}
static void
-lower_tex_src_to_offset(nir_tex_instr *instr, unsigned src_idx,
- struct tu_shader *shader, bool is_sampler)
+lower_tex_src_to_offset(nir_builder *b, nir_tex_instr *instr, unsigned src_idx,
+ struct tu_shader *shader)
{
- nir_deref_instr *deref =
- nir_instr_as_deref(instr->src[src_idx].src.ssa->parent_instr);
+ nir_ssa_def *index = NULL;
+ unsigned base_index = 0;
+ unsigned array_elements = 1;
+ nir_tex_src *src = &instr->src[src_idx];
+ bool is_sampler = src->src_type == nir_tex_src_sampler_deref;
+
+ /* We compute first the offsets */
+ nir_deref_instr *deref = nir_instr_as_deref(src->src.ssa->parent_instr);
+ while (deref->deref_type != nir_deref_type_var) {
+ assert(deref->parent.is_ssa);
+ nir_deref_instr *parent =
+ nir_instr_as_deref(deref->parent.ssa->parent_instr);
+
+ assert(deref->deref_type == nir_deref_type_array);
+
+ if (nir_src_is_const(deref->arr.index) && index == NULL) {
+ /* We're still building a direct index */
+ base_index += nir_src_as_uint(deref->arr.index) * array_elements;
+ } else {
+ if (index == NULL) {
+ /* We used to be direct but not anymore */
+ index = nir_imm_int(b, base_index);
+ base_index = 0;
+ }
- if (deref->deref_type != nir_deref_type_var) {
- tu_finishme("sampler array");
- return;
+ index = nir_iadd(b, index,
+ nir_imul(b, nir_imm_int(b, array_elements),
+ nir_ssa_for_src(b, deref->arr.index, 1)));
+ }
+
+ array_elements *= glsl_get_length(parent->type);
+
+ deref = parent;
+ }
+
+ if (index)
+ index = nir_umin(b, index, nir_imm_int(b, array_elements - 1));
+
+ /* We have the offsets, we apply them, rewriting the source or removing
+ * instr if needed
+ */
+ if (index) {
+ nir_instr_rewrite_src(&instr->instr, &src->src,
+ nir_src_for_ssa(index));
+
+ src->src_type = is_sampler ?
+ nir_tex_src_sampler_offset :
+ nir_tex_src_texture_offset;
+
+ instr->texture_array_size = array_elements;
+ } else {
+ nir_tex_instr_remove_src(instr, src_idx);
}
+ if (array_elements > 1)
+ tu_finishme("texture/sampler array");
+
if (is_sampler) {
instr->sampler_index = map_add(&shader->sampler_map,
deref->var->data.descriptor_set,
deref->var->data.binding);
+ instr->sampler_index += base_index;
} else {
instr->texture_index = map_add(&shader->texture_map,
deref->var->data.descriptor_set,
deref->var->data.binding);
- instr->texture_array_size = 1;
+ instr->texture_index += base_index;
+ instr->texture_array_size = array_elements;
}
-
- nir_tex_instr_remove_src(instr, src_idx);
}
static bool
-lower_sampler(nir_tex_instr *instr, struct tu_shader *shader)
+lower_sampler(nir_builder *b, nir_tex_instr *instr, struct tu_shader *shader)
{
int texture_idx =
nir_tex_instr_src_index(instr, nir_tex_src_texture_deref);
if (texture_idx >= 0)
- lower_tex_src_to_offset(instr, texture_idx, shader, false);
+ lower_tex_src_to_offset(b, instr, texture_idx, shader);
int sampler_idx =
nir_tex_instr_src_index(instr, nir_tex_src_sampler_deref);
if (sampler_idx >= 0)
- lower_tex_src_to_offset(instr, sampler_idx, shader, true);
+ lower_tex_src_to_offset(b, instr, sampler_idx, shader);
if (texture_idx < 0 && sampler_idx < 0)
return false;
nir_foreach_instr_safe(instr, block) {
switch (instr->type) {
case nir_instr_type_tex:
- progress |= lower_sampler(nir_instr_as_tex(instr), shader);
+ progress |= lower_sampler(&b, nir_instr_as_tex(instr), shader);
break;
case nir_instr_type_intrinsic:
progress |= lower_intrinsic(&b, nir_instr_as_intrinsic(instr), shader);