gallivm: handle unbound textures in texture sampling / texture queries

Turns out we don't need to do much extra work for detecting this case,
since we are guaranteed to get a empty static texture state in this case,
hence just rely on format being 0 and return all zero then.
Previously needed dummy textures (would just have crashed on format being 0
otherwise) which cannot return the correct result for size queries and when
sampling textures with wrap modes using border.
As a bonus should hugely increase performance when sampling unbound textures -
too bad it isn't a useful feature :-).

Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Zack Rusin <zackr@vmware.com>
This commit is contained in:
Roland Scheidegger
2013-08-30 16:40:21 +02:00
parent bb7dc1b2f6
commit f37edb5e20
@@ -2059,6 +2059,19 @@ lp_build_sample_soa(struct gallivm_state *gallivm,
debug_printf("Sample from %s\n", util_format_name(fmt));
}
if (static_texture_state->format == PIPE_FORMAT_NONE) {
/*
* If there's nothing bound, format is NONE, and we must return
* all zero as mandated by d3d10 in this case.
*/
unsigned chan;
LLVMValueRef zero = lp_build_const_vec(gallivm, type, 0.0F);
for (chan = 0; chan < 4; chan++) {
texel_out[chan] = zero;
}
return;
}
assert(type.floating);
/* Setup our build context */
@@ -2488,6 +2501,19 @@ lp_build_size_query_soa(struct gallivm_state *gallivm,
unsigned num_lods = 1;
struct lp_build_context bld_int_vec4;
if (static_state->format == PIPE_FORMAT_NONE) {
/*
* If there's nothing bound, format is NONE, and we must return
* all zero as mandated by d3d10 in this case.
*/
unsigned chan;
LLVMValueRef zero = lp_build_const_vec(gallivm, int_type, 0.0F);
for (chan = 0; chan < 4; chan++) {
sizes_out[chan] = zero;
}
return;
}
/*
* Do some sanity verification about bound texture and shader dcl target.
* Not entirely sure what's possible but assume array/non-array