Mesa (staging/22.0): zink: fix up sparse texture sampling for shadow samplers
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Mon May 16 19:33:37 UTC 2022
Module: Mesa
Branch: staging/22.0
Commit: 090cccbc1bdcb366fe318249a3fba07cc105e6f5
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=090cccbc1bdcb366fe318249a3fba07cc105e6f5
Author: Mike Blumenkrantz <michael.blumenkrantz at gmail.com>
Date: Wed May 11 09:26:22 2022 -0400
zink: fix up sparse texture sampling for shadow samplers
the problem here is that this returns a vec2 instead of a vec5, which
throws all the existing calculations off
given that the shader is (still) expecting a vec2 return from this,
and there's no way to sanely rewrite with nir to be valid for both
sampler types as well as spirv translation, just pad out to a vec2
here and be done with it
Fixes: 73ef54e3424 ("zink: handle residency return value from sparse texture instructions")
Reviewed-by: Dave Airlie <airlied at redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16456>
(cherry picked from commit 88912b31119a14ffc99087781a17eeb4af202866)
---
.pick_status.json | 2 +-
.../drivers/zink/nir_to_spirv/nir_to_spirv.c | 21 +++++++++++++++++++--
2 files changed, 20 insertions(+), 3 deletions(-)
diff --git a/.pick_status.json b/.pick_status.json
index 8fec2bf97cf..3c6cb6556a1 100644
--- a/.pick_status.json
+++ b/.pick_status.json
@@ -1900,7 +1900,7 @@
"description": "zink: fix up sparse texture sampling for shadow samplers",
"nominated": true,
"nomination_type": 1,
- "resolution": 0,
+ "resolution": 1,
"because_sha": "73ef54e34242fa59803a3a89b5a6eb92053e917e"
},
{
diff --git a/src/gallium/drivers/zink/nir_to_spirv/nir_to_spirv.c b/src/gallium/drivers/zink/nir_to_spirv/nir_to_spirv.c
index 7d7f77d3a26..49f60a92b4a 100644
--- a/src/gallium/drivers/zink/nir_to_spirv/nir_to_spirv.c
+++ b/src/gallium/drivers/zink/nir_to_spirv/nir_to_spirv.c
@@ -2449,7 +2449,22 @@ extract_sparse_load(struct ntv_context *ctx, SpvId result, SpvId dest_type, nir_
uint32_t idx = 0;
SpvId resident = spirv_builder_emit_composite_extract(&ctx->builder, spirv_builder_type_uint(&ctx->builder, 32), result, &idx, 1);
idx = 1;
- result = spirv_builder_emit_composite_extract(&ctx->builder, dest_type, result, &idx, 1);
+ /* normal vec4 return */
+ if (dest_ssa->num_components == 4)
+ result = spirv_builder_emit_composite_extract(&ctx->builder, dest_type, result, &idx, 1);
+ else {
+ /* shadow */
+ assert(dest_ssa->num_components == 1);
+ SpvId type = spirv_builder_type_float(&ctx->builder, dest_ssa->bit_size);
+ SpvId val[2];
+ /* pad to 2 components: the upcoming is_sparse_texels_resident instr will always use the
+ * separate residency value, but the shader still expects this return to be a vec2,
+ * so give it a vec2
+ */
+ val[0] = spirv_builder_emit_composite_extract(&ctx->builder, type, result, &idx, 1);
+ val[1] = emit_float_const(ctx, dest_ssa->bit_size, 0);
+ result = spirv_builder_emit_composite_construct(&ctx->builder, get_fvec_type(ctx, dest_ssa->bit_size, 2), val, 2);
+ }
assert(resident != 0);
assert(dest_ssa->index < ctx->num_defs);
ctx->resident_defs[dest_ssa->index] = resident;
@@ -3258,8 +3273,10 @@ emit_tex(struct ntv_context *ctx, nir_tex_instr *tex)
result = emit_unop(ctx, SpvOpFConvert, dest_type, result);
}
+ if (tex->is_sparse && tex->is_shadow)
+ tex->dest.ssa.num_components++;
store_dest(ctx, &tex->dest, result, tex->dest_type);
- if (tex->is_sparse)
+ if (tex->is_sparse && !tex->is_shadow)
tex->dest.ssa.num_components++;
}
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