Curiously this has no actual effect. I think it's because the first 8
textures are bound in multiple slots for some reason. However seems
prudent to use these the same way as regular texturing, esp in the case
where there are more than 8 textures bound.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
bool
NVC0LoweringPass::handleTXQ(TexInstruction *txq)
{
+ const int chipset = prog->getTarget()->getChipset();
+ if (chipset >= NVISA_GK104_CHIPSET && txq->tex.rIndirectSrc < 0)
+ txq->tex.r += prog->driver->io.texBindBase / 4;
+
if (txq->tex.rIndirectSrc < 0)
return true;
Value *ticRel = txq->getIndirectR();
- const int chipset = prog->getTarget()->getChipset();
txq->setIndirectS(NULL);
txq->tex.sIndirectSrc = -1;