While previous code was having the correct behaviour in general, this new code is more readable (without checking all gallium formats manually) and has a more defined behaviour for depth stencil resources.
Reviewed-by: David Heidelberg <da...@ixit.cz> Signed-off-by: Axel Davy <axel.d...@ens.fr> Cc: "10.4" <mesa-sta...@lists.freedesktop.org> --- src/gallium/state_trackers/nine/basetexture9.c | 39 +++++++++++++++++--------- 1 file changed, 26 insertions(+), 13 deletions(-) diff --git a/src/gallium/state_trackers/nine/basetexture9.c b/src/gallium/state_trackers/nine/basetexture9.c index af4778b..fb5a61a 100644 --- a/src/gallium/state_trackers/nine/basetexture9.c +++ b/src/gallium/state_trackers/nine/basetexture9.c @@ -436,6 +436,10 @@ NineBaseTexture9_CreatePipeResource( struct NineBaseTexture9 *This, return D3D_OK; } +#define SWIZZLE_TO_REPLACE(s) (s == UTIL_FORMAT_SWIZZLE_0 || \ + s == UTIL_FORMAT_SWIZZLE_1 || \ + s == UTIL_FORMAT_SWIZZLE_NONE) + HRESULT NineBaseTexture9_UpdateSamplerView( struct NineBaseTexture9 *This, const int sRGB ) @@ -444,6 +448,7 @@ NineBaseTexture9_UpdateSamplerView( struct NineBaseTexture9 *This, struct pipe_context *pipe = This->pipe; struct pipe_resource *resource = This->base.resource; struct pipe_sampler_view templ; + unsigned i; uint8_t swizzle[4]; DBG("This=%p sRGB=%d\n", This, sRGB); @@ -463,20 +468,28 @@ NineBaseTexture9_UpdateSamplerView( struct NineBaseTexture9 *This, swizzle[3] = PIPE_SWIZZLE_ALPHA; desc = util_format_description(resource->format); if (desc->colorspace == UTIL_FORMAT_COLORSPACE_ZS) { - /* ZZZ1 -> 0Z01 (see end of docs/source/tgsi.rst) - * XXX: but it's wrong - swizzle[0] = PIPE_SWIZZLE_ZERO; - swizzle[2] = PIPE_SWIZZLE_ZERO; */ - } else - if (desc->swizzle[0] == UTIL_FORMAT_SWIZZLE_X && - desc->swizzle[3] == UTIL_FORMAT_SWIZZLE_1) { - /* R001/RG01 -> R111/RG11 */ - if (desc->swizzle[1] == UTIL_FORMAT_SWIZZLE_0) - swizzle[1] = PIPE_SWIZZLE_ONE; - if (desc->swizzle[2] == UTIL_FORMAT_SWIZZLE_0) - swizzle[2] = PIPE_SWIZZLE_ONE; + /* msdn doc says default values are R = B = 0.0, + * A = 1.0. This implictly indicates the green channel + * is always filled with content. However games seem to + * look for depth in the r channel, like gallium does. + * Moreover it's what dx10 states. In addition, some documentation + * seems to indicate depth is the only thing given for depth-stencil + * formats. Thus reword the spec by: R should contain the depth. + * R, G and B default values are 0.0, while A default value is 1.0 */ + if (SWIZZLE_TO_REPLACE(desc->swizzle[0])) + swizzle[0] = PIPE_SWIZZLE_ZERO; + swizzle[1] = PIPE_SWIZZLE_ZERO; + swizzle[2] = PIPE_SWIZZLE_ZERO; + swizzle[3] = PIPE_SWIZZLE_ONE; + } else if (resource->format != PIPE_FORMAT_A8_UNORM) { + /* A8 is the only exception that should have 0.0 as default values + * for RGB. It is already what gallium does. All the other ones + * should have 1.0 for non-defined values */ + for (i = 0; i < 4; i++) { + if (SWIZZLE_TO_REPLACE(desc->swizzle[i])) + swizzle[i] = PIPE_SWIZZLE_ONE; + } } - /* but 000A remains unchanged */ templ.format = sRGB ? util_format_srgb(resource->format) : resource->format; templ.u.tex.first_layer = 0; -- 2.1.3 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev