nir: allow texture offsets with cube maps

GL doesn't have this, but some hardware supports it. This is convenient
for lowering tg4 to plain texture calls, which is necessary on Adreno
A4xx hardware.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Rob Clark <robdclark@gmail.com>
This commit is contained in:
Ilia Mirkin
2017-11-19 12:27:12 -05:00
parent c690a7a8cd
commit ab336e8b46

View File

@@ -1364,8 +1364,7 @@ nir_tex_instr_src_size(const nir_tex_instr *instr, unsigned src)
if (instr->src[src].src_type == nir_tex_src_ms_mcs)
return 4;
if (instr->src[src].src_type == nir_tex_src_offset ||
instr->src[src].src_type == nir_tex_src_ddx ||
if (instr->src[src].src_type == nir_tex_src_ddx ||
instr->src[src].src_type == nir_tex_src_ddy) {
if (instr->is_array)
return instr->coord_components - 1;
@@ -1373,6 +1372,18 @@ nir_tex_instr_src_size(const nir_tex_instr *instr, unsigned src)
return instr->coord_components;
}
/* Usual APIs don't allow cube + offset, but we allow it, with 2 coords for
* the offset, since a cube maps to a single face.
*/
if (instr->src[src].src_type == nir_tex_src_offset) {
if (instr->sampler_dim == GLSL_SAMPLER_DIM_CUBE)
return 2;
else if (instr->is_array)
return instr->coord_components - 1;
else
return instr->coord_components;
}
return 1;
}