From 114d46829d10c826927cabc1ca14884a4ee249f7 Mon Sep 17 00:00:00 2001 From: Ilia Mirkin Date: Sat, 5 Jul 2014 00:52:15 -0400 Subject: [PATCH] nvc0/ir: use manual TXD when offsets are involved Something about how we're implementing offsets for TXD is wrong, just flip to the generic quadop-based implementation in that case. This is the minimal fix appropriate for backporting. Signed-off-by: Ilia Mirkin Cc: --- src/gallium/drivers/nouveau/codegen/nv50_ir_lowering_nvc0.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/src/gallium/drivers/nouveau/codegen/nv50_ir_lowering_nvc0.cpp b/src/gallium/drivers/nouveau/codegen/nv50_ir_lowering_nvc0.cpp index 0e24db73ae7..398b28fe8f3 100644 --- a/src/gallium/drivers/nouveau/codegen/nv50_ir_lowering_nvc0.cpp +++ b/src/gallium/drivers/nouveau/codegen/nv50_ir_lowering_nvc0.cpp @@ -769,7 +769,8 @@ NVC0LoweringPass::handleTXD(TexInstruction *txd) if (dim > 2 || txd->tex.target.isCube() || arg > 4 || - txd->tex.target.isShadow()) + txd->tex.target.isShadow() || + txd->tex.useOffsets) return handleManualTXD(txd); for (int c = 0; c < dim; ++c) { -- 2.30.2