i965: Support MESA_FORMAT_R8G8B8X8_SRGB.
Valve games use GL_SRGB8 textures. Instead of supporting that properly, we fell back to MESA_FORMAT_R8G8B8A8_SRGB (with an alpha channel), which meant that we had to use texture swizzling to override the alpha to 1.0 when sampling. This meant shader recompiles on Gen < 7.5 platforms. By supporting MESA_FORMAT_R8G8B8X8_SRGB, the hardware just returns 1.0 for us, so we can just use SWIZZLE_XYZW, and avoid any recompiles. All generations of hardware have supported the format for sampling and filtering; we can easily support rendering by using the R8G8B8A8_SRGB format and writing garbage to the X channel. (We do this already for the non-SRGB version of this format.) This removes all remaining shader recompiles in a time demo of "Counter Strike: Global Offensive" (32 -> 0) on Sandybridge. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=87886 Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
This commit is contained in:
@@ -518,7 +518,7 @@ brw_format_for_mesa_format(mesa_format mesa_format)
|
||||
[MESA_FORMAT_B4G4R4X4_UNORM] = 0,
|
||||
[MESA_FORMAT_B5G5R5X1_UNORM] = BRW_SURFACEFORMAT_B5G5R5X1_UNORM,
|
||||
[MESA_FORMAT_R8G8B8X8_SNORM] = 0,
|
||||
[MESA_FORMAT_R8G8B8X8_SRGB] = 0,
|
||||
[MESA_FORMAT_R8G8B8X8_SRGB] = BRW_SURFACEFORMAT_R8G8B8X8_UNORM_SRGB,
|
||||
[MESA_FORMAT_X8B8G8R8_SRGB] = 0,
|
||||
[MESA_FORMAT_RGBX_UINT8] = 0,
|
||||
[MESA_FORMAT_RGBX_SINT8] = 0,
|
||||
@@ -595,6 +595,9 @@ brw_init_surface_formats(struct brw_context *brw)
|
||||
case BRW_SURFACEFORMAT_R8G8B8X8_UNORM:
|
||||
render = BRW_SURFACEFORMAT_R8G8B8A8_UNORM;
|
||||
break;
|
||||
case BRW_SURFACEFORMAT_R8G8B8X8_UNORM_SRGB:
|
||||
render = BRW_SURFACEFORMAT_R8G8B8A8_UNORM_SRGB;
|
||||
break;
|
||||
}
|
||||
|
||||
rinfo = &surface_formats[render];
|
||||
|
||||
Reference in New Issue
Block a user