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nak: the MS location comes last in TLD, same spot as depth compare in TEX
Some Max Payne 3 shaders are impacted by this and probably will fix some issue there. The VK CTS isn't testing this, but it was verified to fix a real problem by inserting 0 offsets into the instruction and having CTS tests fail with the old ordering. Totals from 3 (0.00% of 1163204) affected shaders: CodeSize: 2496 -> 2736 (+9.62%) Static cycle count: 732 -> 741 (+1.23%) Fixes:ad01fbdda0("nak: Add a NIR texture lowering pass") Reviewed-by: Mel Henning <mhenning@darkrefraction.com> (cherry picked from commite09045e26c) Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/41269>
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parent
ed452ed664
commit
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2 changed files with 3 additions and 3 deletions
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@ -5494,7 +5494,7 @@
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"description": "nak: the MS location comes last in TLD, same spot as depth compare in TEX",
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"nominated": true,
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"nomination_type": 2,
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"resolution": 0,
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"resolution": 1,
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"main_sha": null,
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"because_sha": "ad01fbdda030d2c5d2dd09f02bbaa7ab3613b7ae",
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"notes": null
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@ -298,8 +298,6 @@ lower_tex(nir_builder *b, nir_tex_instr *tex, const struct nak_compiler *nak)
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if (tex_h != NULL)
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PUSH(src1, tex_h);
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if (ms_idx != NULL)
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PUSH(src1, ms_idx);
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if (lod != NULL)
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PUSH(src1, lod);
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if (offset_mode == NAK_NIR_OFFSET_MODE_AOFFI) {
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@ -310,6 +308,8 @@ lower_tex(nir_builder *b, nir_tex_instr *tex, const struct nak_compiler *nak)
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}
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if (z_cmpr != NULL)
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PUSH(src1, z_cmpr);
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if (ms_idx != NULL)
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PUSH(src1, ms_idx);
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}
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nir_tex_instr_add_src(tex, nir_tex_src_backend1,
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