[Mesa-dev] [PATCH v3 1/2] r600: correct texture offset for array index lookup
Gert Wollny
gert.wollny at collabora.com
Sat Jun 30 09:51:36 UTC 2018
From: Gert Wollny <gw.fossdev at gmail.com>
For texture array lookup the slice index is evaluated according to
idx = floor(z + 0.5)
This patch implements the first part by adding 0.5 to the according
texture coordinate when appropriate.
Fixes multi-sample tests out of:
dEQP-GLES3.functional.texture.shadow.2d_array.*
dEQP-GLES3.functional.texture.vertex.2d_array.*
dEQP-GLES3.functional.texture.filtering.2d_array.*
(In the multi-sample case the rounding accuracy is not tested.)
v2: - Don't apply texture offset correction for GATHER*O (corrects piglit
failures reported by Dave Airlie)
- unconditionally set the texture offset to 1 (=0.5) because the shader
can't set an offset for the array index (Roland Scheidegger)
v3: - Set texture offset also for GATHER*0 via SET_TEXTURE_OFFSET to be
consistent for all GATHER operations (thanks Roland Scheidegger for
pointing out this inconsistency).
- Don't set the offset for GET_TEXTURE_RESINFO operations
- correct typos (Roland)
Acked-by: Roland Scheidegger <sroland at vmware.com> (v2)
Signed-off-by: Gert Wollny <gert.wollny at collabora.com>
---
src/gallium/drivers/r600/r600_shader.c | 29 +++++++++++++++++++++++++++--
1 file changed, 27 insertions(+), 2 deletions(-)
diff --git a/src/gallium/drivers/r600/r600_shader.c b/src/gallium/drivers/r600/r600_shader.c
index c466a48262..ffc272cf6f 100644
--- a/src/gallium/drivers/r600/r600_shader.c
+++ b/src/gallium/drivers/r600/r600_shader.c
@@ -7456,6 +7456,7 @@ 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 = NULL;
if (inst->Instruction.Opcode == TGSI_OPCODE_TXQ &&
((inst->Texture.Texture == TGSI_TEXTURE_CUBE_ARRAY ||
@@ -8251,7 +8252,15 @@ static int tgsi_tex(struct r600_shader_ctx *ctx)
tex.src_gpr = ctx->file_offset[inst->TexOffsets[0].File] + inst->TexOffsets[0].Index;
tex.src_sel_x = inst->TexOffsets[0].SwizzleX;
tex.src_sel_y = inst->TexOffsets[0].SwizzleY;
- tex.src_sel_z = inst->TexOffsets[0].SwizzleZ;
+
+ 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_SHADOWCUBE_ARRAY)
+ tex.src_sel_z = PIPE_SWIZZLE_1;
+ else
+ tex.src_sel_z = inst->TexOffsets[0].SwizzleZ;
+
tex.src_sel_w = 4;
tex.dst_sel_x = 7;
@@ -8411,18 +8420,34 @@ 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 = &tex.offset_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 = &tex.offset_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_SHADOWCUBE_ARRAY) &&
- (ctx->bc->chip_class >= EVERGREEN)))
+ (ctx->bc->chip_class >= EVERGREEN))) {
/* the array index is read from Z */
tex.coord_type_z = 0;
+ array_index_offset = &tex.offset_z;
+ }
+
+ /* We have array access, the coordinates are not int and we use the
+ * offset registers -> add 0.5 to the array index to adjust it according
+ * to floor(z + 0.5). The floor operation is set as TRUNC in the texture
+ * state.
+ */
+ if (array_index_offset &&
+ opcode != FETCH_OP_LD && opcode != FETCH_OP_GET_TEXTURE_RESINFO &&
+ opcode != FETCH_OP_GATHER4_C_O && opcode != FETCH_OP_GATHER4_O) {
+ *array_index_offset = 1;
+ }
/* mask unused source components */
if (opcode == FETCH_OP_SAMPLE || opcode == FETCH_OP_GATHER4) {
--
2.16.4
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