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authorEric Anholt <eric@anholt.net>2017-10-25 13:00:44 -0700
committerEric Anholt <eric@anholt.net>2017-10-30 13:31:28 -0700
commita797f0eb6371efb78bee5f5aea73c5cdcfbcd030 (patch)
tree6e6b7332c5f2111ef6d8e06745cd6b2592a8627d
parentfe6fc579cbdc040a9bd62170c3713546dd112ae5 (diff)
broadcom/vc5: Set up MSAA texture type according to the internal format.
It gets most of EXT_framebuffer_multisample-formats passing, but doesn't really work for texture views.
-rw-r--r--src/gallium/drivers/vc5/vc5_resource.c2
-rw-r--r--src/gallium/drivers/vc5/vc5_state.c39
2 files changed, 39 insertions, 2 deletions
diff --git a/src/gallium/drivers/vc5/vc5_resource.c b/src/gallium/drivers/vc5/vc5_resource.c
index 29623d9ba2..9b951d9341 100644
--- a/src/gallium/drivers/vc5/vc5_resource.c
+++ b/src/gallium/drivers/vc5/vc5_resource.c
@@ -371,7 +371,7 @@ vc5_setup_slices(struct vc5_resource *rsc, const char *caller)
/* MSAA textures/renderbuffers are always laid out as single-level
* UIF.
*/
- bool uif_top = prsc->nr_samples > 1;
+ bool uif_top = msaa;
for (int i = prsc->last_level; i >= 0; i--) {
struct vc5_resource_slice *slice = &rsc->slices[i];
diff --git a/src/gallium/drivers/vc5/vc5_state.c b/src/gallium/drivers/vc5/vc5_state.c
index 1f05576c18..fc0e287427 100644
--- a/src/gallium/drivers/vc5/vc5_state.c
+++ b/src/gallium/drivers/vc5/vc5_state.c
@@ -571,13 +571,50 @@ vc5_create_sampler_view(struct pipe_context *pctx, struct pipe_resource *prsc,
.image_height = prsc->height0 * msaa_scale,
.image_depth = prsc->depth0,
- .texture_type = vc5_get_tex_format(cso->format),
.srgb = util_format_is_srgb(cso->format),
.base_level = cso->u.tex.first_level,
.array_stride_64_byte_aligned = rsc->cube_map_stride / 64,
};
+ if (prsc->nr_samples > 1) {
+ /* Using texture views to reinterpret formats on our MSAA
+ * textures won't work, because we don't lay out the bits in
+ * memory as it's expected -- for example, RGBA8 and RGB10_A2
+ * are compatible in the ARB_texture_view spec, but in HW we
+ * lay them out as 32bpp RGBA8 and 64bpp RGBA16F. Just assert
+ * for now to catch failures.
+ */
+ assert(util_format_linear(cso->format) ==
+ util_format_linear(prsc->format));
+ uint32_t output_image_format = vc5_get_rt_format(cso->format);
+ uint32_t internal_type;
+ uint32_t internal_bpp;
+ vc5_get_internal_type_bpp_for_output_format(output_image_format,
+ &internal_type,
+ &internal_bpp);
+
+ switch (internal_type) {
+ case INTERNAL_TYPE_8:
+ state_unpacked.texture_type = TEXTURE_DATA_FORMAT_RGBA8;
+ break;
+ case INTERNAL_TYPE_16F:
+ state_unpacked.texture_type = TEXTURE_DATA_FORMAT_RGBA16F;
+ break;
+ default:
+ unreachable("Bad MSAA texture type");
+ }
+
+ /* sRGB was stored in the tile buffer as linear and would have
+ * been encoded to sRGB on resolved tile buffer store. Note
+ * that this means we would need shader code if we wanted to
+ * read an MSAA sRGB texture without sRGB decode.
+ */
+ state_unpacked.srgb = false;
+ } else {
+ state_unpacked.texture_type = vc5_get_tex_format(cso->format);
+ }
+
/* Note: Contrary to the docs, the swizzle still applies even
* if the return size is 32. It's just that you probably want
* to swizzle in the shader, because you need the Y/Z/W