Module: Mesa
Branch: master
Commit: 5791c56811ae261b0596d088e99933eb5e24206d
URL:    
http://cgit.freedesktop.org/mesa/mesa/commit/?id=5791c56811ae261b0596d088e99933eb5e24206d

Author: Eric Anholt <[email protected]>
Date:   Thu Dec 20 15:45:11 2012 -0800

i965: Fix border color handling for deprecated SNORM formats.

We don't have native hardware support for these, so they get promoted to
RGBA, in which case we don't have hardware dealing with the channel
swizzling for us.

Fixes piglit EXT_texture_snorm/texwrap formats bordercolor (-swizzled).

Reviewed-by: Kenneth Graunke <[email protected]>

---

 src/mesa/drivers/dri/i965/brw_wm_sampler_state.c |   31 ++++++++++++++++++++-
 1 files changed, 29 insertions(+), 2 deletions(-)

diff --git a/src/mesa/drivers/dri/i965/brw_wm_sampler_state.c 
b/src/mesa/drivers/dri/i965/brw_wm_sampler_state.c
index 0d1f249..006aa68 100644
--- a/src/mesa/drivers/dri/i965/brw_wm_sampler_state.c
+++ b/src/mesa/drivers/dri/i965/brw_wm_sampler_state.c
@@ -89,7 +89,8 @@ upload_default_color(struct brw_context *brw, struct 
gl_sampler_object *sampler,
    struct gl_texture_image *firstImage = texObj->Image[0][texObj->BaseLevel];
    float color[4];
 
-   if (firstImage->_BaseFormat == GL_DEPTH_COMPONENT) {
+   switch (firstImage->_BaseFormat) {
+   case GL_DEPTH_COMPONENT:
       /* GL specs that border color for depth textures is taken from the
        * R channel, while the hardware uses A.  Spam R into all the
        * channels for safety.
@@ -98,11 +99,37 @@ upload_default_color(struct brw_context *brw, struct 
gl_sampler_object *sampler,
       color[1] = sampler->BorderColor.f[0];
       color[2] = sampler->BorderColor.f[0];
       color[3] = sampler->BorderColor.f[0];
-   } else {
+      break;
+   case GL_ALPHA:
+      color[0] = 0.0;
+      color[1] = 0.0;
+      color[2] = 0.0;
+      color[3] = sampler->BorderColor.f[3];
+      break;
+   case GL_INTENSITY:
+      color[0] = sampler->BorderColor.f[0];
+      color[1] = sampler->BorderColor.f[0];
+      color[2] = sampler->BorderColor.f[0];
+      color[3] = sampler->BorderColor.f[0];
+      break;
+   case GL_LUMINANCE:
+      color[0] = sampler->BorderColor.f[0];
+      color[1] = sampler->BorderColor.f[0];
+      color[2] = sampler->BorderColor.f[0];
+      color[3] = 1.0;
+      break;
+   case GL_LUMINANCE_ALPHA:
+      color[0] = sampler->BorderColor.f[0];
+      color[1] = sampler->BorderColor.f[0];
+      color[2] = sampler->BorderColor.f[0];
+      color[3] = sampler->BorderColor.f[3];
+      break;
+   default:
       color[0] = sampler->BorderColor.f[0];
       color[1] = sampler->BorderColor.f[1];
       color[2] = sampler->BorderColor.f[2];
       color[3] = sampler->BorderColor.f[3];
+      break;
    }
 
    /* In some cases we use an RGBA surface format for GL RGB textures,

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