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authorEric Anholt <eric@anholt.net>2008-10-09 11:45:58 -0700
committerEric Anholt <eric@anholt.net>2008-10-09 11:45:58 -0700
commit7216679c1998b49ff5b08e6b43f8d5779415bf54 (patch)
tree42d59a9bc04fc75c2c0cad5b2649de0d62d3cada /src/mesa/drivers
parent91221483a633d6230a4f8d2500ed180428754215 (diff)
i965: Accelerate depth textures with border color.
The fallback was introduced to fix bug #16697, but made the test it was fixing run excessively long.
Diffstat (limited to 'src/mesa/drivers')
-rw-r--r--src/mesa/drivers/dri/i965/brw_fallback.c5
-rw-r--r--src/mesa/drivers/dri/i965/brw_wm_sampler_state.c21
2 files changed, 20 insertions, 6 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_fallback.c b/src/mesa/drivers/dri/i965/brw_fallback.c
index 2f6b7febbd..4ea660a51a 100644
--- a/src/mesa/drivers/dri/i965/brw_fallback.c
+++ b/src/mesa/drivers/dri/i965/brw_fallback.c
@@ -74,10 +74,7 @@ static GLboolean do_check_fallback(struct brw_context *brw)
if (texUnit->_ReallyEnabled) {
struct intel_texture_object *intelObj = intel_texture_object(texUnit->_Current);
struct gl_texture_image *texImage = intelObj->base.Image[0][intelObj->firstLevel];
- if (texImage->Border ||
- ((texImage->_BaseFormat == GL_DEPTH_COMPONENT) &&
- ((texImage->TexObject->WrapS == GL_CLAMP_TO_BORDER) ||
- (texImage->TexObject->WrapT == GL_CLAMP_TO_BORDER)))) {
+ if (texImage->Border) {
DBG("FALLBACK: texture border\n");
return GL_TRUE;
}
diff --git a/src/mesa/drivers/dri/i965/brw_wm_sampler_state.c b/src/mesa/drivers/dri/i965/brw_wm_sampler_state.c
index 977b90ad43..f12ef47a7d 100644
--- a/src/mesa/drivers/dri/i965/brw_wm_sampler_state.c
+++ b/src/mesa/drivers/dri/i965/brw_wm_sampler_state.c
@@ -229,6 +229,9 @@ brw_wm_sampler_populate_key(struct brw_context *brw,
struct wm_sampler_entry *entry = &key->sampler[unit];
struct gl_texture_unit *texUnit = &brw->attribs.Texture->Unit[unit];
struct gl_texture_object *texObj = texUnit->_Current;
+ struct intel_texture_object *intelObj = intel_texture_object(texObj);
+ struct gl_texture_image *firstImage =
+ texObj->Image[0][intelObj->firstLevel];
entry->wrap_r = texObj->WrapR;
entry->wrap_s = texObj->WrapS;
@@ -244,8 +247,22 @@ brw_wm_sampler_populate_key(struct brw_context *brw,
entry->comparefunc = texObj->CompareFunc;
dri_bo_unreference(brw->wm.sdc_bo[unit]);
- brw->wm.sdc_bo[unit] = upload_default_color(brw, texObj->BorderColor);
-
+ if (firstImage->_BaseFormat == GL_DEPTH_COMPONENT) {
+ float bordercolor[4] = {
+ texObj->BorderColor[0],
+ texObj->BorderColor[0],
+ texObj->BorderColor[0],
+ texObj->BorderColor[0]
+ };
+ /* GL specs that border color for depth textures is taken from the
+ * R channel, while the hardware uses A. Spam R into all the
+ * channels for safety.
+ */
+ brw->wm.sdc_bo[unit] = upload_default_color(brw, bordercolor);
+ } else {
+ brw->wm.sdc_bo[unit] = upload_default_color(brw,
+ texObj->BorderColor);
+ }
key->sampler_count = unit + 1;
}
}