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st/nine: Enable shadow mapping for ps 1.X
We didn't implement shadow textures for ps 1.X, assuming the case couldn't happen... Well it does. Fixes: https://github.com/iXit/Mesa-3D/issues/261 Signed-off-by: Axel Davy <davyaxel0@gmail.com>
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parent
847861aab4
commit
739c700950
3 changed files with 14 additions and 10 deletions
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@ -771,12 +771,13 @@ TEX_with_ps1x_projection(struct shader_translator *tx, struct ureg_dst dst,
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{
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unsigned dim = 1 + ((tx->info->projected >> (2 * idx)) & 3);
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struct ureg_dst tmp;
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boolean shadow = !!(tx->info->sampler_mask_shadow & (1 << idx));
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/* dim == 1: no projection
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* Looks like must be disabled when it makes no
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* sense according the texture dimensions
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*/
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if (dim == 1 || dim <= target) {
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if (dim == 1 || (dim <= target && !shadow)) {
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ureg_TEX(tx->ureg, dst, target, src0, src1);
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} else if (dim == 4) {
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ureg_TXP(tx->ureg, dst, target, src0, src1);
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@ -2107,9 +2108,10 @@ d3dstt_to_tgsi_tex_shadow(BYTE sampler_type)
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static inline unsigned
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ps1x_sampler_type(const struct nine_shader_info *info, unsigned stage)
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{
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boolean shadow = !!(info->sampler_mask_shadow & (1 << stage));
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switch ((info->sampler_ps1xtypes >> (stage * 2)) & 0x3) {
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case 1: return TGSI_TEXTURE_1D;
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case 0: return TGSI_TEXTURE_2D;
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case 1: return shadow ? TGSI_TEXTURE_SHADOW1D : TGSI_TEXTURE_1D;
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case 0: return shadow ? TGSI_TEXTURE_SHADOW2D : TGSI_TEXTURE_2D;
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case 3: return TGSI_TEXTURE_3D;
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default:
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return TGSI_TEXTURE_CUBE;
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@ -164,7 +164,7 @@ NinePixelShader9_GetVariant( struct NinePixelShader9 *This )
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info.const_b_base = NINE_CONST_B_BASE(device->max_ps_const_f) / 16;
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info.byte_code = This->byte_code.tokens;
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info.sampler_mask_shadow = key & 0xffff;
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info.sampler_ps1xtypes = key;
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info.sampler_ps1xtypes = (key >> 16) & 0xffff;
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info.fog_enable = device->context.rs[D3DRS_FOGENABLE];
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info.fog_mode = device->context.rs[D3DRS_FOGTABLEMODE];
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info.force_color_in_centroid = key >> 34 & 1;
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@ -68,13 +68,16 @@ NinePixelShader9_UpdateKey( struct NinePixelShader9 *ps,
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struct nine_context *context )
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{
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uint16_t samplers_shadow;
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uint32_t samplers_ps1_types;
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uint16_t samplers_ps1_types;
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uint16_t projected;
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uint64_t key;
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BOOL res;
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samplers_shadow = (uint16_t)((context->samplers_shadow & NINE_PS_SAMPLERS_MASK) >> NINE_SAMPLER_PS(0));
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key = samplers_shadow & ps->sampler_mask;
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if (unlikely(ps->byte_code.version < 0x20)) {
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/* no depth textures, but variable targets */
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/* variable targets */
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uint32_t m = ps->sampler_mask;
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samplers_ps1_types = 0;
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while (m) {
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@ -82,10 +85,9 @@ NinePixelShader9_UpdateKey( struct NinePixelShader9 *ps,
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m &= ~(1 << s);
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samplers_ps1_types |= (context->texture[s].enabled ? context->texture[s].pstype : 1) << (s * 2);
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}
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key = samplers_ps1_types;
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} else {
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samplers_shadow = (uint16_t)((context->samplers_shadow & NINE_PS_SAMPLERS_MASK) >> NINE_SAMPLER_PS(0));
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key = samplers_shadow & ps->sampler_mask;
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/* Note: For ps 1.X, only samplers 0 1 2 and 3 are available (except 1.4 where 4 and 5 are available).
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* Thus there is no overflow of samplers_ps1_types. */
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key |= samplers_ps1_types << 16;
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}
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if (ps->byte_code.version < 0x30) {
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