i965/fs: Assume shadow sampler swizzling is <X, X, X, 1>.

Our previous assumption, SWIZZLE_XYZW, was completely bogus for depth
textures.  There are no Y, Z, or W components.

DEPTH_TEXTURE_MODE has three options:
- GL_LUMINANCE: <X, X, X, 1>
- GL_INTENSITY: <X, X, X, X>
- GL_ALPHA:     <0, 0, 0, X>

The default value is GL_LUMINANCE, and most applications don't seem to
alter DEPTH_TEXTURE_MODE.  Make that our precompile guess.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Kenneth Graunke 2012-08-26 00:34:03 -07:00
parent f3d0daf7ea
commit 85b24b0751

View file

@ -2179,8 +2179,14 @@ brw_fs_precompile(struct gl_context *ctx, struct gl_shader_program *prog)
key.clamp_fragment_color = true;
for (int i = 0; i < MAX_SAMPLERS; i++) {
/* FINISHME: depth compares might use (0,0,0,W) for example */
key.tex.swizzles[i] = SWIZZLE_XYZW;
if (fp->Base.ShadowSamplers & (1 << i)) {
/* Assume DEPTH_TEXTURE_MODE is the default: X, X, X, 1 */
key.tex.swizzles[i] =
MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_ONE);
} else {
/* Color sampler: assume no swizzling. */
key.tex.swizzles[i] = SWIZZLE_XYZW;
}
}
if (fp->Base.InputsRead & FRAG_BIT_WPOS) {