pan/midgard: Use type-appropriate swizzle for texture coordinate

The texture coordinate for a 2D texture could be a vec2 or a vec3,
depending if it's an array texture or not. If it's vec2 (non-array
texture), we should not reference the z component; otherwise, liveness
analysis will get very confused when z is never written.

v2: Fix typo (Ilia).

Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This commit is contained in:
Alyssa Rosenzweig
2019-08-15 16:41:53 -07:00
parent 2bcb3d9226
commit edc8e41566
+7 -1
View File
@@ -1753,6 +1753,7 @@ emit_texop_native(compiler_context *ctx, nir_tex_instr *instr,
for (unsigned i = 0; i < instr->num_srcs; ++i) {
int index = nir_src_index(ctx, &instr->src[i].src);
midgard_vector_alu_src alu_src = blank_alu_src;
unsigned nr_components = nir_src_num_components(instr->src[i].src);
switch (instr->src[i].src_type) {
case nir_tex_src_coord: {
@@ -1804,7 +1805,12 @@ emit_texop_native(compiler_context *ctx, nir_tex_instr *instr,
if (instr->sampler_dim == GLSL_SAMPLER_DIM_2D) {
/* Array component in w but NIR wants it in z */
ins.texture.in_reg_swizzle = SWIZZLE_XYZZ;
if (nr_components == 3)
ins.texture.in_reg_swizzle = SWIZZLE_XYZZ;
else if (nr_components == 2)
ins.texture.in_reg_swizzle = SWIZZLE_XYXX;
else
unreachable("Invalid texture 2D components");
}
break;