Our previous assumption, SWIZZLE_XYZW, was completely bogus for depth textures. There are no Y, Z, or W components.
DEPTH_TEXTURE_MODE has three options: - GL_LUMINANCE: <X, X, X, 1> - GL_INTENSITY: <X, X, X, X> - GL_ALPHA: <0, 0, 0, X> The default value is GL_LUMINANCE, and most applications don't seem to alter DEPTH_TEXTURE_MODE. Make that our precompile guess. Signed-off-by: Kenneth Graunke <kenn...@whitecape.org> --- src/mesa/drivers/dri/i965/brw_fs.cpp | 10 ++++++++-- 1 file changed, 8 insertions(+), 2 deletions(-) diff --git a/src/mesa/drivers/dri/i965/brw_fs.cpp b/src/mesa/drivers/dri/i965/brw_fs.cpp index d896b00..a8d55ff 100644 --- a/src/mesa/drivers/dri/i965/brw_fs.cpp +++ b/src/mesa/drivers/dri/i965/brw_fs.cpp @@ -2179,8 +2179,14 @@ brw_fs_precompile(struct gl_context *ctx, struct gl_shader_program *prog) key.clamp_fragment_color = true; for (int i = 0; i < MAX_SAMPLERS; i++) { - /* FINISHME: depth compares might use (0,0,0,W) for example */ - key.tex.swizzles[i] = SWIZZLE_XYZW; + if (fp->Base.ShadowSamplers & (1 << i)) { + /* Assume DEPTH_TEXTURE_MODE is the default: X, X, X, 1 */ + key.tex.swizzles[i] = + MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_ONE); + } else { + /* Color sampler: assume no swizzling. */ + key.tex.swizzles[i] = SWIZZLE_XYZW; + } } if (fp->Base.InputsRead & FRAG_BIT_WPOS) { -- 1.7.11.4 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev