radeonsi: fix texture loads from sampler > 0
The backend is multiplying the offset by the numbers of elements anyway, so doing it twice just makes everything crash. Signed-off-by: Christian König <deathsimple@vodafone.de> Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
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@@ -529,14 +529,14 @@ static void tex_fetch_args(
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/* Resource */
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ptr = use_sgpr(bld_base->base.gallivm, SGPR_CONST_PTR_V8I32, 4);
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offset = lp_build_const_int32(bld_base->base.gallivm,
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8 * emit_data->inst->Src[1].Register.Index);
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emit_data->inst->Src[1].Register.Index);
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emit_data->args[2] = build_indexed_load(bld_base->base.gallivm,
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ptr, offset);
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/* Sampler */
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ptr = use_sgpr(bld_base->base.gallivm, SGPR_CONST_PTR_V4I32, 2);
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offset = lp_build_const_int32(bld_base->base.gallivm,
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4 * emit_data->inst->Src[1].Register.Index);
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emit_data->inst->Src[1].Register.Index);
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emit_data->args[3] = build_indexed_load(bld_base->base.gallivm,
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ptr, offset);
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