LLVMValueRef invma;
if (is_array && !is_lod) {
- coords_arg[3] = ac_build_intrinsic(ctx, "llvm.rint.f32", ctx->f32,
- &coords_arg[3], 1, 0);
+ LLVMValueRef tmp = coords_arg[3];
+ tmp = ac_build_intrinsic(ctx, "llvm.rint.f32", ctx->f32, &tmp, 1, 0);
+
+ /* Section 8.9 (Texture Functions) of the GLSL 4.50 spec says:
+ *
+ * "For Array forms, the array layer used will be
+ *
+ * max(0, min(d−1, floor(layer+0.5)))
+ *
+ * where d is the depth of the texture array and layer
+ * comes from the component indicated in the tables below.
+ * Workaroudn for an issue where the layer is taken from a
+ * helper invocation which happens to fall on a different
+ * layer due to extrapolation."
+ *
+ * VI and earlier attempt to implement this in hardware by
+ * clamping the value of coords[2] = (8 * layer) + face.
+ * Unfortunately, this means that the we end up with the wrong
+ * face when clamping occurs.
+ *
+ * Clamp the layer earlier to work around the issue.
+ */
+ if (ctx->chip_class <= VI) {
+ LLVMValueRef ge0;
+ ge0 = LLVMBuildFCmp(builder, LLVMRealOGE, tmp, ctx->f32_0, "");
+ tmp = LLVMBuildSelect(builder, ge0, tmp, ctx->f32_0, "");
+ }
+
+ coords_arg[3] = tmp;
}
build_cube_intrinsic(ctx, coords_arg, &selcoords);