nvc0/ir: start offset at texBindBase for txq, like regular texturing
Curiously this has no actual effect. I think it's because the first 8 textures are bound in multiple slots for some reason. However seems prudent to use these the same way as regular texturing, esp in the case where there are more than 8 textures bound. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
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@@ -962,11 +962,14 @@ NVC0LoweringPass::handleTXD(TexInstruction *txd)
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bool
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NVC0LoweringPass::handleTXQ(TexInstruction *txq)
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{
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const int chipset = prog->getTarget()->getChipset();
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if (chipset >= NVISA_GK104_CHIPSET && txq->tex.rIndirectSrc < 0)
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txq->tex.r += prog->driver->io.texBindBase / 4;
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if (txq->tex.rIndirectSrc < 0)
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return true;
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Value *ticRel = txq->getIndirectR();
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const int chipset = prog->getTarget()->getChipset();
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txq->setIndirectS(NULL);
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txq->tex.sIndirectSrc = -1;
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