st/mesa: simplify get_texture_format_swizzle
- Don't check GL_NONE (that was only for buffers). - Don't use util_format_is_depth_or_stencil. Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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@@ -281,31 +281,28 @@ get_texture_format_swizzle(const struct st_context *st,
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const struct st_texture_object *stObj,
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unsigned glsl_version)
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{
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GLenum baseFormat = _mesa_texture_base_format(&stObj->base);
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GLenum baseFormat = _mesa_base_tex_image(&stObj->base)->_BaseFormat;
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unsigned tex_swizzle;
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GLenum depth_mode = stObj->base.DepthMode;
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if (baseFormat != GL_NONE) {
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GLenum depth_mode = stObj->base.DepthMode;
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/* In ES 3.0, DEPTH_TEXTURE_MODE is expected to be GL_RED for textures
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* with depth component data specified with a sized internal format.
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*/
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if (_mesa_is_gles3(st->ctx) &&
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util_format_is_depth_or_stencil(stObj->pt->format)) {
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const struct gl_texture_image *firstImage =
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_mesa_base_tex_image(&stObj->base);
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if (firstImage->InternalFormat != GL_DEPTH_COMPONENT &&
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firstImage->InternalFormat != GL_DEPTH_STENCIL &&
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firstImage->InternalFormat != GL_STENCIL_INDEX)
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depth_mode = GL_RED;
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}
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tex_swizzle = compute_texture_format_swizzle(baseFormat,
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depth_mode,
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stObj->pt->format,
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glsl_version);
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}
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else {
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tex_swizzle = SWIZZLE_XYZW;
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/* In ES 3.0, DEPTH_TEXTURE_MODE is expected to be GL_RED for textures
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* with depth component data specified with a sized internal format.
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*/
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if (_mesa_is_gles3(st->ctx) &&
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(baseFormat == GL_DEPTH_COMPONENT ||
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baseFormat == GL_DEPTH_STENCIL ||
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baseFormat == GL_STENCIL_INDEX)) {
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const struct gl_texture_image *firstImage =
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_mesa_base_tex_image(&stObj->base);
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if (firstImage->InternalFormat != GL_DEPTH_COMPONENT &&
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firstImage->InternalFormat != GL_DEPTH_STENCIL &&
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firstImage->InternalFormat != GL_STENCIL_INDEX)
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depth_mode = GL_RED;
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}
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tex_swizzle = compute_texture_format_swizzle(baseFormat,
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depth_mode,
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stObj->pt->format,
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glsl_version);
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/* Combine the texture format swizzle with user's swizzle */
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return swizzle_swizzle(stObj->base._Swizzle, tex_swizzle);
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