From 8a08051e2a7227061300e344a4e41a1cdf2d6145 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Marek=20Ol=C5=A1=C3=A1k?= Date: Mon, 3 Mar 2014 18:29:39 +0100 Subject: [PATCH] r600g: fix texelFetchOffset GLSL functions Cc: mesa-stable@lists.freedesktop.org --- src/gallium/drivers/r600/r600_shader.c | 87 +++++++++++++++++++++++--- 1 file changed, 77 insertions(+), 10 deletions(-) diff --git a/src/gallium/drivers/r600/r600_shader.c b/src/gallium/drivers/r600/r600_shader.c index fabadd80e62..0016d29a2a8 100644 --- a/src/gallium/drivers/r600/r600_shader.c +++ b/src/gallium/drivers/r600/r600_shader.c @@ -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.