mirror of
https://gitlab.freedesktop.org/mesa/mesa.git
synced 2026-05-05 00:58:05 +02:00
gallivm: fix incorrect type for undefined texcoords
Texcoords may be 1-5 components in length. We initialize the unused components with an LLVMGetUndef(). But we were using an int vec type rather than a float vec type. This eventually led to a failed assertion in lp_build_clamp() where 'a' was a vec of int[8] but 'min' and 'max' were float[8] in a trace of the game Tom Clancy's Splinter Cell: Blacklist. The game seems to have a bug where a texture sampler mistakenly has shadow comparison turned on, but the shader's tex sample instructions are sampling a 2D R8G8B8A8_UNORM texture. The instruction has a 2-component texcoord so when we do the sampler comparison operation we're using the undefined 5th coordinate component. Signed-off-by: Brian Paul <brianp@vmware.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20233>
This commit is contained in:
parent
5233551e19
commit
bc048f5c51
1 changed files with 1 additions and 1 deletions
|
|
@ -2344,7 +2344,7 @@ visit_tex(struct lp_build_nir_context *bld_base, nir_tex_instr *instr)
|
|||
LLVMValueRef texture_unit_offset = NULL;
|
||||
LLVMValueRef texel[NIR_MAX_VEC_COMPONENTS];
|
||||
unsigned lod_src = 0;
|
||||
LLVMValueRef coord_undef = LLVMGetUndef(bld_base->base.int_vec_type);
|
||||
LLVMValueRef coord_undef = LLVMGetUndef(bld_base->base.vec_type);
|
||||
unsigned coord_vals = is_aos(bld_base) ? 1 : instr->coord_components;
|
||||
memset(¶ms, 0, sizeof(params));
|
||||
enum lp_sampler_lod_property lod_property = LP_SAMPLER_LOD_SCALAR;
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue