On 11/26/2011 08:13 PM, Anuj Phogat wrote:
Hi Brian,

This is an updated patch to allow glTexImage2D with a depth component
cube map. Patch
was producing an expected ouput with depth-cube-map test (posted on
piglit mailing list).
But i'm getting an incorrect output since i updated my mesa branch
with git://anongit.freedesktop.org/mesa/mesa.
Luminance value is not getting copied to green and blue channels. So
the color value i'm seeing in fragment
shader is (L,0,0,1). I verified that this issue is only with depth
cube maps not with depth 2D textures.
Is this a known issue? I will try to debug it further.

Which driver are you testing with?
Just figured out that my path for libdrm wasn't set correctly so driver
was falling back to software rasterizer. glxinfo output:
OpenGL vendor string: Mesa Project
OpenGL renderer string: Software Rasterizer
OpenGL version string: 3.0 Mesa 7.12-devel (git-24d25b5)
OpenGL shading language version string: 1.30
So, the software rasterizer is not copying the Luminance value to green
and blue channels.

I'm getting the expected output (L,L,L,1) on setting correct path for
libdrm. glxinfo output:
OpenGL vendor string: Tungsten Graphics, Inc
OpenGL renderer string: Mesa DRI Intel(R) Sandybridge Mobile
x86/MMX/SSE2
OpenGL version string: 3.0 Mesa 7.12-devel (git-24d25b5)
OpenGL shading language version string: 1.30

I think you need to update swrast/s_texfilter.c to use sample_depth_texture() for cube textures. Same thing for 1D/2D_ARRAY textures too, it appears.

-Brian
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