Beispiel #1
0
static unsigned
get_texture_format_swizzle(const struct st_context *st,
                           const struct st_texture_object *stObj,
                           unsigned glsl_version)
{
   GLenum baseFormat = _mesa_texture_base_format(&stObj->base);
   unsigned tex_swizzle;

   if (baseFormat != GL_NONE) {
      GLenum depth_mode = stObj->base.DepthMode;
      /* In ES 3.0, DEPTH_TEXTURE_MODE is expected to be GL_RED for textures
       * with depth component data specified with a sized internal format.
       */
      if (_mesa_is_gles3(st->ctx) &&
          util_format_is_depth_or_stencil(stObj->pt->format)) {
         const struct gl_texture_image *firstImage =
            _mesa_base_tex_image(&stObj->base);
         if (firstImage->InternalFormat != GL_DEPTH_COMPONENT &&
             firstImage->InternalFormat != GL_DEPTH_STENCIL &&
             firstImage->InternalFormat != GL_STENCIL_INDEX)
            depth_mode = GL_RED;
      }
      tex_swizzle = compute_texture_format_swizzle(baseFormat,
                                                   depth_mode,
                                                   stObj->pt->format,
                                                   glsl_version);
   }
   else {
      tex_swizzle = SWIZZLE_XYZW;
   }

   /* Combine the texture format swizzle with user's swizzle */
   return swizzle_swizzle(stObj->base._Swizzle, tex_swizzle);
}
Beispiel #2
0
static unsigned
get_texture_format_swizzle(const struct st_texture_object *stObj)
{
   GLenum baseFormat = _mesa_texture_base_format(&stObj->base);
   unsigned tex_swizzle;

   if (baseFormat != GL_NONE) {
      tex_swizzle = compute_texture_format_swizzle(baseFormat,
                                                   stObj->base.DepthMode,
                                                   stObj->pt->format);
   }
   else {
      tex_swizzle = SWIZZLE_XYZW;
   }

   /* Combine the texture format swizzle with user's swizzle */
   return swizzle_swizzle(stObj->base._Swizzle, tex_swizzle);
}
static unsigned
get_texture_format_swizzle(const struct st_texture_object *stObj)
{
   const struct gl_texture_image *texImage =
      stObj->base.Image[0][stObj->base.BaseLevel];
   unsigned tex_swizzle;

   if (texImage) {
      tex_swizzle = compute_texture_format_swizzle(texImage->_BaseFormat,
                                                   stObj->base.DepthMode,
                                                   stObj->pt->format);
   }
   else {
      tex_swizzle = SWIZZLE_XYZW;
   }

   /* Combine the texture format swizzle with user's swizzle */
   return swizzle_swizzle(stObj->base._Swizzle, tex_swizzle);
}