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authorDave Airlie <[email protected]>2014-11-18 16:44:51 +1000
committerDave Airlie <[email protected]>2014-11-19 08:22:13 +1000
commit1830138cc04a2948b4cbc24b04faac3f6e195992 (patch)
tree1ffd39c8c80681dc0792f0885b2a8f6a271c40e3 /src/gallium/drivers/r600/r600_shader.c
parentd4c342f67e128dd9c17e8ae48a44677baf546295 (diff)
r600g: limit texture offset application to specific types (v2)
For 1D and 2D arrays we don't want the other coordinates being offset and affecting where we sample. I wrote this patch 6 months ago but lost it. Fixes: ./bin/tex-miplevel-selection textureLodOffset 1DArray ./bin/tex-miplevel-selection textureLodOffset 2DArray ./bin/tex-miplevel-selection textureOffset 1DArray ./bin/tex-miplevel-selection textureOffset 1DArrayShadow ./bin/tex-miplevel-selection textureOffset 2DArray ./bin/tex-miplevel-selection textureOffset(bias) 1DArray ./bin/tex-miplevel-selection textureOffset(bias) 2DArray v2: rewrite to handle more cases and be consistent with code above. Reviewed-by: Glenn Kennard <[email protected]> Cc: "10.3 10.4" <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
Diffstat (limited to 'src/gallium/drivers/r600/r600_shader.c')
-rw-r--r--src/gallium/drivers/r600/r600_shader.c21
1 files changed, 18 insertions, 3 deletions
diff --git a/src/gallium/drivers/r600/r600_shader.c b/src/gallium/drivers/r600/r600_shader.c
index ab2a83871be..76daf2cbccb 100644
--- a/src/gallium/drivers/r600/r600_shader.c
+++ b/src/gallium/drivers/r600/r600_shader.c
@@ -5535,9 +5535,24 @@ static int tgsi_tex(struct r600_shader_ctx *ctx)
/* texture offsets do not apply to other texture targets */
}
} else {
- offset_x = ctx->literals[4 * inst->TexOffsets[0].Index + inst->TexOffsets[0].SwizzleX] << 1;
- offset_y = ctx->literals[4 * inst->TexOffsets[0].Index + inst->TexOffsets[0].SwizzleY] << 1;
- offset_z = ctx->literals[4 * inst->TexOffsets[0].Index + inst->TexOffsets[0].SwizzleZ] << 1;
+ switch (inst->Texture.Texture) {
+ case TGSI_TEXTURE_3D:
+ offset_z = ctx->literals[4 * inst->TexOffsets[0].Index + inst->TexOffsets[0].SwizzleZ] << 1;
+ /* fallthrough */
+ case TGSI_TEXTURE_2D:
+ case TGSI_TEXTURE_SHADOW2D:
+ case TGSI_TEXTURE_RECT:
+ case TGSI_TEXTURE_SHADOWRECT:
+ case TGSI_TEXTURE_2D_ARRAY:
+ case TGSI_TEXTURE_SHADOW2D_ARRAY:
+ offset_y = ctx->literals[4 * inst->TexOffsets[0].Index + inst->TexOffsets[0].SwizzleY] << 1;
+ /* fallthrough */
+ case TGSI_TEXTURE_1D:
+ case TGSI_TEXTURE_SHADOW1D:
+ case TGSI_TEXTURE_1D_ARRAY:
+ case TGSI_TEXTURE_SHADOW1D_ARRAY:
+ offset_x = ctx->literals[4 * inst->TexOffsets[0].Index + inst->TexOffsets[0].SwizzleX] << 1;
+ }
}
}