void
vec4_generator::generate_tex(vec4_instruction *inst,
struct brw_reg dst,
- struct brw_reg src)
+ struct brw_reg src,
+ struct brw_reg sampler_index)
{
int msg_type = -1;
assert(msg_type != -1);
+ assert(sampler_index.file == BRW_IMMEDIATE_VALUE);
+ assert(sampler_index.type == BRW_REGISTER_TYPE_UD);
+
+ uint32_t sampler = sampler_index.dw1.ud;
+
/* Load the message header if present. If there's a texture offset, we need
* to set it up explicitly and load the offset bitfield. Otherwise, we can
* use an implied move from g0 to the first message register.
brw_imm_ud(inst->texture_offset));
}
- if (inst->sampler >= 16) {
+ if (sampler >= 16) {
/* The "Sampler Index" field can only store values between 0 and 15.
* However, we can add an offset to the "Sampler State Pointer"
* field, effectively selecting a different set of 16 samplers.
brw_ADD(p,
get_element_ud(header, 3),
get_element_ud(brw_vec8_grf(0, 0), 3),
- brw_imm_ud(16 * (inst->sampler / 16) * sampler_state_size));
+ brw_imm_ud(16 * (sampler / 16) * sampler_state_size));
}
brw_pop_insn_state(p);
}
uint32_t surface_index = ((inst->opcode == SHADER_OPCODE_TG4 ||
inst->opcode == SHADER_OPCODE_TG4_OFFSET)
? prog_data->base.binding_table.gather_texture_start
- : prog_data->base.binding_table.texture_start) + inst->sampler;
+ : prog_data->base.binding_table.texture_start) + sampler;
brw_SAMPLE(p,
dst,
inst->base_mrf,
src,
surface_index,
- inst->sampler % 16,
+ sampler % 16,
msg_type,
1, /* response length */
inst->mlen,
case SHADER_OPCODE_TXS:
case SHADER_OPCODE_TG4:
case SHADER_OPCODE_TG4_OFFSET:
- generate_tex(inst, dst, src[0]);
+ generate_tex(inst, dst, src[0], src[1]);
break;
case VS_OPCODE_URB_WRITE: