mesa: Kill GL_ARB_shadow_ambient with fire
No driver supports this extension, and it seems unlikely than any driver ever will. I think r300c may have supported it at one time, but that driver has already been removed. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Marek Olšák <maraeo@gmail.com>
This commit is contained in:
@@ -114,7 +114,6 @@ struct r300_fragment_program_compiler {
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struct rX00_fragment_program_code *code;
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/* Optional transformations and features. */
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struct r300_fragment_program_external_state state;
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unsigned enable_shadow_ambient;
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/* Register corresponding to the depthbuffer. */
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unsigned OutputDepth;
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/* Registers corresponding to the four colorbuffers. */
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@@ -37,17 +37,8 @@ static struct rc_src_register shadow_fail_value(struct r300_fragment_program_com
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{
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struct rc_src_register reg = { 0, 0, 0, 0, 0, 0 };
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if (compiler->enable_shadow_ambient) {
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reg.File = RC_FILE_CONSTANT;
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reg.Index = rc_constants_add_state(&compiler->Base.Program.Constants,
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RC_STATE_SHADOW_AMBIENT, tmu);
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reg.Swizzle = RC_SWIZZLE_WWWW;
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} else {
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reg.File = RC_FILE_NONE;
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reg.Swizzle = RC_SWIZZLE_0000;
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}
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reg.Swizzle = combine_swizzles(reg.Swizzle,
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reg.Swizzle = combine_swizzles(RC_SWIZZLE_0000,
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compiler->state.unit[tmu].texture_swizzle);
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return reg;
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}
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@@ -805,10 +805,6 @@ pop_texture_group(struct gl_context *ctx, struct texture_state *texstate)
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_mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
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samp->MaxAnisotropy);
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}
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if (ctx->Extensions.ARB_shadow_ambient) {
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_mesa_TexParameterf(target, GL_TEXTURE_COMPARE_FAIL_VALUE_ARB,
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samp->CompareFailValue);
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}
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if (ctx->Extensions.ARB_shadow) {
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_mesa_TexParameteri(target, GL_TEXTURE_COMPARE_MODE,
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samp->CompareMode);
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@@ -120,7 +120,6 @@ static const struct extension extension_table[] = {
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{ "GL_ARB_shader_stencil_export", o(ARB_shader_stencil_export), GL, 2009 },
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{ "GL_ARB_shader_texture_lod", o(ARB_shader_texture_lod), GL, 2009 },
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{ "GL_ARB_shading_language_100", o(ARB_shading_language_100), GLL, 2003 },
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{ "GL_ARB_shadow_ambient", o(ARB_shadow_ambient), GL, 2001 },
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{ "GL_ARB_shadow", o(ARB_shadow), GLL, 2001 },
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{ "GL_ARB_sync", o(ARB_sync), GL, 2003 },
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{ "GL_ARB_texture_border_clamp", o(ARB_texture_border_clamp), GLL, 2000 },
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@@ -427,7 +426,6 @@ _mesa_enable_sw_extensions(struct gl_context *ctx)
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ctx->Extensions.ARB_shading_language_100 = GL_TRUE;
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#endif
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ctx->Extensions.ARB_shadow = GL_TRUE;
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ctx->Extensions.ARB_shadow_ambient = GL_TRUE;
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ctx->Extensions.ARB_texture_border_clamp = GL_TRUE;
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ctx->Extensions.ARB_texture_cube_map = GL_TRUE;
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ctx->Extensions.ARB_texture_env_combine = GL_TRUE;
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@@ -1250,7 +1250,6 @@ struct gl_sampler_object
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GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
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GLenum CompareMode; /**< GL_ARB_shadow */
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GLenum CompareFunc; /**< GL_ARB_shadow */
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GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
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GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
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GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
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};
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@@ -2972,7 +2971,6 @@ struct gl_extensions
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GLboolean ARB_shader_texture_lod;
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GLboolean ARB_shading_language_100;
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GLboolean ARB_shadow;
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GLboolean ARB_shadow_ambient;
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GLboolean ARB_sync;
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GLboolean ARB_texture_border_clamp;
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GLboolean ARB_texture_buffer_object;
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@@ -130,7 +130,6 @@ _mesa_init_sampler_object(struct gl_sampler_object *sampObj, GLuint name)
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sampObj->MaxAnisotropy = 1.0F;
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sampObj->CompareMode = GL_NONE;
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sampObj->CompareFunc = GL_LEQUAL;
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sampObj->CompareFailValue = 0.0;
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sampObj->sRGBDecode = GL_DECODE_EXT;
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sampObj->CubeMapSeamless = GL_FALSE;
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}
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@@ -144,7 +144,6 @@ _mesa_initialize_texture_object( struct gl_texture_object *obj,
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obj->Sampler.MaxAnisotropy = 1.0;
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obj->Sampler.CompareMode = GL_NONE; /* ARB_shadow */
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obj->Sampler.CompareFunc = GL_LEQUAL; /* ARB_shadow */
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obj->Sampler.CompareFailValue = 0.0F; /* ARB_shadow_ambient */
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obj->DepthMode = GL_LUMINANCE;
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obj->Sampler.CubeMapSeamless = GL_FALSE;
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obj->Swizzle[0] = GL_RED;
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@@ -257,7 +256,6 @@ _mesa_copy_texture_object( struct gl_texture_object *dest,
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dest->Sampler.MaxAnisotropy = src->Sampler.MaxAnisotropy;
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dest->Sampler.CompareMode = src->Sampler.CompareMode;
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dest->Sampler.CompareFunc = src->Sampler.CompareFunc;
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dest->Sampler.CompareFailValue = src->Sampler.CompareFailValue;
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dest->Sampler.CubeMapSeamless = src->Sampler.CubeMapSeamless;
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dest->DepthMode = src->DepthMode;
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dest->Sampler.sRGBDecode = src->Sampler.sRGBDecode;
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@@ -541,20 +541,6 @@ set_tex_parameterf(struct gl_context *ctx,
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}
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return GL_FALSE;
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case GL_TEXTURE_COMPARE_FAIL_VALUE_ARB:
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if (ctx->Extensions.ARB_shadow_ambient) {
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if (texObj->Sampler.CompareFailValue != params[0]) {
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flush(ctx);
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texObj->Sampler.CompareFailValue = CLAMP(params[0], 0.0F, 1.0F);
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return GL_TRUE;
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}
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}
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else {
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_mesa_error(ctx, GL_INVALID_ENUM,
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"glTexParameter(pname=GL_TEXTURE_COMPARE_FAIL_VALUE_ARB)");
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}
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return GL_FALSE;
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case GL_TEXTURE_LOD_BIAS:
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/* NOTE: this is really part of OpenGL 1.4, not EXT_texture_lod_bias */
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if (texObj->Sampler.LodBias != params[0]) {
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@@ -1136,11 +1122,6 @@ _mesa_GetTexParameterfv( GLenum target, GLenum pname, GLfloat *params )
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goto invalid_pname;
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*params = obj->Sampler.MaxAnisotropy;
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break;
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case GL_TEXTURE_COMPARE_FAIL_VALUE_ARB:
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if (!ctx->Extensions.ARB_shadow_ambient)
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goto invalid_pname;
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*params = obj->Sampler.CompareFailValue;
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break;
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case GL_GENERATE_MIPMAP_SGIS:
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*params = (GLfloat) obj->GenerateMipmap;
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break;
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@@ -1282,11 +1263,6 @@ _mesa_GetTexParameteriv( GLenum target, GLenum pname, GLint *params )
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goto invalid_pname;
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*params = (GLint) obj->Sampler.MaxAnisotropy;
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break;
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case GL_TEXTURE_COMPARE_FAIL_VALUE_ARB:
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if (!ctx->Extensions.ARB_shadow_ambient)
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goto invalid_pname;
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*params = (GLint) FLOAT_TO_INT(obj->Sampler.CompareFailValue);
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break;
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case GL_GENERATE_MIPMAP_SGIS:
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*params = (GLint) obj->GenerateMipmap;
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break;
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@@ -551,22 +551,6 @@ _mesa_fetch_state(struct gl_context *ctx, const gl_state_index state[],
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value[3] = ctx->Pixel.AlphaBias;
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return;
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case STATE_SHADOW_AMBIENT:
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{
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const int unit = (int) state[2];
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const struct gl_texture_object *texObj
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= ctx->Texture.Unit[unit]._Current;
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const struct gl_sampler_object *samp =
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_mesa_get_samplerobj(ctx, unit);
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if (texObj) {
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value[0] =
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value[1] =
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value[2] =
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value[3] = samp->CompareFailValue;
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}
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}
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return;
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case STATE_FB_SIZE:
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value[0] = (GLfloat) (ctx->DrawBuffer->Width - 1);
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value[1] = (GLfloat) (ctx->DrawBuffer->Height - 1);
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@@ -702,7 +686,6 @@ _mesa_program_state_flags(const gl_state_index state[STATE_LENGTH])
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return _NEW_MODELVIEW;
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case STATE_TEXRECT_SCALE:
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case STATE_SHADOW_AMBIENT:
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case STATE_ROT_MATRIX_0:
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case STATE_ROT_MATRIX_1:
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return _NEW_TEXTURE;
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@@ -918,9 +901,6 @@ append_token(char *dst, gl_state_index k)
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case STATE_PT_BIAS:
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append(dst, "PTbias");
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break;
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case STATE_SHADOW_AMBIENT:
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append(dst, "CompareFailValue");
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break;
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case STATE_FB_SIZE:
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append(dst, "FbSize");
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break;
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@@ -124,7 +124,6 @@ typedef enum gl_state_index_ {
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STATE_LIGHT_HALF_VECTOR, /* object vs eye space */
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STATE_PT_SCALE, /**< Pixel transfer RGBA scale */
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STATE_PT_BIAS, /**< Pixel transfer RGBA bias */
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STATE_SHADOW_AMBIENT, /**< ARB_shadow_ambient fail value; token[2] is texture unit index */
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STATE_FB_SIZE, /**< (width-1, height-1, 0, 0) */
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STATE_FB_WPOS_Y_TRANSFORM, /**< (1, 0, -1, height) if a FBO is bound, (-1, height, 1, 0) otherwise */
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STATE_ROT_MATRIX_0, /**< ATI_envmap_bumpmap, rot matrix row 0 */
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@@ -3345,34 +3345,33 @@ sample_lambda_1d_array(struct gl_context *ctx,
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/**
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* Compare texcoord against depth sample. Return 1.0 or the ambient value.
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* Compare texcoord against depth sample. Return 1.0 or 0.0 value.
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*/
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static inline GLfloat
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shadow_compare(GLenum function, GLfloat coord, GLfloat depthSample,
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GLfloat ambient)
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shadow_compare(GLenum function, GLfloat coord, GLfloat depthSample)
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{
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switch (function) {
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case GL_LEQUAL:
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return (coord <= depthSample) ? 1.0F : ambient;
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return (coord <= depthSample) ? 1.0F : 0.0F;
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case GL_GEQUAL:
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return (coord >= depthSample) ? 1.0F : ambient;
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return (coord >= depthSample) ? 1.0F : 0.0F;
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case GL_LESS:
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return (coord < depthSample) ? 1.0F : ambient;
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return (coord < depthSample) ? 1.0F : 0.0F;
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case GL_GREATER:
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return (coord > depthSample) ? 1.0F : ambient;
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return (coord > depthSample) ? 1.0F : 0.0F;
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case GL_EQUAL:
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return (coord == depthSample) ? 1.0F : ambient;
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return (coord == depthSample) ? 1.0F : 0.0F;
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case GL_NOTEQUAL:
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return (coord != depthSample) ? 1.0F : ambient;
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return (coord != depthSample) ? 1.0F : 0.0F;
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case GL_ALWAYS:
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return 1.0F;
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case GL_NEVER:
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return ambient;
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return 0.0F;
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case GL_NONE:
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return depthSample;
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default:
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_mesa_problem(NULL, "Bad compare func in shadow_compare");
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return ambient;
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return 0.0F;
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}
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}
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@@ -3384,9 +3383,9 @@ static inline GLfloat
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shadow_compare4(GLenum function, GLfloat coord,
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GLfloat depth00, GLfloat depth01,
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GLfloat depth10, GLfloat depth11,
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GLfloat ambient, GLfloat wi, GLfloat wj)
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GLfloat wi, GLfloat wj)
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{
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const GLfloat d = (1.0F - (GLfloat) ambient) * 0.25F;
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const GLfloat d = 0.25F;
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GLfloat luminance = 1.0F;
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switch (function) {
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@@ -3429,13 +3428,13 @@ shadow_compare4(GLenum function, GLfloat coord,
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case GL_ALWAYS:
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return 1.0F;
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case GL_NEVER:
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return ambient;
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return 0.0F;
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case GL_NONE:
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/* ordinary bilinear filtering */
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return lerp_2d(wi, wj, depth00, depth10, depth01, depth11);
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default:
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_mesa_problem(NULL, "Bad compare func in sample_compare4");
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return ambient;
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return 0.0F;
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}
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}
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@@ -3483,7 +3482,6 @@ sample_depth_texture( struct gl_context *ctx,
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const GLint depth = img->Depth;
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const GLuint compare_coord = (tObj->Target == GL_TEXTURE_2D_ARRAY_EXT)
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? 3 : 2;
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GLfloat ambient;
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GLenum function;
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GLfloat result;
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@@ -3497,8 +3495,6 @@ sample_depth_texture( struct gl_context *ctx,
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tObj->Target == GL_TEXTURE_2D_ARRAY_EXT ||
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tObj->Target == GL_TEXTURE_CUBE_MAP);
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ambient = samp->CompareFailValue;
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/* XXXX if samp->MinFilter != samp->MagFilter, we're ignoring lambda */
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function = (samp->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) ?
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@@ -3522,7 +3518,7 @@ sample_depth_texture( struct gl_context *ctx,
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depthRef = CLAMP(texcoords[i][compare_coord], 0.0F, 1.0F);
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result = shadow_compare(function, depthRef, depthSample, ambient);
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result = shadow_compare(function, depthRef, depthSample);
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switch (tObj->DepthMode) {
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case GL_LUMINANCE:
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@@ -3617,7 +3613,7 @@ sample_depth_texture( struct gl_context *ctx,
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result = shadow_compare4(function, depthRef,
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depth00, depth01, depth10, depth11,
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ambient, wi, wj);
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wi, wj);
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switch (tObj->DepthMode) {
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case GL_LUMINANCE:
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