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authorMarek Olšák <maraeo@gmail.com>2010-08-08 18:43:42 +0200
committerMarek Olšák <maraeo@gmail.com>2010-08-08 22:53:31 +0200
commit4f5e51068bce4e32a9561b4b4d6f3feca33642bf (patch)
treec4cebb02d8437bfe405e458dfbd83c78a323dbad /src/gallium/drivers/r300/r300_state_derived.c
parent363b74f132a5a329fac25322f3c5c227c55b94a8 (diff)
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r300g: flush zmasks of zbuffers we are going to use as samplers
It sometimes works, sometimes not. I guess we have the zmask offsets wrong.
Diffstat (limited to 'src/gallium/drivers/r300/r300_state_derived.c')
-rw-r--r--src/gallium/drivers/r300/r300_state_derived.c36
1 files changed, 36 insertions, 0 deletions
diff --git a/src/gallium/drivers/r300/r300_state_derived.c b/src/gallium/drivers/r300/r300_state_derived.c
index a85b46f..693b1e2 100644
--- a/src/gallium/drivers/r300/r300_state_derived.c
+++ b/src/gallium/drivers/r300/r300_state_derived.c
@@ -677,8 +677,44 @@ static void r300_merge_textures_and_samplers(struct r300_context* r300)
}
}
+/* We can't use compressed zbuffers as samplers. */
+static void r300_flush_depth_textures(struct r300_context *r300)
+{
+ struct r300_textures_state *state =
+ (struct r300_textures_state*)r300->textures_state.state;
+ unsigned i, level;
+ unsigned count = MIN2(state->sampler_view_count,
+ state->sampler_state_count);
+
+ if (r300->z_decomp_rd)
+ return;
+
+ for (i = 0; i < count; i++)
+ if (state->sampler_views[i] && state->sampler_states[i]) {
+ struct pipe_resource *tex = state->sampler_views[i]->base.texture;
+
+ if (tex->target == PIPE_TEXTURE_3D ||
+ tex->target == PIPE_TEXTURE_CUBE)
+ continue;
+
+ /* Ignore non-depth textures.
+ * Also ignore reinterpreted depth textures, e.g. resource_copy. */
+ if (!util_format_is_depth_or_stencil(tex->format))
+ continue;
+
+ for (level = 0; level <= tex->last_level; level++)
+ if (r300_texture(tex)->dirty_zmask[level]) {
+ /* We don't handle 3D textures and cubemaps yet. */
+ r300_flush_depth_stencil(&r300->context, tex,
+ u_subresource(0, level), 0);
+ }
+ }
+}
+
void r300_update_derived_state(struct r300_context* r300)
{
+ r300_flush_depth_textures(r300);
+
if (r300->textures_state.dirty) {
r300_merge_textures_and_samplers(r300);
}