st/mesa: derive a stencil sampler format from the actual texture format

Reviewed-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
Marek Olšák 2011-07-11 19:54:27 +02:00
parent 1844ae7e7e
commit ab4d629613
1 changed files with 26 additions and 44 deletions

View File

@ -272,26 +272,6 @@ make_passthrough_vertex_shader(struct st_context *st,
}
/**
* Return a texture base format for drawing/copying an image
* of the given format.
*/
static GLenum
base_format(GLenum format)
{
switch (format) {
case GL_DEPTH_COMPONENT:
return GL_DEPTH_COMPONENT;
case GL_DEPTH_STENCIL:
return GL_DEPTH_STENCIL;
case GL_STENCIL_INDEX:
return GL_STENCIL_INDEX;
default:
return GL_RGBA;
}
}
/**
* Return a texture internalFormat for drawing/copying an image
* of the given format and type.
@ -999,7 +979,6 @@ st_DrawPixels(struct gl_context *ctx, GLint x, GLint y,
GLboolean write_stencil = GL_FALSE, write_depth = GL_FALSE;
struct pipe_sampler_view *sv[2];
int num_sampler_view = 1;
enum pipe_format stencil_format = PIPE_FORMAT_NONE;
struct st_fp_variant *fpv;
if (format == GL_DEPTH_STENCIL)
@ -1014,28 +993,6 @@ st_DrawPixels(struct gl_context *ctx, GLint x, GLint y,
/* can we write to stencil if not fallback */
if (!pipe->screen->get_param(pipe->screen, PIPE_CAP_SHADER_STENCIL_EXPORT))
goto stencil_fallback;
tex_format = st_choose_format(st->pipe->screen, base_format(format),
GL_NONE, GL_NONE,
PIPE_TEXTURE_2D,
0, PIPE_BIND_SAMPLER_VIEW);
switch (tex_format) {
case PIPE_FORMAT_Z24_UNORM_S8_USCALED:
stencil_format = PIPE_FORMAT_X24S8_USCALED;
break;
case PIPE_FORMAT_S8_USCALED_Z24_UNORM:
stencil_format = PIPE_FORMAT_S8X24_USCALED;
break;
case PIPE_FORMAT_Z32_FLOAT_S8X24_USCALED:
stencil_format = PIPE_FORMAT_X32_S8X24_USCALED;
break;
case PIPE_FORMAT_S8_USCALED:
stencil_format = PIPE_FORMAT_S8_USCALED;
break;
default:
goto stencil_fallback;
}
}
/* Mesa state should be up to date by now */
@ -1080,7 +1037,32 @@ st_DrawPixels(struct gl_context *ctx, GLint x, GLint y,
sv[0] = st_create_texture_sampler_view(st->pipe, pt);
if (sv[0]) {
if (write_stencil) {
/* Create a second sampler view to read stencil.
* The stencil is written using the shader stencil export
* functionality. */
if (write_stencil) {
enum pipe_format stencil_format = PIPE_FORMAT_NONE;
switch (pt->format) {
case PIPE_FORMAT_Z24_UNORM_S8_USCALED:
case PIPE_FORMAT_X24S8_USCALED:
stencil_format = PIPE_FORMAT_X24S8_USCALED;
break;
case PIPE_FORMAT_S8_USCALED_Z24_UNORM:
case PIPE_FORMAT_S8X24_USCALED:
stencil_format = PIPE_FORMAT_S8X24_USCALED;
break;
case PIPE_FORMAT_Z32_FLOAT_S8X24_USCALED:
case PIPE_FORMAT_X32_S8X24_USCALED:
stencil_format = PIPE_FORMAT_X32_S8X24_USCALED;
break;
case PIPE_FORMAT_S8_USCALED:
stencil_format = PIPE_FORMAT_S8_USCALED;
break;
default:
assert(0);
}
sv[1] = st_create_texture_sampler_view_format(st->pipe, pt,
stencil_format);
num_sampler_view++;