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authorRhys Perry <pendingchaos02@gmail.com>2021-04-05 14:56:46 +0100
committerDylan Baker <dylan.c.baker@intel.com>2021-04-07 10:24:24 -0700
commitc4214ca9db2141785aa876e646ce374315f865df (patch)
tree99f5b1505392c76aa2d7da7b0000cfefd3a6d317
parent89078aeedb039d276e4ca28d547ec3eafea5d128 (diff)
nir/lower_tex: handle deref casts
A RDR2 shader has a undef->texture cast which is eventually optimized out. Without handling NULL from nir_deref_instr_get_variable(), compiling this shader will result in a crash. Signed-off-by: Rhys Perry <pendingchaos02@gmail.com> Reviewed-by: Jesse Natalie <jenatali@microsoft.com> Fixes: bc438c91d9b ("nir/lower_tex: ignore texture_index if tex_instr has deref src") Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10038> (cherry picked from commit 292ac71a4a8eedcccce49bb9440b3b9445aeef91)
-rw-r--r--.pick_status.json2
-rw-r--r--src/compiler/nir/nir_lower_tex.c23
2 files changed, 14 insertions, 11 deletions
diff --git a/.pick_status.json b/.pick_status.json
index 105f1031636..f7d3ab67770 100644
--- a/.pick_status.json
+++ b/.pick_status.json
@@ -508,7 +508,7 @@
"description": "nir/lower_tex: handle deref casts",
"nominated": true,
"nomination_type": 1,
- "resolution": 0,
+ "resolution": 1,
"master_sha": null,
"because_sha": "bc438c91d9b61bbfd3bc2436ee4ab36716540614"
},
diff --git a/src/compiler/nir/nir_lower_tex.c b/src/compiler/nir/nir_lower_tex.c
index 644f453109a..a3c16c16f33 100644
--- a/src/compiler/nir/nir_lower_tex.c
+++ b/src/compiler/nir/nir_lower_tex.c
@@ -1068,43 +1068,46 @@ nir_lower_tex_block(nir_block *block, nir_builder *b,
}
unsigned texture_index = tex->texture_index;
+ uint32_t texture_mask = 1u << texture_index;
int tex_index = nir_tex_instr_src_index(tex, nir_tex_src_texture_deref);
if (tex_index >= 0) {
nir_deref_instr *deref = nir_src_as_deref(tex->src[tex_index].src);
- texture_index = nir_deref_instr_get_variable(deref)->data.binding;
+ nir_variable *var = nir_deref_instr_get_variable(deref);
+ texture_index = var ? var->data.binding : 0;
+ texture_mask = var ? (1u << texture_index) : 0u;
}
- if ((1u << texture_index) & options->lower_y_uv_external) {
+ if (texture_mask & options->lower_y_uv_external) {
lower_y_uv_external(b, tex, options, texture_index);
progress = true;
}
- if ((1u << texture_index) & options->lower_y_u_v_external) {
+ if (texture_mask & options->lower_y_u_v_external) {
lower_y_u_v_external(b, tex, options, texture_index);
progress = true;
}
- if ((1u << texture_index) & options->lower_yx_xuxv_external) {
+ if (texture_mask & options->lower_yx_xuxv_external) {
lower_yx_xuxv_external(b, tex, options, texture_index);
progress = true;
}
- if ((1u << texture_index) & options->lower_xy_uxvx_external) {
+ if (texture_mask & options->lower_xy_uxvx_external) {
lower_xy_uxvx_external(b, tex, options, texture_index);
progress = true;
}
- if ((1u << texture_index) & options->lower_ayuv_external) {
+ if (texture_mask & options->lower_ayuv_external) {
lower_ayuv_external(b, tex, options, texture_index);
progress = true;
}
- if ((1u << texture_index) & options->lower_xyuv_external) {
+ if (texture_mask & options->lower_xyuv_external) {
lower_xyuv_external(b, tex, options, texture_index);
progress = true;
}
- if ((1 << tex->texture_index) & options->lower_yuv_external) {
+ if (texture_mask & options->lower_yuv_external) {
lower_yuv_external(b, tex, options, texture_index);
progress = true;
}
@@ -1119,7 +1122,7 @@ nir_lower_tex_block(nir_block *block, nir_builder *b,
progress = true;
}
- if (((1u << texture_index) & options->swizzle_result) &&
+ if ((texture_mask & options->swizzle_result) &&
!nir_tex_instr_is_query(tex) &&
!(tex->is_shadow && tex->is_new_style_shadow)) {
swizzle_result(b, tex, options->swizzles[tex->texture_index]);
@@ -1127,7 +1130,7 @@ nir_lower_tex_block(nir_block *block, nir_builder *b,
}
/* should be after swizzle so we know which channels are rgb: */
- if (((1u << texture_index) & options->lower_srgb) &&
+ if ((texture_mask & options->lower_srgb) &&
!nir_tex_instr_is_query(tex) && !tex->is_shadow) {
linearize_srgb_result(b, tex);
progress = true;