From: Gert Wollny Date: Tue, 17 Jul 2018 17:04:08 +0000 (+0200) Subject: r600: correct texture offset for array index lookup X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=01766c1db60e2b43dd15466b7e2f08a0ac0e708c;p=mesa.git r600: correct texture offset for array index lookup Correct the array index for TEXTURE_*1D_ARRAY, and TEXTURE_*2D_ARRAY The standard says the array index is evaluated according to floor(z + 0.5) but RNDNE is sufficient also for the test cases were z is close to 1.5 and it is likely to hit 1.5, the corner case were RNDNE gives a result different from above formula. v5: - Use RNDNE instead of ADD 0.5 and FLOOR (Ilia Mirkin) - update commit message Fixes 325 tests from android/cts/master/gles3-master.txt: dEQP-GLES3.functional.shaders.texture_functions.texture.*sampler2darray* dEQP-GLES3.functional.shaders.texture_functions.textureoffset.*sampler2darray* dEQP-GLES3.functional.shaders.texture_functions.texturelod.sampler2darray* dEQP-GLES3.functional.shaders.texture_functions.texturelodoffset.*sampler2darray* dEQP-GLES3.functional.shaders.texture_functions.texturegrad.*sampler2darray* dEQP-GLES3.functional.shaders.texture_functions.texturegradoffset.*sampler2darray* dEQP-GLES3.functional.texture.filtering.2d_array.formats.* dEQP-GLES3.functional.texture.filtering.2d_array.sizes.* dEQP-GLES3.functional.texture.filtering.2d_array.combinations.* dEQP-GLES3.functional.texture.shadow.2d_array.* dEQP-GLES3.functional.texture.vertex.2d_array.* Signed-off-by: Gert Wollny Reviewed-by: Roland Scheidegger --- diff --git a/src/gallium/drivers/r600/r600_shader.c b/src/gallium/drivers/r600/r600_shader.c index 6655b000aa9..15e35f006c1 100644 --- a/src/gallium/drivers/r600/r600_shader.c +++ b/src/gallium/drivers/r600/r600_shader.c @@ -7478,6 +7478,7 @@ static int tgsi_tex(struct r600_shader_ctx *ctx) int8_t offset_x = 0, offset_y = 0, offset_z = 0; boolean has_txq_cube_array_z = false; unsigned sampler_index_mode; + int array_index_offset_channel = -1; if (inst->Instruction.Opcode == TGSI_OPCODE_TXQ && ((inst->Texture.Texture == TGSI_TEXTURE_CUBE_ARRAY || @@ -8273,7 +8274,14 @@ static int tgsi_tex(struct r600_shader_ctx *ctx) t->src_gpr = ctx->file_offset[inst->TexOffsets[0].File] + inst->TexOffsets[0].Index; t->src_sel_x = inst->TexOffsets[0].SwizzleX; t->src_sel_y = inst->TexOffsets[0].SwizzleY; - t->src_sel_z = inst->TexOffsets[0].SwizzleZ; + if (inst->Texture.Texture == TGSI_TEXTURE_2D_ARRAY || + inst->Texture.Texture == TGSI_TEXTURE_SHADOW2D_ARRAY) + /* make sure array index selector is 0, this is just a safety + * precausion because TGSI seems to emit something strange here */ + t->src_sel_z = 4; + else + t->src_sel_z = inst->TexOffsets[0].SwizzleZ; + t->src_sel_w = 4; t->dst_sel_x = 7; @@ -8429,19 +8437,43 @@ static int tgsi_tex(struct r600_shader_ctx *ctx) opcode == FETCH_OP_SAMPLE_C_LB) { /* the array index is read from Y */ tex.coord_type_y = 0; + array_index_offset_channel = tex.src_sel_y; } else { /* the array index is read from Z */ tex.coord_type_z = 0; tex.src_sel_z = tex.src_sel_y; + array_index_offset_channel = tex.src_sel_z; } } else if (inst->Texture.Texture == TGSI_TEXTURE_2D_ARRAY || - inst->Texture.Texture == TGSI_TEXTURE_SHADOW2D_ARRAY || - ((inst->Texture.Texture == TGSI_TEXTURE_CUBE_ARRAY || + inst->Texture.Texture == TGSI_TEXTURE_SHADOW2D_ARRAY) { + tex.coord_type_z = 0; + array_index_offset_channel = tex.src_sel_z; + } else if ((inst->Texture.Texture == TGSI_TEXTURE_CUBE_ARRAY || inst->Texture.Texture == TGSI_TEXTURE_SHADOWCUBE_ARRAY) && - (ctx->bc->chip_class >= EVERGREEN))) - /* the array index is read from Z */ + (ctx->bc->chip_class >= EVERGREEN)) + /* the array index is read from Z, coordinate will be corrected elsewhere */ tex.coord_type_z = 0; + /* We have array access to 1D or 2D ARRAY, the coordinates are not int -> + * evaluate the array index */ + if (array_index_offset_channel >= 0 && + opcode != FETCH_OP_LD && + opcode != FETCH_OP_GET_TEXTURE_RESINFO) { + memset(&alu, 0, sizeof(struct r600_bytecode_alu)); + alu.src[0].sel = tex.src_gpr; + alu.src[0].chan = array_index_offset_channel; + alu.src[0].rel = tex.src_rel; + alu.op = ALU_OP1_RNDNE; + alu.dst.sel = tex.src_gpr; + alu.dst.chan = array_index_offset_channel; + alu.dst.rel = tex.src_rel; + alu.dst.write = 1; + alu.last = 1; + r = r600_bytecode_add_alu(ctx->bc, &alu); + if (r) + return r; + } + /* mask unused source components */ if (opcode == FETCH_OP_SAMPLE || opcode == FETCH_OP_GATHER4) { switch (inst->Texture.Texture) {