nv50/ir: fix indirect texturing for non-array textures on nvc0
If a layer parameter is provided, we want to flip it to position 0 (and combine it with any indirect params). However if the target is not an array, there is no layer, so we have to shift all of the arguments down by one to make room for it. This fixes situations where there were non-coordinate parameters, such as bias, lod, depth compare, explicit derivatives. Instead of adding a new parameter at the front for the indirect reference, we would swap one of those in its place. Fixes dEQP-GLES31.functional.shaders.opaque_type_indexing.sampler.uniform.compute.*shadow Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reported-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Tested-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Cc: "11.1 11.2" <mesa-stable@lists.freedesktop.org>
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@@ -746,9 +746,13 @@ NVC0LoweringPass::handleTEX(TexInstruction *i)
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}
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Value *arrayIndex = i->tex.target.isArray() ? i->getSrc(lyr) : NULL;
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for (int s = dim; s >= 1; --s)
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i->setSrc(s, i->getSrc(s - 1));
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i->setSrc(0, arrayIndex);
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if (arrayIndex) {
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for (int s = dim; s >= 1; --s)
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i->setSrc(s, i->getSrc(s - 1));
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i->setSrc(0, arrayIndex);
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} else {
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i->moveSources(0, 1);
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}
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if (arrayIndex) {
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int sat = (i->op == OP_TXF) ? 1 : 0;
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