First, using width * block size as pitch is evidently
wrong if a block contains more than 1 texel.
For tiled textures, since a block occupies a contiguous
area of memory, y addressing in m2mf has to be done by
block index, not the y coordinate itself.
This should fix compressed textures.
We have to indicate to the hw whether the FP exports
multiple colour results.
Method 0x121c is used to specify the number of RTs.
Also deactivate zeta explicitly if there's no zsbuf.
This improves piglit quick.tests runtime from 19:33 minutes to 6:06 on
my GM45. It should also hide most of the A17 swizzling issues, though
they'll still exist when swapping occurs (which is the kernel's problem
either way).
This fixes a regression in piglit's tfp test as of
11caea687e. Additionally, set the texture
format for the RGB textures to MESA_FORMAT_XRGB8888 and support it in the
hw paths so that hopefully sw fallbacks involving TFP get better alpha
behavior.
The radeon drivers appear to need the same fix.
Bug #24803
This improves shadowtex since the component ordering
is at least correct now, but I'm not sure how to
deal with texturing from a depth surface yet due to
differences in depth and color tile layouts.
Signed-off-by: Alex Deucher <alexdeucher@gmail.com>
Pass a gl_format to intel_create_renderbuffer() instead of GLenum.
Add cases for MESA_FORMAT_XRGB8888 textures and renderbuffers.
However, we don't yet create any renderbuffers or textures with that
format. It seems the default alpha value is zero instead of one.
Need to investigate that first.
If we hit the general path and call _mesa_make_temp_chan_image() we
always want to get a GL_RGBA texture. We were getting a 3-channel
GL_RGB texture before and that messed up the memory layout.
GLushort is big enough for the swizzle and origin fields.
The key could probably be made smaller still by re-ordering things.
I'll hold off on that until after the outputswritten64 branch is merged.
The key will get a little larger again with the GLbitfield64 fields.
If the fragment shader doesn't use FRAG_ATTRIB_WPOS (gl_FragCoord) we
don't need to worry about the window size and origin in
brw_wm_populate_key().
This avoids re-generating the i965 shader code when a window is resized.
Issue spotted by Keith Whitwell.