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_2dtags/19.0-branchpoint
@@ -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), |
@@ -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. | |||
*/ |