*/
uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
+ /* bitmask of samplers which need srgb lowering in vertex/frag shader: */
+ uint16_t vlower_srgb, flower_srgb;
+
/* 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->vlower_srgb != key->vlower_srgb))
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->flower_srgb != key->flower_srgb))
ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
}
// ie. float16 and smaller use half, float32 use full..
.half_precision = !!(fd_mesa_debug & FD_DBG_FRAGHALF),
.ucp_enables = ctx->rasterizer->clip_plane_enable,
- .has_per_samp = (fd4_ctx->fsaturate || fd4_ctx->vsaturate),
+ .has_per_samp = (fd4_ctx->fsaturate || fd4_ctx->vsaturate ||
+ fd4_ctx->flower_srgb || fd4_ctx->vlower_srgb),
.vsaturate_s = fd4_ctx->vsaturate_s,
.vsaturate_t = fd4_ctx->vsaturate_t,
.vsaturate_r = fd4_ctx->vsaturate_r,
.fsaturate_s = fd4_ctx->fsaturate_s,
.fsaturate_t = fd4_ctx->fsaturate_t,
.fsaturate_r = fd4_ctx->fsaturate_r,
+ .vlower_srgb = fd4_ctx->vlower_srgb,
+ .flower_srgb = fd4_ctx->flower_srgb,
},
.rasterflat = ctx->rasterizer->flatshade,
.sprite_coord_enable = ctx->rasterizer->sprite_coord_enable,
}
}
+static bool
+use_srgb_lowering(struct pipe_context *pctx, enum pipe_format format)
+{
+ return (fd_screen(pctx->screen)->gpu_id == 420) &&
+ (util_format_description(format)->layout == UTIL_FORMAT_LAYOUT_ASTC);
+}
+
static struct pipe_sampler_view *
fd4_sampler_view_create(struct pipe_context *pctx, struct pipe_resource *prsc,
const struct pipe_sampler_view *cso)
fd4_tex_swiz(cso->format, cso->swizzle_r, cso->swizzle_g,
cso->swizzle_b, cso->swizzle_a);
- if (util_format_is_srgb(cso->format))
- so->texconst0 |= A4XX_TEX_CONST_0_SRGB;
+ if (util_format_is_srgb(cso->format)) {
+ if (use_srgb_lowering(pctx, cso->format))
+ so->lower_srgb = true;
+ else
+ so->texconst0 |= A4XX_TEX_CONST_0_SRGB;
+ }
if (cso->target == PIPE_BUFFER) {
unsigned elements = cso->u.buf.last_element -
return &so->base;
}
+static void
+fd4_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 fd4_context *fd4_ctx = fd4_context(ctx);
+ uint16_t lower_srgb = 0;
+ unsigned i;
+
+ for (i = 0; i < nr; i++) {
+ if (views[i]) {
+ struct fd4_pipe_sampler_view *view =
+ fd4_pipe_sampler_view(views[i]);
+ if (view->lower_srgb)
+ lower_srgb |= (1 << i);
+ }
+ }
+
+ fd_set_sampler_views(pctx, shader, start, nr, views);
+
+ if (shader == PIPE_SHADER_FRAGMENT) {
+ fd4_ctx->flower_srgb = lower_srgb;
+ } else if (shader == PIPE_SHADER_VERTEX) {
+ fd4_ctx->vlower_srgb = lower_srgb;
+ }
+}
+
void
fd4_texture_init(struct pipe_context *pctx)
{
pctx->create_sampler_state = fd4_sampler_state_create;
pctx->bind_sampler_states = fd4_sampler_states_bind;
pctx->create_sampler_view = fd4_sampler_view_create;
- pctx->set_sampler_views = fd_set_sampler_views;
+ pctx->set_sampler_views = fd4_set_sampler_views;
}
struct pipe_sampler_view base;
uint32_t texconst0, texconst1, texconst2, texconst3, texconst4;
uint32_t offset;
+ bool lower_srgb;
};
static inline struct fd4_pipe_sampler_view *
{
return key->fsaturate_s | key->fsaturate_t | key->fsaturate_r |
key->vsaturate_s | key->vsaturate_t | key->vsaturate_r |
+ key->vlower_srgb | key->flower_srgb |
key->ucp_enables | key->color_two_side;
}
tex_options.saturate_s = key->fsaturate_s;
tex_options.saturate_t = key->fsaturate_t;
tex_options.saturate_r = key->fsaturate_r;
+ tex_options.lower_srgb = key->flower_srgb;
break;
case SHADER_VERTEX:
tex_options.saturate_s = key->vsaturate_s;
tex_options.saturate_t = key->vsaturate_t;
tex_options.saturate_r = key->vsaturate_r;
+ tex_options.lower_srgb = key->vlower_srgb;
break;
}
}
key.vsaturate_s = 0;
key.vsaturate_t = 0;
key.vsaturate_r = 0;
+ key.vlower_srgb = 0;
}
break;
case SHADER_VERTEX:
key.fsaturate_s = 0;
key.fsaturate_t = 0;
key.fsaturate_r = 0;
+ key.flower_srgb = 0;
}
break;
}
* shader:
*/
uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
+
+ /* bitmask of samplers which need srgb->linear lowering: */
+ uint16_t vlower_srgb, flower_srgb;
};
static inline bool