gallivm: handle z32s8x24 format for sampling

Since we can only sample either depth or stencil but not both only load
the required bits which makes things a bit easier (it requires special
handling since the format doesn't fit into 32bit).
The logic for deciding if depth or stencil should be sampled is a bit odd,
but seems to be what other drivers and statetrackers do: if it's a format with
both depth and stencil (or just with depth) then sample depth, for sampling
stencil a sampler view format with only stencil is required.
Also while here fix up stencil sampling for other formats as well, though
this isn't supported by mesa (ARB_stencil_texturing), and while blits would
use it they don't work neither since they'd also need stencil export.

Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
This commit is contained in:
Roland Scheidegger 2013-05-17 23:13:51 +02:00
parent 0346e9b3bb
commit d7e811c0b0

View file

@ -51,16 +51,25 @@ lp_build_format_swizzle_soa(const struct util_format_description *format_desc,
assert(UTIL_FORMAT_SWIZZLE_1 == PIPE_SWIZZLE_ONE);
if (format_desc->colorspace == UTIL_FORMAT_COLORSPACE_ZS) {
enum util_format_swizzle swizzle;
LLVMValueRef depth_or_stencil;
if (util_format_has_stencil(format_desc) &&
!util_format_has_depth(format_desc)) {
assert(!bld->type.floating);
swizzle = format_desc->swizzle[1];
}
else {
assert(bld->type.floating);
swizzle = format_desc->swizzle[0];
}
/*
* Return zzz1 for depth-stencil formats.
*
* XXX: Allow to control the depth swizzle with an additional parameter,
* as the caller may wish another depth swizzle, or retain the stencil
* value.
* Return zzz1 or sss1 for depth-stencil formats here.
* Correct swizzling will be handled by apply_sampler_swizzle() later.
*/
enum util_format_swizzle swizzle = format_desc->swizzle[0];
LLVMValueRef depth = lp_build_swizzle_soa_channel(bld, unswizzled, swizzle);
swizzled_out[2] = swizzled_out[1] = swizzled_out[0] = depth;
depth_or_stencil = lp_build_swizzle_soa_channel(bld, unswizzled, swizzle);
swizzled_out[2] = swizzled_out[1] = swizzled_out[0] = depth_or_stencil;
swizzled_out[3] = bld->one;
}
else {
@ -392,6 +401,40 @@ lp_build_fetch_rgba_soa(struct gallivm_state *gallivm,
return;
}
if (format_desc->colorspace == UTIL_FORMAT_COLORSPACE_ZS &&
format_desc->block.bits == 64) {
/*
* special case the format is 64 bits but we only require
* 32bit (or 8bit) from each block.
*/
LLVMValueRef packed;
if (format_desc->format == PIPE_FORMAT_X32_S8X24_UINT) {
/*
* for stencil simply fix up offsets - could in fact change
* base_ptr instead even outside the shader.
*/
unsigned mask = (1 << 8) - 1;
LLVMValueRef s_offset = lp_build_const_int_vec(gallivm, type, 4);
offset = LLVMBuildAdd(builder, offset, s_offset, "");
packed = lp_build_gather(gallivm, type.length,
32, type.width, base_ptr, offset);
packed = LLVMBuildAnd(builder, packed,
lp_build_const_int_vec(gallivm, type, mask), "");
}
else {
assert (format_desc->format == PIPE_FORMAT_Z32_FLOAT_S8X24_UINT);
packed = lp_build_gather(gallivm, type.length,
32, type.width, base_ptr, offset);
packed = LLVMBuildBitCast(builder, packed,
lp_build_vec_type(gallivm, type), "");
}
/* for consistency with lp_build_unpack_rgba_soa() return sss1 or zzz1 */
rgba_out[0] = rgba_out[1] = rgba_out[2] = packed;
rgba_out[3] = lp_build_const_vec(gallivm, type, 1.0f);
return;
}
/*
* Try calling lp_build_fetch_rgba_aos for all pixels.
*/