diff options
author | Jason Ekstrand <[email protected]> | 2017-02-08 17:21:54 -0800 |
---|---|---|
committer | Jason Ekstrand <[email protected]> | 2018-05-09 11:16:33 -0700 |
commit | dad67cc24576622ef989a9bb66a5b13cc275cfae (patch) | |
tree | 0cefa044709d415b71bb360643a21f585089a42e /src/intel/isl/isl.c | |
parent | 23d703de1fb140bb2ed4da247961d89a69f27140 (diff) |
intel/isl: Add an isl_swizzle_supports_rendering helper
This helper encodes more details, specifically about Haswell, than the
previous asserts in isl_surface_state.c.
Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/intel/isl/isl.c')
-rw-r--r-- | src/intel/isl/isl.c | 53 |
1 files changed, 53 insertions, 0 deletions
diff --git a/src/intel/isl/isl.c b/src/intel/isl/isl.c index 875c691b43e..1b270c1d715 100644 --- a/src/intel/isl/isl.c +++ b/src/intel/isl/isl.c @@ -2322,3 +2322,56 @@ isl_surf_get_depth_format(const struct isl_device *dev, return 5; /* D16_UNORM */ } } + +bool +isl_swizzle_supports_rendering(const struct gen_device_info *devinfo, + struct isl_swizzle swizzle) +{ + if (devinfo->is_haswell) { + /* From the Haswell PRM, + * RENDER_SURFACE_STATE::Shader Channel Select Red + * + * "The Shader channel selects also define which shader channels are + * written to which surface channel. If the Shader channel select is + * SCS_ZERO or SCS_ONE then it is not written to the surface. If the + * shader channel select is SCS_RED it is written to the surface red + * channel and so on. If more than one shader channel select is set + * to the same surface channel only the first shader channel in RGBA + * order will be written." + */ + return true; + } else if (devinfo->gen <= 7) { + /* Ivy Bridge and early doesn't have any swizzling */ + return isl_swizzle_is_identity(swizzle); + } else { + /* From the Sky Lake PRM Vol. 2d, + * RENDER_SURFACE_STATE::Shader Channel Select Red + * + * "For Render Target, Red, Green and Blue Shader Channel Selects + * MUST be such that only valid components can be swapped i.e. only + * change the order of components in the pixel. Any other values for + * these Shader Channel Select fields are not valid for Render + * Targets. This also means that there MUST not be multiple shader + * channels mapped to the same RT channel." + * + * From the Sky Lake PRM Vol. 2d, + * RENDER_SURFACE_STATE::Shader Channel Select Alpha + * + * "For Render Target, this field MUST be programmed to + * value = SCS_ALPHA." + */ + return (swizzle.r == ISL_CHANNEL_SELECT_RED || + swizzle.r == ISL_CHANNEL_SELECT_GREEN || + swizzle.r == ISL_CHANNEL_SELECT_BLUE) && + (swizzle.g == ISL_CHANNEL_SELECT_RED || + swizzle.g == ISL_CHANNEL_SELECT_GREEN || + swizzle.g == ISL_CHANNEL_SELECT_BLUE) && + (swizzle.b == ISL_CHANNEL_SELECT_RED || + swizzle.b == ISL_CHANNEL_SELECT_GREEN || + swizzle.b == ISL_CHANNEL_SELECT_BLUE) && + swizzle.r != swizzle.g && + swizzle.r != swizzle.b && + swizzle.g != swizzle.b && + swizzle.a == ISL_CHANNEL_SELECT_ALPHA; + } +} |