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r600g: initial cube shadow sampling

It doesn't pass the piglit test, but it seems to be a lot closer
than it was before. I need to track down if there is another problem.

Signed-off-by: Dave Airlie <airlied@redhat.com>
tags/i965-primitive-restart-v2
Dave Airlie 13年前
コミット
9783bba9bd
1個のファイルの変更22行の追加2行の削除
  1. 22
    2
      src/gallium/drivers/r600/r600_shader.c

+ 22
- 2
src/gallium/drivers/r600/r600_shader.c ファイルの表示

@@ -3176,7 +3176,8 @@ static int tgsi_tex(struct r600_shader_ctx *ctx)
src_gpr = ctx->temp_reg;
}

if (inst->Texture.Texture == TGSI_TEXTURE_CUBE &&
if ((inst->Texture.Texture == TGSI_TEXTURE_CUBE ||
inst->Texture.Texture == TGSI_TEXTURE_SHADOWCUBE) &&
inst->Instruction.Opcode != TGSI_OPCODE_TXQ) {

static const unsigned src0_swizzle[] = {2, 2, 0, 1};
@@ -3277,7 +3278,19 @@ static int tgsi_tex(struct r600_shader_ctx *ctx)
r = r600_bytecode_add_alu(ctx->bc, &alu);
if (r)
return r;

/* write initial W value into Z component */
if (inst->Texture.Texture == TGSI_TEXTURE_SHADOWCUBE) {
memset(&alu, 0, sizeof(struct r600_bytecode_alu));
alu.inst = CTX_INST(V_SQ_ALU_WORD1_OP2_SQ_OP2_INST_MOV);
r600_bytecode_src(&alu.src[0], &ctx->src[0], 3);
alu.dst.sel = ctx->temp_reg;
alu.dst.chan = 2;
alu.dst.write = 1;
alu.last = 1;
r = r600_bytecode_add_alu(ctx->bc, &alu);
if (r)
return r;
}
src_loaded = TRUE;
src_gpr = ctx->temp_reg;
}
@@ -3304,6 +3317,7 @@ static int tgsi_tex(struct r600_shader_ctx *ctx)
if (inst->Texture.Texture == TGSI_TEXTURE_SHADOW1D ||
inst->Texture.Texture == TGSI_TEXTURE_SHADOW2D ||
inst->Texture.Texture == TGSI_TEXTURE_SHADOWRECT ||
inst->Texture.Texture == TGSI_TEXTURE_SHADOWCUBE ||
inst->Texture.Texture == TGSI_TEXTURE_SHADOW1D_ARRAY ||
inst->Texture.Texture == TGSI_TEXTURE_SHADOW2D_ARRAY) {
switch (opcode) {
@@ -3352,6 +3366,12 @@ static int tgsi_tex(struct r600_shader_ctx *ctx)
tex.src_sel_z = 3;
tex.src_sel_w = 1;
}
if (inst->Texture.Texture == TGSI_TEXTURE_SHADOWCUBE) {
tex.src_sel_x = 1;
tex.src_sel_y = 0;
tex.src_sel_z = 3;
tex.src_sel_w = 2; /* route Z compare value into W */
}

if (inst->Texture.Texture != TGSI_TEXTURE_RECT &&
inst->Texture.Texture != TGSI_TEXTURE_SHADOWRECT) {

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