D_ARRAY_EXT ||
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tObj->Target == GL_TEXTURE_CUBE_MAP);
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ambient = tObj->Sampler.CompareFailValue;
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@@ -3684,7 +3685,10 @@ _swrast_choose_texture_sample_func( struct gl_context *ctx,
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return &sample_nearest_3d;
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}
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case GL_TEXTURE_CUBE_MAP:
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if (needLambda) {
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if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
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return &sample_depth_texture;
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}
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else if (needLambda) {
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return &sample_lambda_cube;
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}
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else if (t->Sampler.MinFilter == GL_LINEAR) {
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@@ -3709,7 +3713,10 @@ _swrast_choose_texture_sample_func( struct gl_context *ctx,
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return &sample_nearest_rect;
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}
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case GL_TEXTURE_1D_ARRAY_EXT:
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if (needLambda) {
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if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
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return &sample_depth_texture;
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}
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else if (needLambda) {
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return &sample_lambda_1d_array;
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}
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else if (t->Sampler.MinFilter == GL_LINEAR) {
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@@ -3720,7 +3727,10 @@ _swrast_choose_texture_sample_func( struct gl_context *ctx,
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return &sample_nearest_1d_array;
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}
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case GL_TEXTURE_2D_ARRAY_EXT:
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if (needLambda) {
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if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
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return &sample_depth_texture;
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}
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else if (needLambda) {
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return &sample_lambda_2d_array;
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}
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else if (t->Sampler.MinFilter == GL_LINEAR) {
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