From: Anuj Phogat <anuj.pho...@gmail.com>

I made the suggested changes to swrast/s_texfilter.c (see the patch listed 
below). Now it render
polygons without any texture (black) in depth-cube-map test (see the patch sent 
on Nov 28 to piglit mailing list).
But the expected output is polygons rendered with different greyscale (depth) 
textures.

Some debugging info:
_mesa_choose_tex_format() returns MESA_FORMAT_Z32
_mesa_get_texstore_func() returns _mesa_texstore_z32
Based on MESA_FORMAT_Z32, selected dstType = GL_UNSIGNED_INT
Verified the values stored in depthValues[i] in _mesa_unpack_depth_span(). 
Correct pixel values (depth values) are reflected in this variable.
depthValues[i] is converted to GLuint and stored in zValues[i]

But while rendering swImg->FetchTexel() (called from sample_depth_texture() in 
swrast/s_texfilter.c) is unable to fetch the corect texel values.

Any thoughts on what could go wrong after storing the depth texture correctly?

 -Thanks
  Anuj

Signed-off-by: Anuj Phogat <anuj.pho...@gmail.com>
---
 src/mesa/swrast/s_texfilter.c |   18 ++++++++++++++----
 1 files changed, 14 insertions(+), 4 deletions(-)

diff --git a/src/mesa/swrast/s_texfilter.c b/src/mesa/swrast/s_texfilter.c
index 5662625..426fa25 100644
--- a/src/mesa/swrast/s_texfilter.c
+++ b/src/mesa/swrast/s_texfilter.c
@@ -3429,7 +3429,8 @@ sample_depth_texture( struct gl_context *ctx,
           tObj->Target == GL_TEXTURE_2D ||
           tObj->Target == GL_TEXTURE_RECTANGLE_NV ||
           tObj->Target == GL_TEXTURE_1D_ARRAY_EXT ||
-          tObj->Target == GL_TEXTURE_2D_ARRAY_EXT);
+          tObj->Target == GL_TEXTURE_2D_ARRAY_EXT ||
+          tObj->Target == GL_TEXTURE_CUBE_MAP);
 
    ambient = tObj->Sampler.CompareFailValue;
 
@@ -3675,7 +3676,10 @@ _swrast_choose_texture_sample_func( struct gl_context 
*ctx,
             return &sample_nearest_3d;
          }
       case GL_TEXTURE_CUBE_MAP:
-         if (needLambda) {
+         if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
+           return &sample_depth_texture;
+        }
+        else if (needLambda) {
             return &sample_lambda_cube;
          }
          else if (t->Sampler.MinFilter == GL_LINEAR) {
@@ -3700,7 +3704,10 @@ _swrast_choose_texture_sample_func( struct gl_context 
*ctx,
             return &sample_nearest_rect;
          }
       case GL_TEXTURE_1D_ARRAY_EXT:
-         if (needLambda) {
+         if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
+            return &sample_depth_texture;
+         }
+        else if (needLambda) {
             return &sample_lambda_1d_array;
          }
          else if (t->Sampler.MinFilter == GL_LINEAR) {
@@ -3711,7 +3718,10 @@ _swrast_choose_texture_sample_func( struct gl_context 
*ctx,
             return &sample_nearest_1d_array;
          }
       case GL_TEXTURE_2D_ARRAY_EXT:
-         if (needLambda) {
+         if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
+            return &sample_depth_texture;
+         }
+        else if (needLambda) {
             return &sample_lambda_2d_array;
          }
          else if (t->Sampler.MinFilter == GL_LINEAR) {
-- 
1.7.7

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