Like Haswell, we do this in SURFACE_STATE rather than shader
workarounds.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
/* Haswell handles texture swizzling as surface format overrides
* (except for GL_ALPHA); all other platforms need MOVs in the shader.
*/
- if (!brw->is_haswell || alpha_depth)
+ if (alpha_depth || (brw->gen < 8 && !brw->is_haswell))
key->swizzles[s] = brw_get_texture_swizzle(ctx, t);
if (img->InternalFormat == GL_YCBCR_MESA) {