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authorAlyssa Rosenzweig <alyssa@rosenzweig.io>2022-02-06 11:33:51 -0500
committerMarge Bot <emma+marge@anholt.net>2022-02-18 23:48:32 +0000
commit055c5a59f8dc7a7ba7b60772b2659f5f978ca7ce (patch)
treecc9c961567cd7a788e2d793eaa5ffbc7c746623c
parenta822b7b6cceb4c893ea7fab679bc3b51552d119b (diff)
agx: Round and clamp array indices
Conforming with the GLSL spec. Fixes: dEQP-GLES3.functional.shaders.texture_functions.texture.sampler2darray_fixed_fragment (and probably others) Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14903>
-rw-r--r--src/asahi/compiler/agx_compile.c25
1 files changed, 21 insertions, 4 deletions
diff --git a/src/asahi/compiler/agx_compile.c b/src/asahi/compiler/agx_compile.c
index ad0b030758c..1decc88170e 100644
--- a/src/asahi/compiler/agx_compile.c
+++ b/src/asahi/compiler/agx_compile.c
@@ -822,7 +822,13 @@ agx_emit_tex(agx_builder *b, nir_tex_instr *instr)
/* Array textures are indexed by a floating-point in NIR, but by an
* integer in AGX. Convert the array index from float-to-int for array
- * textures. The array index is the last source in NIR.
+ * textures. The array index is the last source in NIR. The conversion
+ * is according to the rule from 8.9 ("Texture Functions") of the GLSL
+ * ES 3.20 specification:
+ *
+ * max(0, min(d - 1, floor(layer + 0.5))) =
+ * max(0, min(d - 1, f32_to_u32(layer + 0.5))) =
+ * min(d - 1, f32_to_u32(layer + 0.5))
*/
if (instr->is_array) {
unsigned nr = nir_src_num_components(instr->src[i].src);
@@ -831,10 +837,21 @@ agx_emit_tex(agx_builder *b, nir_tex_instr *instr)
for (unsigned i = 0; i < nr; ++i)
channels[i] = agx_p_extract(b, index, i);
- channels[nr - 1] = agx_convert(b,
- agx_immediate(AGX_CONVERT_F_TO_S32),
- channels[nr - 1], AGX_ROUND_RTZ);
+ agx_index layer = agx_fadd(b, channels[nr - 1],
+ agx_immediate_f(0.5f));
+ agx_index d1 = agx_indexed_sysval(b->shader,
+ AGX_PUSH_ARRAY_SIZE_MINUS_1, AGX_SIZE_16,
+ instr->texture_index, 1);
+
+ layer = agx_convert(b, agx_immediate(AGX_CONVERT_F_TO_U32), layer,
+ AGX_ROUND_RTZ);
+ layer = agx_mov(b, AGX_SIZE_16, layer);
+
+ layer = agx_icmpsel(b, layer, d1, layer, d1, AGX_ICOND_ULT);
+ layer = agx_mov(b, AGX_SIZE_32, layer);
+
+ channels[nr - 1] = layer;
coords = agx_p_combine(b, channels[0], channels[1], channels[2], channels[3]);
} else {
coords = index;