arb_gpu_shader5: add support for non-uniform texture offsets

Tested-by: Gurchetan Singh <gurchetansingh@chromium.org>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
macos/master
Dave Airlie 7 years ago
parent 1be2c508be
commit 881152e93d
  1. 26
      src/vrend_shader.c

@ -1511,13 +1511,16 @@ static int translate_tex(struct dump_ctx *ctx,
return false;
}
} else if (inst->TexOffsets[0].File == TGSI_FILE_TEMPORARY) {
struct vrend_temp_range *range = find_temp_range(ctx, inst->TexOffsets[0].Index);
int idx = inst->TexOffsets[0].Index - range->first;
switch (inst->Texture.Texture) {
case TGSI_TEXTURE_1D:
case TGSI_TEXTURE_1D_ARRAY:
case TGSI_TEXTURE_SHADOW1D:
case TGSI_TEXTURE_SHADOW1D_ARRAY:
snprintf(offbuf, 120, ", int(floatBitsToInt(temps[%d].%c))",
inst->TexOffsets[0].Index, get_swiz_char(inst->TexOffsets[0].SwizzleX));
snprintf(offbuf, 120, ", int(floatBitsToInt(temp%d[%d].%c))",
range->first, idx,
get_swiz_char(inst->TexOffsets[0].SwizzleX));
break;
case TGSI_TEXTURE_RECT:
case TGSI_TEXTURE_SHADOWRECT:
@ -1525,15 +1528,20 @@ static int translate_tex(struct dump_ctx *ctx,
case TGSI_TEXTURE_2D_ARRAY:
case TGSI_TEXTURE_SHADOW2D:
case TGSI_TEXTURE_SHADOW2D_ARRAY:
snprintf(offbuf, 120, ", ivec2(floatBitsToInt(temps[%d].%c), floatBitsToInt(temps[%d].%c))",
inst->TexOffsets[0].Index, get_swiz_char(inst->TexOffsets[0].SwizzleX),
inst->TexOffsets[0].Index, get_swiz_char(inst->TexOffsets[0].SwizzleY));
snprintf(offbuf, 120, ", ivec2(floatBitsToInt(temp%d[%d].%c), floatBitsToInt(temp%d[%d].%c))",
range->first, idx,
get_swiz_char(inst->TexOffsets[0].SwizzleX),
range->first, idx,
get_swiz_char(inst->TexOffsets[0].SwizzleY));
break;
case TGSI_TEXTURE_3D:
snprintf(offbuf, 120, ", ivec2(floatBitsToInt(temps[%d].%c), floatBitsToInt(temps[%d].%c), floatBitsToInt(temps[%d].%c)",
inst->TexOffsets[0].Index, get_swiz_char(inst->TexOffsets[0].SwizzleX),
inst->TexOffsets[0].Index, get_swiz_char(inst->TexOffsets[0].SwizzleY),
inst->TexOffsets[0].Index, get_swiz_char(inst->TexOffsets[0].SwizzleZ));
snprintf(offbuf, 120, ", ivec2(floatBitsToInt(temp%d[%d].%c), floatBitsToInt(temp%d[%d].%c), floatBitsToInt(temp%d[%d].%c)",
range->first, idx,
get_swiz_char(inst->TexOffsets[0].SwizzleX),
range->first, idx,
get_swiz_char(inst->TexOffsets[0].SwizzleY),
range->first, idx,
get_swiz_char(inst->TexOffsets[0].SwizzleZ));
break;
default:
fprintf(stderr, "unhandled texture: %x\n", inst->Texture.Texture);

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