v3d: Fix stencil sampling from a separate-stencil buffer.

When the sampler view is in sample-stencil mode, we need to return uint
stencil values.  To do that, fill in the format table to return R8I, and
have the sampler view point at the separate stencil buffer.

Fixes dEQP-GLES31.functional.stencil_texturing.format.depth32f_stencil8_2d
This commit is contained in:
Eric Anholt 2018-12-27 19:37:13 -08:00
parent 8a0b0a8f37
commit c51d125d18
2 changed files with 7 additions and 0 deletions

View file

@ -153,6 +153,7 @@ static const struct v3d_format format_table[] = {
/* Pretend we support this, but it'll be separate Z32F depth and S8. */
FORMAT(Z32_FLOAT_S8X24_UINT, D32F, DEPTH_COMP32F, SWIZ_XXXX, 32, 1),
FORMAT(X32_S8X24_UINT, S8, R8UI, SWIZ_XXXX, 16, 1),
#else
FORMAT(S8_UINT_Z24_UNORM, ZS_DEPTH24_STENCIL8, DEPTH24_X8, SWIZ_XXXX, 32, 1),
FORMAT(X8Z24_UNORM, ZS_DEPTH24_STENCIL8, DEPTH24_X8, SWIZ_XXXX, 32, 1),

View file

@ -774,6 +774,12 @@ v3d_create_sampler_view(struct pipe_context *pctx, struct pipe_resource *prsc,
so->base.reference.count = 1;
so->base.context = pctx;
if (rsc->separate_stencil &&
cso->format == PIPE_FORMAT_X32_S8X24_UINT) {
rsc = rsc->separate_stencil;
prsc = &rsc->base;
}
/* V3D still doesn't support sampling from raster textures, so we will
* have to copy to a temporary tiled texture.
*/