(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;
}
}
- /* 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;
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.