amd/common: add workaround for cube map array layer clamping

Fixes dEQP-GLES31.functional.texture.filtering.cube_array.*

Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This commit is contained in:
Nicolai Hähnle 2017-09-13 15:33:23 +02:00
parent 6772452e4c
commit 94736d31c3
1 changed files with 29 additions and 2 deletions

View File

@ -498,8 +498,35 @@ ac_prepare_cube_coords(struct ac_llvm_context *ctx,
LLVMValueRef invma;
if (is_array && !is_lod) {
coords_arg[3] = ac_build_intrinsic(ctx, "llvm.rint.f32", ctx->f32,
&coords_arg[3], 1, 0);
LLVMValueRef tmp = coords_arg[3];
tmp = ac_build_intrinsic(ctx, "llvm.rint.f32", ctx->f32, &tmp, 1, 0);
/* Section 8.9 (Texture Functions) of the GLSL 4.50 spec says:
*
* "For Array forms, the array layer used will be
*
* max(0, min(d1, floor(layer+0.5)))
*
* where d is the depth of the texture array and layer
* comes from the component indicated in the tables below.
* Workaroudn for an issue where the layer is taken from a
* helper invocation which happens to fall on a different
* layer due to extrapolation."
*
* VI and earlier attempt to implement this in hardware by
* clamping the value of coords[2] = (8 * layer) + face.
* Unfortunately, this means that the we end up with the wrong
* face when clamping occurs.
*
* Clamp the layer earlier to work around the issue.
*/
if (ctx->chip_class <= VI) {
LLVMValueRef ge0;
ge0 = LLVMBuildFCmp(builder, LLVMRealOGE, tmp, ctx->f32_0, "");
tmp = LLVMBuildSelect(builder, ge0, tmp, ctx->f32_0, "");
}
coords_arg[3] = tmp;
}
build_cube_intrinsic(ctx, coords_arg, &selcoords);