mesa: implement texture swizzling in swrast

And enable GL_EXT_texture_swizzle for software drivers.
This commit is contained in:
Brian Paul
2009-01-28 10:31:05 -07:00
parent 4a89e51c5f
commit 54c62ba5c3
4 changed files with 73 additions and 8 deletions

View File

@@ -274,6 +274,7 @@ _mesa_enable_sw_extensions(GLcontext *ctx)
#if FEATURE_EXT_texture_sRGB #if FEATURE_EXT_texture_sRGB
ctx->Extensions.EXT_texture_sRGB = GL_TRUE; ctx->Extensions.EXT_texture_sRGB = GL_TRUE;
#endif #endif
ctx->Extensions.EXT_texture_swizzle = GL_TRUE;
ctx->Extensions.EXT_vertex_array_bgra = GL_TRUE; ctx->Extensions.EXT_vertex_array_bgra = GL_TRUE;
ctx->Extensions.IBM_multimode_draw_arrays = GL_TRUE; ctx->Extensions.IBM_multimode_draw_arrays = GL_TRUE;
ctx->Extensions.MESA_pack_invert = GL_TRUE; ctx->Extensions.MESA_pack_invert = GL_TRUE;

View File

@@ -32,6 +32,35 @@
#include "s_span.h" #include "s_span.h"
/**
* Apply texture object's swizzle (X/Y/Z/W/0/1) to incoming 'texel'
* and return results in 'colorOut'.
*/
static INLINE void
swizzle_texel(const GLchan texel[4], GLfloat colorOut[4], GLuint swizzle)
{
if (swizzle == SWIZZLE_NOOP) {
colorOut[0] = CHAN_TO_FLOAT(texel[0]);
colorOut[1] = CHAN_TO_FLOAT(texel[1]);
colorOut[2] = CHAN_TO_FLOAT(texel[2]);
colorOut[3] = CHAN_TO_FLOAT(texel[3]);
}
else {
GLfloat vector[6];
vector[SWIZZLE_X] = CHAN_TO_FLOAT(texel[0]);
vector[SWIZZLE_Y] = CHAN_TO_FLOAT(texel[1]);
vector[SWIZZLE_Z] = CHAN_TO_FLOAT(texel[2]);
vector[SWIZZLE_W] = CHAN_TO_FLOAT(texel[3]);
vector[SWIZZLE_ZERO] = 0.0F;
vector[SWIZZLE_ONE] = 1.0F;
colorOut[0] = vector[GET_SWZ(swizzle, 0)];
colorOut[1] = vector[GET_SWZ(swizzle, 1)];
colorOut[2] = vector[GET_SWZ(swizzle, 2)];
colorOut[3] = vector[GET_SWZ(swizzle, 3)];
}
}
/** /**
* Fetch a texel with given lod. * Fetch a texel with given lod.
* Called via machine->FetchTexelLod() * Called via machine->FetchTexelLod()
@@ -52,10 +81,7 @@ fetch_texel_lod( GLcontext *ctx, const GLfloat texcoord[4], GLfloat lambda,
swrast->TextureSample[unit](ctx, texObj, 1, swrast->TextureSample[unit](ctx, texObj, 1,
(const GLfloat (*)[4]) texcoord, (const GLfloat (*)[4]) texcoord,
&lambda, &rgba); &lambda, &rgba);
color[0] = CHAN_TO_FLOAT(rgba[0]); swizzle_texel(rgba, color, texObj->_Swizzle);
color[1] = CHAN_TO_FLOAT(rgba[1]);
color[2] = CHAN_TO_FLOAT(rgba[2]);
color[3] = CHAN_TO_FLOAT(rgba[3]);
} }
else { else {
color[0] = color[1] = color[2] = color[3] = 0.0F; color[0] = color[1] = color[2] = color[3] = 0.0F;
@@ -97,10 +123,7 @@ fetch_texel_deriv( GLcontext *ctx, const GLfloat texcoord[4],
swrast->TextureSample[unit](ctx, texObj, 1, swrast->TextureSample[unit](ctx, texObj, 1,
(const GLfloat (*)[4]) texcoord, (const GLfloat (*)[4]) texcoord,
&lambda, &rgba); &lambda, &rgba);
color[0] = CHAN_TO_FLOAT(rgba[0]); swizzle_texel(rgba, color, texObj->_Swizzle);
color[1] = CHAN_TO_FLOAT(rgba[1]);
color[2] = CHAN_TO_FLOAT(rgba[2]);
color[3] = CHAN_TO_FLOAT(rgba[3]);
} }
else { else {
color[0] = color[1] = color[2] = color[3] = 0.0F; color[0] = color[1] = color[2] = color[3] = 0.0F;

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@@ -31,6 +31,7 @@
#include "main/imports.h" #include "main/imports.h"
#include "main/macros.h" #include "main/macros.h"
#include "main/pixel.h" #include "main/pixel.h"
#include "shader/prog_instruction.h"
#include "s_context.h" #include "s_context.h"
#include "s_texcombine.h" #include "s_texcombine.h"
@@ -815,6 +816,36 @@ texture_combine( const GLcontext *ctx, GLuint unit, GLuint n,
#undef PROD #undef PROD
/**
* Apply X/Y/Z/W/0/1 swizzle to an array of colors/texels.
* See GL_EXT_texture_swizzle.
*/
static void
swizzle_texels(GLuint swizzle, GLuint count, GLchan (*texels)[4])
{
const GLuint swzR = GET_SWZ(swizzle, 0);
const GLuint swzG = GET_SWZ(swizzle, 1);
const GLuint swzB = GET_SWZ(swizzle, 2);
const GLuint swzA = GET_SWZ(swizzle, 3);
GLchan vector[6];
GLuint i;
vector[SWIZZLE_ZERO] = 0;
vector[SWIZZLE_ONE] = CHAN_MAX;
for (i = 0; i < count; i++) {
vector[SWIZZLE_X] = texels[i][0];
vector[SWIZZLE_Y] = texels[i][1];
vector[SWIZZLE_Z] = texels[i][2];
vector[SWIZZLE_W] = texels[i][3];
texels[i][RCOMP] = vector[swzR];
texels[i][GCOMP] = vector[swzG];
texels[i][BCOMP] = vector[swzB];
texels[i][ACOMP] = vector[swzA];
}
}
/** /**
* Apply a conventional OpenGL texture env mode (REPLACE, ADD, BLEND, * Apply a conventional OpenGL texture env mode (REPLACE, ADD, BLEND,
* MODULATE, or DECAL) to an array of fragments. * MODULATE, or DECAL) to an array of fragments.
@@ -1241,9 +1272,15 @@ _swrast_texture_span( GLcontext *ctx, SWspan *span )
_mesa_lookup_rgba_float(&texUnit->ColorTable, span->end, texels); _mesa_lookup_rgba_float(&texUnit->ColorTable, span->end, texels);
#endif #endif
} }
/* GL_EXT_texture_swizzle */
if (curObj->_Swizzle != SWIZZLE_NOOP) {
swizzle_texels(curObj->_Swizzle, span->end, texels);
}
} }
} }
/* /*
* OK, now apply the texture (aka texture combine/blend). * OK, now apply the texture (aka texture combine/blend).
* We modify the span->color.rgba values. * We modify the span->color.rgba values.
@@ -1262,6 +1299,8 @@ _swrast_texture_span( GLcontext *ctx, SWspan *span )
const GLchan (*texels)[4] = (const GLchan (*)[4]) const GLchan (*texels)[4] = (const GLchan (*)[4])
(swrast->TexelBuffer + unit * (swrast->TexelBuffer + unit *
(span->end * 4 * sizeof(GLchan))); (span->end * 4 * sizeof(GLchan)));
texture_apply( ctx, texUnit, span->end, texture_apply( ctx, texUnit, span->end,
(CONST GLchan (*)[4]) primary_rgba, texels, (CONST GLchan (*)[4]) primary_rgba, texels,
span->array->rgba ); span->array->rgba );

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@@ -35,6 +35,7 @@
#include "main/imports.h" #include "main/imports.h"
#include "main/macros.h" #include "main/macros.h"
#include "main/texformat.h" #include "main/texformat.h"
#include "shader/prog_instruction.h"
#include "s_aatriangle.h" #include "s_aatriangle.h"
#include "s_context.h" #include "s_context.h"
@@ -1063,6 +1064,7 @@ _swrast_choose_triangle( GLcontext *ctx )
&& ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT && ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT
&& texObj2D->WrapS == GL_REPEAT && texObj2D->WrapS == GL_REPEAT
&& texObj2D->WrapT == GL_REPEAT && texObj2D->WrapT == GL_REPEAT
&& texObj2D->_Swizzle == SWIZZLE_NOOP
&& texImg->_IsPowerOfTwo && texImg->_IsPowerOfTwo
&& texImg->Border == 0 && texImg->Border == 0
&& texImg->Width == texImg->RowStride && texImg->Width == texImg->RowStride