svga: Only emit Z depth work if it is actually read

This commit is contained in:
Jakob Bornecrantz
2011-04-07 14:07:20 +01:00
committed by Brian Paul
parent 3b32e51cb1
commit 4f17830b3d
2 changed files with 22 additions and 16 deletions
+20 -14
View File
@@ -121,29 +121,35 @@ static boolean ps30_input( struct svga_shader_emitter *emit,
SVGA3dShaderDestToken reg;
if (semantic.Name == TGSI_SEMANTIC_POSITION) {
emit->ps_true_pos = src_register( SVGA3DREG_MISCTYPE,
SVGA3DMISCREG_POSITION );
emit->ps_true_pos.base.swizzle = TRANSLATE_SWIZZLE( TGSI_SWIZZLE_X,
TGSI_SWIZZLE_Y,
TGSI_SWIZZLE_Y,
TGSI_SWIZZLE_Y );
emit->ps_temp_pos = dst_register( SVGA3DREG_TEMP,
emit->nr_hw_temp );
emit->ps_depth_pos = src_register( SVGA3DREG_INPUT, emit->ps30_input_count++ );
emit->input_map[idx] = src_register( SVGA3DREG_TEMP,
emit->nr_hw_temp );
emit->nr_hw_temp++;
reg = writemask( dst(emit->ps_true_pos),
TGSI_WRITEMASK_XY );
emit->ps_reads_pos = TRUE;
if (!emit_decl( emit, dst(emit->ps_depth_pos),
SVGA3D_DECLUSAGE_TEXCOORD, 1 ))
return FALSE;
if (emit->info.reads_z) {
emit->ps_temp_pos = dst_register( SVGA3DREG_TEMP,
emit->nr_hw_temp );
emit->ps_depth_pos = src_register( SVGA3DREG_INPUT,
emit->ps30_input_count++ );
emit->input_map[idx] = src_register( SVGA3DREG_TEMP,
emit->nr_hw_temp );
emit->nr_hw_temp++;
if (!emit_decl( emit, dst( emit->ps_depth_pos ),
SVGA3D_DECLUSAGE_TEXCOORD, 1 ))
return FALSE;
}
else {
emit->input_map[idx] = emit->ps_true_pos;
}
return emit_decl( emit, reg, 0, 0 );
}
else if (emit->key.fkey.light_twoside &&
+2 -2
View File
@@ -2550,7 +2550,7 @@ static boolean emit_ps_preamble( struct svga_shader_emitter *emit )
return FALSE;
}
}
} else if (emit->ps_reads_pos) {
} else if (emit->ps_reads_pos && emit->info.reads_z) {
/*
* Assemble the position from various bits of inputs. Depth and W are
* passed in a texcoord this is due to D3D's vPos not hold Z or W.
@@ -2579,7 +2579,7 @@ static boolean emit_ps_preamble( struct svga_shader_emitter *emit )
scalar( src(emit->ps_temp_pos), TGSI_SWIZZLE_W ) ))
return FALSE;
}
return TRUE;
}