From: Dave Airlie Date: Tue, 18 Nov 2014 06:44:51 +0000 (+1000) Subject: r600g: limit texture offset application to specific types (v2) X-Git-Tag: upstream/17.1.0~22426 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=1830138cc04a2948b4cbc24b04faac3f6e195992;p=platform%2Fupstream%2Fmesa.git 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 Cc: "10.3 10.4" Signed-off-by: Dave Airlie --- diff --git a/src/gallium/drivers/r600/r600_shader.c b/src/gallium/drivers/r600/r600_shader.c index ab2a838..76daf2c 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; + } } }