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i965: Always handle GL_DEPTH_TEXTURE_MODE through the shader.
authorEric Anholt <eric@anholt.net>
Fri, 18 Nov 2011 01:01:58 +0000 (17:01 -0800)
committerEric Anholt <eric@anholt.net>
Wed, 30 Nov 2011 00:44:51 +0000 (16:44 -0800)
commitd2235b0f4681f75d562131d655a6d7b7033d2d8b
tree6fba9ad009aaffb6c131d7ef2a238bc417b12067
parentf98bfb5d68423a4e57f78091c70288c0b558b8bd
i965: Always handle GL_DEPTH_TEXTURE_MODE through the shader.

We were already doing it through the shader (layered underneath
GL_EXT_texture_swizzle) in the shadow compare case.  This avoids
having per-format logic for switching out the surface format dependent
on the depth mode.

v2: Also do the swizzling for DEPTH_STENCIL.  oops.

Reviewed-by: Ian Romanick <idr@freedesktop.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
src/mesa/drivers/dri/i965/brw_wm.c
src/mesa/drivers/dri/i965/brw_wm_surface_state.c