Mesa (master): i965/nir: Provide a default LOD for buffer textures
Jason Ekstrand
jekstrand at kemper.freedesktop.org
Mon Apr 4 22:56:18 UTC 2016
Module: Mesa
Branch: master
Commit: 80c72a8ea7b1018661da0e6509a7f88ca1f5086f
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=80c72a8ea7b1018661da0e6509a7f88ca1f5086f
Author: Jason Ekstrand <jason.ekstrand at intel.com>
Date: Fri Mar 25 14:02:50 2016 -0700
i965/nir: Provide a default LOD for buffer textures
Our hardware requires an LOD for all texelFetch commands even if they are
on buffer textures. GLSL IR gives us an LOD of 0 in that case, but the LOD
is really rather meaningless. This commit allows other NIR producers to be
more lazy and not provide one at all.
Reviewed-by: Jordan Justen <jordan.l.justen at intel.com>
---
src/mesa/drivers/dri/i965/brw_fs_nir.cpp | 4 ++++
src/mesa/drivers/dri/i965/brw_vec4_nir.cpp | 4 ++++
2 files changed, 8 insertions(+)
diff --git a/src/mesa/drivers/dri/i965/brw_fs_nir.cpp b/src/mesa/drivers/dri/i965/brw_fs_nir.cpp
index 5cca91e..b804f3c 100644
--- a/src/mesa/drivers/dri/i965/brw_fs_nir.cpp
+++ b/src/mesa/drivers/dri/i965/brw_fs_nir.cpp
@@ -3022,6 +3022,10 @@ fs_visitor::nir_emit_texture(const fs_builder &bld, nir_tex_instr *instr)
fs_reg coordinate, shadow_comparitor, lod, lod2, sample_index, mcs, tex_offset;
+ /* The hardware requires a LOD for buffer textures */
+ if (instr->sampler_dim == GLSL_SAMPLER_DIM_BUF)
+ lod = brw_imm_d(0);
+
for (unsigned i = 0; i < instr->num_srcs; i++) {
fs_reg src = get_nir_src(instr->src[i].src);
switch (instr->src[i].src_type) {
diff --git a/src/mesa/drivers/dri/i965/brw_vec4_nir.cpp b/src/mesa/drivers/dri/i965/brw_vec4_nir.cpp
index 6c8fd06..d9f96c5 100644
--- a/src/mesa/drivers/dri/i965/brw_vec4_nir.cpp
+++ b/src/mesa/drivers/dri/i965/brw_vec4_nir.cpp
@@ -1700,6 +1700,10 @@ vec4_visitor::nir_emit_texture(nir_tex_instr *instr)
nir_tex_instr_dest_size(instr));
dst_reg dest = get_nir_dest(instr->dest, instr->dest_type);
+ /* The hardware requires a LOD for buffer textures */
+ if (instr->sampler_dim == GLSL_SAMPLER_DIM_BUF)
+ lod = brw_imm_d(0);
+
/* Load the texture operation sources */
uint32_t constant_offset = 0;
for (unsigned i = 0; i < instr->num_srcs; i++) {
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