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)
    - Add Fixes comment to commit message

Signed-off-by: Gert Wollny <gert.wol...@collabora.com>
---
 src/gallium/drivers/r600/r600_shader.c | 18 +++++++++++++++++-
 1 file changed, 17 insertions(+), 1 deletion(-)

diff --git a/src/gallium/drivers/r600/r600_shader.c 
b/src/gallium/drivers/r600/r600_shader.c
index c466a48262..4d17b3d875 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 ||
@@ -8411,18 +8412,33 @@ 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 opretaion is set as TRUNC in the texture
+        * state.
+        */
+       if (array_index_offset && opcode != FETCH_OP_LD &&
+           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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