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authorSamuel Pitoiset <[email protected]>2018-02-26 14:05:05 +0100
committerSamuel Pitoiset <[email protected]>2018-02-27 10:09:27 +0100
commita549da877bcf641b3ef2d915d551cd49fb3f300e (patch)
tree85a542b54be21b12318d1f9f5bc7d013f32f9889 /src
parente683a797c6881ddb3b07cad8fdb84f77c6655c95 (diff)
ac/nir: clean up a hack about rounding 2nd coord component
It's basically just the opposite, and it only makes sense to round the layer for 2D texture arrays. Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/amd/common/ac_nir_to_llvm.c8
1 files changed, 5 insertions, 3 deletions
diff --git a/src/amd/common/ac_nir_to_llvm.c b/src/amd/common/ac_nir_to_llvm.c
index 8183e48bd3e..3f0bfedfa7d 100644
--- a/src/amd/common/ac_nir_to_llvm.c
+++ b/src/amd/common/ac_nir_to_llvm.c
@@ -5082,9 +5082,11 @@ static void visit_tex(struct ac_nir_context *ctx, nir_tex_instr *instr)
address[count++] = coords[1];
}
if (instr->coord_components > 2) {
- /* This seems like a bit of a hack - but it passes Vulkan CTS with it */
- if (instr->sampler_dim != GLSL_SAMPLER_DIM_3D &&
- instr->sampler_dim != GLSL_SAMPLER_DIM_CUBE &&
+ if ((instr->sampler_dim == GLSL_SAMPLER_DIM_2D ||
+ instr->sampler_dim == GLSL_SAMPLER_DIM_MS ||
+ instr->sampler_dim == GLSL_SAMPLER_DIM_SUBPASS ||
+ instr->sampler_dim == GLSL_SAMPLER_DIM_SUBPASS_MS) &&
+ instr->is_array &&
instr->op != nir_texop_txf) {
coords[2] = apply_round_slice(&ctx->ac, coords[2]);
}