r600g: add support for shadow array samplers

I had to guess & verify how some of the SAMPLE instructions work.
This commit is contained in:
Marek Olšák
2011-09-05 03:32:12 +02:00
parent 23b4ad4626
commit 929ad43b11
2 changed files with 57 additions and 19 deletions
+29 -7
View File
@@ -2177,7 +2177,10 @@ static int tgsi_tex(struct r600_shader_ctx *ctx)
}
opcode = ctx->inst_info->r600_opcode;
if (inst->Texture.Texture == TGSI_TEXTURE_SHADOW1D || inst->Texture.Texture == TGSI_TEXTURE_SHADOW2D) {
if (inst->Texture.Texture == TGSI_TEXTURE_SHADOW1D ||
inst->Texture.Texture == TGSI_TEXTURE_SHADOW2D ||
inst->Texture.Texture == TGSI_TEXTURE_SHADOW1D_ARRAY ||
inst->Texture.Texture == TGSI_TEXTURE_SHADOW2D_ARRAY) {
switch (opcode) {
case SQ_TEX_INST_SAMPLE:
opcode = SQ_TEX_INST_SAMPLE_C;
@@ -2232,14 +2235,33 @@ static int tgsi_tex(struct r600_shader_ctx *ctx)
tex.offset_x = offset_x;
tex.offset_y = offset_y;
tex.offset_z = offset_z;
if (inst->Texture.Texture == TGSI_TEXTURE_1D_ARRAY) {
tex.coord_type_z = 0;
tex.src_sel_z = tex.src_sel_y;
} else if (inst->Texture.Texture == TGSI_TEXTURE_2D_ARRAY)
tex.coord_type_z = 0;
if (inst->Texture.Texture == TGSI_TEXTURE_SHADOW1D || inst->Texture.Texture == TGSI_TEXTURE_SHADOW2D)
/* Put the depth for comparison in W.
* TGSI_TEXTURE_SHADOW2D_ARRAY already has the depth in W.
* Some instructions expect the depth in Z. */
if ((inst->Texture.Texture == TGSI_TEXTURE_SHADOW1D ||
inst->Texture.Texture == TGSI_TEXTURE_SHADOW2D ||
inst->Texture.Texture == TGSI_TEXTURE_SHADOW1D_ARRAY) &&
opcode != SQ_TEX_INST_SAMPLE_C_L &&
opcode != SQ_TEX_INST_SAMPLE_C_LB) {
tex.src_sel_w = tex.src_sel_z;
}
if (inst->Texture.Texture == TGSI_TEXTURE_1D_ARRAY ||
inst->Texture.Texture == TGSI_TEXTURE_SHADOW1D_ARRAY) {
if (opcode == SQ_TEX_INST_SAMPLE_C_L ||
opcode == SQ_TEX_INST_SAMPLE_C_LB) {
/* the array index is read from Y */
tex.coord_type_y = 0;
} else {
/* the array index is read from Z */
tex.coord_type_z = 0;
tex.src_sel_z = tex.src_sel_y;
}
} else if (inst->Texture.Texture == TGSI_TEXTURE_2D_ARRAY ||
inst->Texture.Texture == TGSI_TEXTURE_SHADOW2D_ARRAY)
/* the array index is read from Z */
tex.coord_type_z = 0;
r = r600_bytecode_add_tex(ctx->bc, &tex);
if (r)
+28 -12
View File
@@ -3519,18 +3519,34 @@
#define R_03E200_SQ_LOOP_CONST_0 0x3E200
#define SQ_TEX_INST_LD 0x03
#define SQ_TEX_INST_GET_TEXTURE_RESINFO 0x04
#define SQ_TEX_INST_GET_GRADIENTS_H 0x7
#define SQ_TEX_INST_GET_GRADIENTS_V 0x8
#define SQ_TEX_INST_SET_GRADIENTS_H 0xB
#define SQ_TEX_INST_SET_GRADIENTS_V 0xC
#define SQ_TEX_INST_LD 0x03
#define SQ_TEX_INST_GET_TEXTURE_RESINFO 0x04
#define SQ_TEX_INST_GET_BORDER_COLOR_FRAC 0x05
#define SQ_TEX_INST_GET_COMP_TEX_LOD 0x06
#define SQ_TEX_INST_GET_GRADIENTS_H 0x07
#define SQ_TEX_INST_GET_GRADIENTS_V 0x08
#define SQ_TEX_INST_GET_LERP_FACTORS 0x09
#define SQ_TEX_INST_GET_WEIGHTS 0x0A
#define SQ_TEX_INST_SET_GRADIENTS_H 0x0B
#define SQ_TEX_INST_SET_GRADIENTS_V 0x0C
#define SQ_TEX_INST_PASS 0x0D
#define SQ_TEX_INST_SET_CUBEMAP_INDEX 0x0E
#define SQ_TEX_INST_SAMPLE 0x10
#define SQ_TEX_INST_SAMPLE_L 0x11
#define SQ_TEX_INST_SAMPLE_G 0x14
#define SQ_TEX_INST_SAMPLE_C 0x18
#define SQ_TEX_INST_SAMPLE_C_L 0x19
#define SQ_TEX_INST_SAMPLE_C_G 0x1C
#define SQ_TEX_INST_SAMPLE 0x10
#define SQ_TEX_INST_SAMPLE_L 0x11
#define SQ_TEX_INST_SAMPLE_LB 0x12
#define SQ_TEX_INST_SAMPLE_LZ 0x13
#define SQ_TEX_INST_SAMPLE_G 0x14
#define SQ_TEX_INST_SAMPLE_G_L 0x15
#define SQ_TEX_INST_SAMPLE_G_LB 0x16
#define SQ_TEX_INST_SAMPLE_G_LZ 0x17
#define SQ_TEX_INST_SAMPLE_C 0x18 /* src.xyz = texcoord, src.z = array index (if needed), src.w = depth */
#define SQ_TEX_INST_SAMPLE_C_L 0x19 /* src.xy = texcoord, src.y = array index (if needed), src.z = depth, src.w = lod */
#define SQ_TEX_INST_SAMPLE_C_LB 0x1A /* src.xy = texcoord, src.y = array index (if needed), src.z = depth, src.w = bias */
#define SQ_TEX_INST_SAMPLE_C_LZ 0x1B
#define SQ_TEX_INST_SAMPLE_C_G 0x1C
#define SQ_TEX_INST_SAMPLE_C_G_L 0x1D
#define SQ_TEX_INST_SAMPLE_C_G_LB 0x1E
#define SQ_TEX_INST_SAMPLE_C_G_LZ 0x1F
#endif