r300: Set up shadow sampler lowering in precompiles.
Otherwise you end up lowering all shadow samples to a MOV dst temp[0].0000, which is pretty silly. Reviewed-by: Matt Turner <mattst88@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14847>
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@ -1053,12 +1053,19 @@ static void* r300_create_fs_state(struct pipe_context* pipe,
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/* Precompile the fragment shader at creation time to avoid jank at runtime.
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* In most cases we won't have anything in the key at draw time.
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*
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* TODO: precompile state for shadow samplers (but this needs a decision for
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* the default shadow compare and texture swizzle values).
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*/
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struct r300_fragment_program_external_state precompile_state;
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memset(&precompile_state, 0, sizeof(precompile_state));
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struct tgsi_shader_info info;
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tgsi_scan_shader(fs->state.tokens, &info);
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for (int i = 0; i < PIPE_MAX_SHADER_SAMPLER_VIEWS; i++) {
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if (info.sampler_targets[i] == TGSI_TEXTURE_SHADOW1D ||
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info.sampler_targets[i] == TGSI_TEXTURE_SHADOW2D) {
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precompile_state.unit[i].compare_mode_enabled = true;
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precompile_state.unit[i].texture_compare_func = PIPE_FUNC_LESS;
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}
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}
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r300_pick_fragment_shader(r300, fs, &precompile_state);
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return (void *)fs;
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