r600g: fix texelFetchOffset GLSL functions
authorMarek Olšák <marek.olsak@amd.com>
Mon, 3 Mar 2014 17:29:39 +0000 (18:29 +0100)
committerMarek Olšák <marek.olsak@amd.com>
Fri, 7 Mar 2014 17:07:05 +0000 (18:07 +0100)
Cc: mesa-stable@lists.freedesktop.org
src/gallium/drivers/r600/r600_shader.c

index fabadd80e62b0ae6802822d054fccb2a87a3218a..0016d29a2a88bd173dcf3673d64bb76cdec256d8 100644 (file)
@@ -4402,11 +4402,16 @@ static int tgsi_tex(struct r600_shader_ctx *ctx)
                                    (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;
@@ -4439,15 +4444,6 @@ static int tgsi_tex(struct r600_shader_ctx *ctx)
                }
        }
 
-       /* 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;
@@ -4800,6 +4796,77 @@ static int tgsi_tex(struct r600_shader_ctx *ctx)
                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.