#include "i915_screen.h"
-
/***********************************************************************
* Update framebuffer state
*/
{
switch (format) {
case PIPE_FORMAT_B8G8R8A8_UNORM:
+ case PIPE_FORMAT_B8G8R8A8_SRGB:
+ case PIPE_FORMAT_B8G8R8X8_UNORM:
+ case PIPE_FORMAT_R8G8B8A8_UNORM:
+ case PIPE_FORMAT_R8G8B8X8_UNORM:
return COLOR_BUF_ARGB8888;
case PIPE_FORMAT_B5G6R5_UNORM:
return COLOR_BUF_RGB565;
case PIPE_FORMAT_B5G5R5A1_UNORM:
return COLOR_BUF_ARGB1555;
- case PIPE_FORMAT_R8G8B8A8_UNORM:
- return COLOR_BUF_ARGB8888;
case PIPE_FORMAT_B4G4R4A4_UNORM:
return COLOR_BUF_ARGB4444;
case PIPE_FORMAT_B10G10R10A2_UNORM:
{
switch (zformat) {
case PIPE_FORMAT_Z24X8_UNORM:
- case PIPE_FORMAT_Z24_UNORM_S8_USCALED:
+ case PIPE_FORMAT_Z24_UNORM_S8_UINT:
return DEPTH_FRMT_24_FIXED_8_OTHER;
case PIPE_FORMAT_Z16_UNORM:
return DEPTH_FRMT_16_FIXED;
unsigned offset = i915_texture_offset(tex, depth_surface->u.tex.level,
depth_surface->u.tex.first_layer);
assert(tex);
- assert(offset == 0);
+ if (offset != 0)
+ debug_printf("Depth offset is %d\n",offset);
i915->current.depth_bo = tex->buffer;
i915->current.depth_flags = BUF_3D_ID_DEPTH |
i915->static_dirty |= I915_DST_RECT;
}
- /* we also send a new program to make sure the fixup for RGBA surfaces happens */
- i915->hardware_dirty |= I915_HW_STATIC | I915_HW_PROGRAM;
+ i915->hardware_dirty |= I915_HW_STATIC;
/* flush the cache in case we sample from the old renderbuffers */
i915_set_flush_dirty(i915, I915_FLUSH_CACHE);
I915_NEW_FRAMEBUFFER
};
+static uint32_t need_target_fixup(struct pipe_surface* p, uint32_t *fixup)
+{
+ const struct
+ {
+ enum pipe_format format;
+ uint hw_swizzle;
+ } fixup_formats[] = {
+ { PIPE_FORMAT_R8G8B8A8_UNORM, 0x21030000 /* BGRA */},
+ { PIPE_FORMAT_R8G8B8X8_UNORM, 0x21030000 /* BGRX */},
+ { PIPE_FORMAT_L8_UNORM, 0x00030000 /* RRRA */},
+ { PIPE_FORMAT_I8_UNORM, 0x00030000 /* RRRA */},
+ { PIPE_FORMAT_A8_UNORM, 0x33330000 /* AAAA */},
+ { PIPE_FORMAT_NONE, 0x00000000},
+ };
+
+ enum pipe_format f;
+ /* if we don't have a surface bound yet, we don't need to fixup the shader */
+ if (!p)
+ return 0;
+
+ f = p->format;
+ for(int i = 0; fixup_formats[i].format != PIPE_FORMAT_NONE; i++)
+ if (fixup_formats[i].format == f) {
+ *fixup = fixup_formats[i].hw_swizzle;
+ return f;
+ }
+
+ *fixup = 0;
+ return 0;
+}
+
static void update_dst_buf_vars(struct i915_context *i915)
{
struct pipe_surface *cbuf_surface = i915->framebuffer.cbufs[0];
struct pipe_surface *depth_surface = i915->framebuffer.zsbuf;
uint32_t dst_buf_vars, cformat, zformat;
uint32_t early_z = 0;
+ uint32_t fixup = 0;
+ int need_fixup;
if (cbuf_surface)
cformat = cbuf_surface->format;
i915->static_dirty |= I915_DST_VARS;
i915->hardware_dirty |= I915_HW_STATIC;
}
+
+ need_fixup = need_target_fixup(cbuf_surface, &fixup);
+ if (i915->current.target_fixup_format != need_fixup ||
+ i915->current.fixup_swizzle != fixup) {
+ i915->current.target_fixup_format = need_fixup;
+ i915->current.fixup_swizzle = fixup;
+ /* we also send a new program to make sure the fixup for RGBA surfaces happens */
+ i915->hardware_dirty |= I915_HW_PROGRAM;
+ }
}
struct i915_tracked_state i915_hw_dst_buf_vars = {