Ilia Mirkin
2014-Jul-05 04:38 UTC
[Nouveau] [PATCH] nvc0: do quadops on the right texture coordinates for TXD
handleTEX moves the layer as the first argument. This makes sure that the quadops deal with the texture coordinates. Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu> Cc: <mesa-stable at lists.freedesktop.org> --- src/gallium/drivers/nouveau/codegen/nv50_ir_lowering_nvc0.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/src/gallium/drivers/nouveau/codegen/nv50_ir_lowering_nvc0.cpp b/src/gallium/drivers/nouveau/codegen/nv50_ir_lowering_nvc0.cpp index 8f26645..0e24db7 100644 --- a/src/gallium/drivers/nouveau/codegen/nv50_ir_lowering_nvc0.cpp +++ b/src/gallium/drivers/nouveau/codegen/nv50_ir_lowering_nvc0.cpp @@ -712,6 +712,7 @@ NVC0LoweringPass::handleManualTXD(TexInstruction *i) Value *zero = bld.loadImm(bld.getSSA(), 0); int l, c; const int dim = i->tex.target.getDim(); + const int array = i->tex.target.isArray(); i->op = OP_TEX; // no need to clone dPdx/dPdy later @@ -722,7 +723,7 @@ NVC0LoweringPass::handleManualTXD(TexInstruction *i) for (l = 0; l < 4; ++l) { // mov coordinates from lane l to all lanes for (c = 0; c < dim; ++c) - bld.mkQuadop(0x00, crd[c], l, i->getSrc(c), zero); + bld.mkQuadop(0x00, crd[c], l, i->getSrc(c + array), zero); // add dPdx from lane l to lanes dx for (c = 0; c < dim; ++c) bld.mkQuadop(qOps[l][0], crd[c], l, i->dPdx[c].get(), crd[c]); @@ -732,7 +733,7 @@ NVC0LoweringPass::handleManualTXD(TexInstruction *i) // texture bld.insert(tex = cloneForward(func, i)); for (c = 0; c < dim; ++c) - tex->setSrc(c, crd[c]); + tex->setSrc(c + array, crd[c]); // save results for (c = 0; i->defExists(c); ++c) { Instruction *mov; -- 1.8.5.5
Possibly Parallel Threads
- [PATCH] gm107/ir: use lane 0 for manual textureGrad handling
- [PATCH] gm107/ir: use lane 0 for manual textureGrad handling
- [PATCH 1/2] nvc0/ir: use manual TXD when offsets are involved
- [PATCH] nvc0/ir: move sample id to second source arg to fix sampler2DMS
- [PATCH] gm107/ir: fix loading z offset for layered 3d image bindings