mesa: implement texture swizzling in swrast
And enable GL_EXT_texture_swizzle for software drivers.
This commit is contained in:
@@ -274,6 +274,7 @@ _mesa_enable_sw_extensions(GLcontext *ctx)
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#if FEATURE_EXT_texture_sRGB
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ctx->Extensions.EXT_texture_sRGB = GL_TRUE;
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#endif
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ctx->Extensions.EXT_texture_swizzle = GL_TRUE;
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ctx->Extensions.EXT_vertex_array_bgra = GL_TRUE;
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ctx->Extensions.IBM_multimode_draw_arrays = GL_TRUE;
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ctx->Extensions.MESA_pack_invert = GL_TRUE;
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@@ -32,6 +32,35 @@
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#include "s_span.h"
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/**
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* Apply texture object's swizzle (X/Y/Z/W/0/1) to incoming 'texel'
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* and return results in 'colorOut'.
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*/
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static INLINE void
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swizzle_texel(const GLchan texel[4], GLfloat colorOut[4], GLuint swizzle)
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{
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if (swizzle == SWIZZLE_NOOP) {
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colorOut[0] = CHAN_TO_FLOAT(texel[0]);
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colorOut[1] = CHAN_TO_FLOAT(texel[1]);
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colorOut[2] = CHAN_TO_FLOAT(texel[2]);
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colorOut[3] = CHAN_TO_FLOAT(texel[3]);
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}
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else {
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GLfloat vector[6];
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vector[SWIZZLE_X] = CHAN_TO_FLOAT(texel[0]);
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vector[SWIZZLE_Y] = CHAN_TO_FLOAT(texel[1]);
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vector[SWIZZLE_Z] = CHAN_TO_FLOAT(texel[2]);
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vector[SWIZZLE_W] = CHAN_TO_FLOAT(texel[3]);
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vector[SWIZZLE_ZERO] = 0.0F;
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vector[SWIZZLE_ONE] = 1.0F;
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colorOut[0] = vector[GET_SWZ(swizzle, 0)];
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colorOut[1] = vector[GET_SWZ(swizzle, 1)];
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colorOut[2] = vector[GET_SWZ(swizzle, 2)];
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colorOut[3] = vector[GET_SWZ(swizzle, 3)];
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}
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}
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/**
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* Fetch a texel with given lod.
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* Called via machine->FetchTexelLod()
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@@ -52,10 +81,7 @@ fetch_texel_lod( GLcontext *ctx, const GLfloat texcoord[4], GLfloat lambda,
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swrast->TextureSample[unit](ctx, texObj, 1,
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(const GLfloat (*)[4]) texcoord,
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&lambda, &rgba);
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color[0] = CHAN_TO_FLOAT(rgba[0]);
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color[1] = CHAN_TO_FLOAT(rgba[1]);
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color[2] = CHAN_TO_FLOAT(rgba[2]);
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color[3] = CHAN_TO_FLOAT(rgba[3]);
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swizzle_texel(rgba, color, texObj->_Swizzle);
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}
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else {
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color[0] = color[1] = color[2] = color[3] = 0.0F;
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@@ -97,10 +123,7 @@ fetch_texel_deriv( GLcontext *ctx, const GLfloat texcoord[4],
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swrast->TextureSample[unit](ctx, texObj, 1,
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(const GLfloat (*)[4]) texcoord,
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&lambda, &rgba);
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color[0] = CHAN_TO_FLOAT(rgba[0]);
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color[1] = CHAN_TO_FLOAT(rgba[1]);
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color[2] = CHAN_TO_FLOAT(rgba[2]);
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color[3] = CHAN_TO_FLOAT(rgba[3]);
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swizzle_texel(rgba, color, texObj->_Swizzle);
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}
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else {
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color[0] = color[1] = color[2] = color[3] = 0.0F;
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@@ -31,6 +31,7 @@
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#include "main/imports.h"
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#include "main/macros.h"
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#include "main/pixel.h"
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#include "shader/prog_instruction.h"
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#include "s_context.h"
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#include "s_texcombine.h"
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@@ -815,6 +816,36 @@ texture_combine( const GLcontext *ctx, GLuint unit, GLuint n,
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#undef PROD
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/**
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* Apply X/Y/Z/W/0/1 swizzle to an array of colors/texels.
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* See GL_EXT_texture_swizzle.
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*/
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static void
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swizzle_texels(GLuint swizzle, GLuint count, GLchan (*texels)[4])
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{
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const GLuint swzR = GET_SWZ(swizzle, 0);
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const GLuint swzG = GET_SWZ(swizzle, 1);
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const GLuint swzB = GET_SWZ(swizzle, 2);
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const GLuint swzA = GET_SWZ(swizzle, 3);
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GLchan vector[6];
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GLuint i;
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vector[SWIZZLE_ZERO] = 0;
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vector[SWIZZLE_ONE] = CHAN_MAX;
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for (i = 0; i < count; i++) {
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vector[SWIZZLE_X] = texels[i][0];
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vector[SWIZZLE_Y] = texels[i][1];
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vector[SWIZZLE_Z] = texels[i][2];
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vector[SWIZZLE_W] = texels[i][3];
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texels[i][RCOMP] = vector[swzR];
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texels[i][GCOMP] = vector[swzG];
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texels[i][BCOMP] = vector[swzB];
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texels[i][ACOMP] = vector[swzA];
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}
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}
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/**
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* Apply a conventional OpenGL texture env mode (REPLACE, ADD, BLEND,
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* MODULATE, or DECAL) to an array of fragments.
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@@ -1241,8 +1272,14 @@ _swrast_texture_span( GLcontext *ctx, SWspan *span )
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_mesa_lookup_rgba_float(&texUnit->ColorTable, span->end, texels);
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#endif
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}
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/* GL_EXT_texture_swizzle */
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if (curObj->_Swizzle != SWIZZLE_NOOP) {
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swizzle_texels(curObj->_Swizzle, span->end, texels);
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}
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}
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}
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/*
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* OK, now apply the texture (aka texture combine/blend).
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@@ -1262,6 +1299,8 @@ _swrast_texture_span( GLcontext *ctx, SWspan *span )
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const GLchan (*texels)[4] = (const GLchan (*)[4])
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(swrast->TexelBuffer + unit *
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(span->end * 4 * sizeof(GLchan)));
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texture_apply( ctx, texUnit, span->end,
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(CONST GLchan (*)[4]) primary_rgba, texels,
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span->array->rgba );
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@@ -35,6 +35,7 @@
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#include "main/imports.h"
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#include "main/macros.h"
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#include "main/texformat.h"
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#include "shader/prog_instruction.h"
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#include "s_aatriangle.h"
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#include "s_context.h"
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@@ -1063,6 +1064,7 @@ _swrast_choose_triangle( GLcontext *ctx )
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&& ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT
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&& texObj2D->WrapS == GL_REPEAT
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&& texObj2D->WrapT == GL_REPEAT
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&& texObj2D->_Swizzle == SWIZZLE_NOOP
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&& texImg->_IsPowerOfTwo
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&& texImg->Border == 0
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&& texImg->Width == texImg->RowStride
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