r600g: fix texelFetchOffset GLSL functions

Cc: mesa-stable@lists.freedesktop.org
This commit is contained in:
Marek Olšák 2014-03-03 18:29:39 +01:00
parent 67aef6dafa
commit 8a08051e2a
1 changed files with 77 additions and 10 deletions

View File

@ -4402,11 +4402,16 @@ static int tgsi_tex(struct r600_shader_ctx *ctx)
(inst->Texture.Texture == TGSI_TEXTURE_2D_MSAA ||
inst->Texture.Texture == TGSI_TEXTURE_2D_ARRAY_MSAA);
bool txf_add_offsets = inst->Texture.NumOffsets &&
inst->Instruction.Opcode == TGSI_OPCODE_TXF &&
inst->Texture.Texture != TGSI_TEXTURE_BUFFER;
/* Texture fetch instructions can only use gprs as source.
* Also they cannot negate the source or take the absolute value */
const boolean src_requires_loading = (inst->Instruction.Opcode != TGSI_OPCODE_TXQ_LZ &&
tgsi_tex_src_requires_loading(ctx, 0)) ||
read_compressed_msaa;
read_compressed_msaa || txf_add_offsets;
boolean src_loaded = FALSE;
unsigned sampler_src_reg = inst->Instruction.Opcode == TGSI_OPCODE_TXQ_LZ ? 0 : 1;
int8_t offset_x = 0, offset_y = 0, offset_z = 0;
@ -4439,15 +4444,6 @@ static int tgsi_tex(struct r600_shader_ctx *ctx)
}
}
/* get offset values */
if (inst->Texture.NumOffsets) {
assert(inst->Texture.NumOffsets == 1);
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;
}
if (inst->Instruction.Opcode == TGSI_OPCODE_TXD) {
/* TGSI moves the sampler to src reg 3 for TXD */
sampler_src_reg = 3;
@ -4800,6 +4796,77 @@ static int tgsi_tex(struct r600_shader_ctx *ctx)
src_gpr = ctx->temp_reg;
}
/* get offset values */
if (inst->Texture.NumOffsets) {
assert(inst->Texture.NumOffsets == 1);
if (txf_add_offsets) {
/* Add the offsets for texelFetch manually. */
const struct tgsi_texture_offset *off = inst->TexOffsets;
switch (inst->Texture.Texture) {
case TGSI_TEXTURE_3D:
memset(&alu, 0, sizeof(struct r600_bytecode_alu));
alu.op = ALU_OP2_ADD_INT;
alu.src[0].sel = src_gpr;
alu.src[0].chan = 2;
alu.src[1].sel = V_SQ_ALU_SRC_LITERAL;
alu.src[1].value = ctx->literals[4 * off[0].Index + off[0].SwizzleZ];
alu.dst.sel = src_gpr;
alu.dst.chan = 2;
alu.dst.write = 1;
alu.last = 1;
r = r600_bytecode_add_alu(ctx->bc, &alu);
if (r)
return r;
/* fall through */
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:
memset(&alu, 0, sizeof(struct r600_bytecode_alu));
alu.op = ALU_OP2_ADD_INT;
alu.src[0].sel = src_gpr;
alu.src[0].chan = 1;
alu.src[1].sel = V_SQ_ALU_SRC_LITERAL;
alu.src[1].value = ctx->literals[4 * off[0].Index + off[0].SwizzleY];
alu.dst.sel = src_gpr;
alu.dst.chan = 1;
alu.dst.write = 1;
alu.last = 1;
r = r600_bytecode_add_alu(ctx->bc, &alu);
if (r)
return r;
/* fall through */
case TGSI_TEXTURE_1D:
case TGSI_TEXTURE_SHADOW1D:
case TGSI_TEXTURE_1D_ARRAY:
case TGSI_TEXTURE_SHADOW1D_ARRAY:
memset(&alu, 0, sizeof(struct r600_bytecode_alu));
alu.op = ALU_OP2_ADD_INT;
alu.src[0].sel = src_gpr;
alu.src[1].sel = V_SQ_ALU_SRC_LITERAL;
alu.src[1].value = ctx->literals[4 * off[0].Index + off[0].SwizzleX];
alu.dst.sel = src_gpr;
alu.dst.write = 1;
alu.last = 1;
r = r600_bytecode_add_alu(ctx->bc, &alu);
if (r)
return r;
break;
/* 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;
}
}
/* Obtain the sample index for reading a compressed MSAA color texture.
* To read the FMASK, we use the ldfptr instruction, which tells us
* where the samples are stored.