diff options
author | Eric Anholt <[email protected]> | 2018-12-27 19:37:13 -0800 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2019-01-27 08:30:03 -0800 |
commit | c51d125d1851b76fbee5a0d99d81e92eac705939 (patch) | |
tree | f32e6b7205b7a75865c702c21d5a71af4cd9c5b9 | |
parent | 8a0b0a8f3787803de6608cf124982edff634623c (diff) |
v3d: Fix stencil sampling from a separate-stencil buffer.
When the sampler view is in sample-stencil mode, we need to return uint
stencil values. To do that, fill in the format table to return R8I, and
have the sampler view point at the separate stencil buffer.
Fixes dEQP-GLES31.functional.stencil_texturing.format.depth32f_stencil8_2d
-rw-r--r-- | src/gallium/drivers/v3d/v3dx_format_table.c | 1 | ||||
-rw-r--r-- | src/gallium/drivers/v3d/v3dx_state.c | 6 |
2 files changed, 7 insertions, 0 deletions
diff --git a/src/gallium/drivers/v3d/v3dx_format_table.c b/src/gallium/drivers/v3d/v3dx_format_table.c index 80f0dc6513d..18a1a86fa66 100644 --- a/src/gallium/drivers/v3d/v3dx_format_table.c +++ b/src/gallium/drivers/v3d/v3dx_format_table.c @@ -153,6 +153,7 @@ static const struct v3d_format format_table[] = { /* Pretend we support this, but it'll be separate Z32F depth and S8. */ FORMAT(Z32_FLOAT_S8X24_UINT, D32F, DEPTH_COMP32F, SWIZ_XXXX, 32, 1), + FORMAT(X32_S8X24_UINT, S8, R8UI, SWIZ_XXXX, 16, 1), #else FORMAT(S8_UINT_Z24_UNORM, ZS_DEPTH24_STENCIL8, DEPTH24_X8, SWIZ_XXXX, 32, 1), FORMAT(X8Z24_UNORM, ZS_DEPTH24_STENCIL8, DEPTH24_X8, SWIZ_XXXX, 32, 1), diff --git a/src/gallium/drivers/v3d/v3dx_state.c b/src/gallium/drivers/v3d/v3dx_state.c index 47b7ad03cc3..9560d3f293b 100644 --- a/src/gallium/drivers/v3d/v3dx_state.c +++ b/src/gallium/drivers/v3d/v3dx_state.c @@ -774,6 +774,12 @@ v3d_create_sampler_view(struct pipe_context *pctx, struct pipe_resource *prsc, so->base.reference.count = 1; so->base.context = pctx; + if (rsc->separate_stencil && + cso->format == PIPE_FORMAT_X32_S8X24_UINT) { + rsc = rsc->separate_stencil; + prsc = &rsc->base; + } + /* V3D still doesn't support sampling from raster textures, so we will * have to copy to a temporary tiled texture. */ |