*/
unsigned fsaturate_s, fsaturate_t, fsaturate_r;
+ /* bitmask of integer texture samplers */
+ uint16_t vinteger_s, finteger_s;
+
/* some state changes require a different shader variant. Keep
* track of this so we know when we need to re-emit shader state
* due to variant change. See fixup_shader_state()
if (last_key->has_per_samp || key->has_per_samp) {
if ((last_key->vsaturate_s != key->vsaturate_s) ||
(last_key->vsaturate_t != key->vsaturate_t) ||
- (last_key->vsaturate_r != key->vsaturate_r))
+ (last_key->vsaturate_r != key->vsaturate_r) ||
+ (last_key->vinteger_s != key->vinteger_s))
ctx->prog.dirty |= FD_SHADER_DIRTY_VP;
if ((last_key->fsaturate_s != key->fsaturate_s) ||
(last_key->fsaturate_t != key->fsaturate_t) ||
- (last_key->fsaturate_r != key->fsaturate_r))
+ (last_key->fsaturate_r != key->fsaturate_r) ||
+ (last_key->finteger_s != key->finteger_s))
ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
}
// TODO set .half_precision based on render target format,
// ie. float16 and smaller use half, float32 use full..
.half_precision = !!(fd_mesa_debug & FD_DBG_FRAGHALF),
- .has_per_samp = fd3_ctx->fsaturate || fd3_ctx->vsaturate,
+ .has_per_samp = (fd3_ctx->fsaturate || fd3_ctx->vsaturate ||
+ fd3_ctx->vinteger_s || fd3_ctx->finteger_s),
.vsaturate_s = fd3_ctx->vsaturate_s,
.vsaturate_t = fd3_ctx->vsaturate_t,
.vsaturate_r = fd3_ctx->vsaturate_r,
.fsaturate_s = fd3_ctx->fsaturate_s,
.fsaturate_t = fd3_ctx->fsaturate_t,
.fsaturate_r = fd3_ctx->fsaturate_r,
+ .vinteger_s = fd3_ctx->vinteger_s,
+ .finteger_s = fd3_ctx->finteger_s,
},
.format = pipe_surface_format(pfb->cbufs[0]),
.rasterflat = ctx->rasterizer && ctx->rasterizer->flatshade,
return &so->base;
}
+static void
+fd3_set_sampler_views(struct pipe_context *pctx, unsigned shader,
+ unsigned start, unsigned nr,
+ struct pipe_sampler_view **views)
+{
+ struct fd_context *ctx = fd_context(pctx);
+ struct fd3_context *fd3_ctx = fd3_context(ctx);
+ struct fd_texture_stateobj *tex;
+ uint16_t integer_s = 0, *ptr;
+ int i;
+
+ fd_set_sampler_views(pctx, shader, start, nr, views);
+
+ switch (shader) {
+ case PIPE_SHADER_FRAGMENT:
+ tex = &ctx->fragtex;
+ ptr = &fd3_ctx->finteger_s;
+ break;
+ case PIPE_SHADER_VERTEX:
+ tex = &ctx->verttex;
+ ptr = &fd3_ctx->vinteger_s;
+ break;
+ default:
+ return;
+ }
+
+ for (i = 0; i < tex->num_textures; i++)
+ if (util_format_is_pure_integer(tex->textures[i]->format))
+ integer_s |= 1 << i;
+ *ptr = integer_s;
+}
+
+
void
fd3_texture_init(struct pipe_context *pctx)
{
pctx->create_sampler_state = fd3_sampler_state_create;
pctx->bind_sampler_states = fd3_sampler_states_bind;
pctx->create_sampler_view = fd3_sampler_view_create;
- pctx->set_sampler_views = fd_set_sampler_views;
+ pctx->set_sampler_views = fd3_set_sampler_views;
}
bool free_tokens;
struct ir3 *ir;
struct ir3_shader_variant *so;
+ uint16_t integer_s;
struct ir3_block *block;
struct ir3_instruction *current_instr;
lconfig.saturate_s = so->key.fsaturate_s;
lconfig.saturate_t = so->key.fsaturate_t;
lconfig.saturate_r = so->key.fsaturate_r;
+ ctx->integer_s = so->key.finteger_s;
break;
case SHADER_VERTEX:
lconfig.saturate_s = so->key.vsaturate_s;
lconfig.saturate_t = so->key.vsaturate_t;
lconfig.saturate_r = so->key.vsaturate_r;
+ ctx->integer_s = so->key.vinteger_s;
break;
}
}
instr = instr_create(ctx, 5, t->opc);
- instr->cat5.type = get_ftype(ctx);
+ if (ctx->integer_s & (1 << samp->Index))
+ instr->cat5.type = get_utype(ctx);
+ else
+ instr->cat5.type = get_ftype(ctx);
instr->cat5.samp = samp->Index;
instr->cat5.tex = samp->Index;
instr->flags |= tinf.flags;
*/
uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
+ /* bitmask of sampler which produces integer outputs:
+ */
+ uint16_t vinteger_s, finteger_s;
};
static inline bool