radeonsi: fix texture loads from sampler > 0

The backend is multiplying the offset by the numbers of
elements anyway, so doing it twice just makes everything
crash.

Signed-off-by: Christian König <deathsimple@vodafone.de>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
This commit is contained in:
Christian König 2012-08-01 15:20:07 +02:00
parent 9b7dc5e81c
commit 92b96a883f

View file

@ -529,14 +529,14 @@ static void tex_fetch_args(
/* Resource */
ptr = use_sgpr(bld_base->base.gallivm, SGPR_CONST_PTR_V8I32, 4);
offset = lp_build_const_int32(bld_base->base.gallivm,
8 * emit_data->inst->Src[1].Register.Index);
emit_data->inst->Src[1].Register.Index);
emit_data->args[2] = build_indexed_load(bld_base->base.gallivm,
ptr, offset);
/* Sampler */
ptr = use_sgpr(bld_base->base.gallivm, SGPR_CONST_PTR_V4I32, 2);
offset = lp_build_const_int32(bld_base->base.gallivm,
4 * emit_data->inst->Src[1].Register.Index);
emit_data->inst->Src[1].Register.Index);
emit_data->args[3] = build_indexed_load(bld_base->base.gallivm,
ptr, offset);