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radv/ac: fixup texture coord to have right number of channels.
Jason has patches to add validation to this area, this should fix radv shaders. Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl> Signed-off-by: Dave Airlie <airlied@redhat.com>
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0e34966340
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e6902be900
2 changed files with 4 additions and 4 deletions
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@ -85,7 +85,7 @@ build_nir_itob_compute_shader(struct radv_device *dev)
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tex->sampler_dim = GLSL_SAMPLER_DIM_2D;
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tex->op = nir_texop_txf;
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tex->src[0].src_type = nir_tex_src_coord;
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tex->src[0].src = nir_src_for_ssa(img_coord);
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tex->src[0].src = nir_src_for_ssa(nir_channels(&b, img_coord, 0x3));
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tex->src[1].src_type = nir_tex_src_lod;
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tex->src[1].src = nir_src_for_ssa(nir_imm_int(&b, 0));
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tex->dest_type = nir_type_float;
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@ -288,7 +288,7 @@ build_nir_btoi_compute_shader(struct radv_device *dev)
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tex->sampler_dim = GLSL_SAMPLER_DIM_BUF;
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tex->op = nir_texop_txf;
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tex->src[0].src_type = nir_tex_src_coord;
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tex->src[0].src = nir_src_for_ssa(buf_coord);
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tex->src[0].src = nir_src_for_ssa(nir_channels(&b, buf_coord, 1));
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tex->src[1].src_type = nir_tex_src_lod;
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tex->src[1].src = nir_src_for_ssa(nir_imm_int(&b, 0));
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tex->dest_type = nir_type_float;
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@ -477,7 +477,7 @@ build_nir_itoi_compute_shader(struct radv_device *dev)
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tex->sampler_dim = GLSL_SAMPLER_DIM_2D;
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tex->op = nir_texop_txf;
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tex->src[0].src_type = nir_tex_src_coord;
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tex->src[0].src = nir_src_for_ssa(src_coord);
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tex->src[0].src = nir_src_for_ssa(nir_channels(&b, src_coord, 3));
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tex->src[1].src_type = nir_tex_src_lod;
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tex->src[1].src = nir_src_for_ssa(nir_imm_int(&b, 0));
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tex->dest_type = nir_type_float;
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@ -82,7 +82,7 @@ build_resolve_compute_shader(struct radv_device *dev, bool is_integer, int sampl
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nir_ssa_dest_init(&dst_offset->instr, &dst_offset->dest, 2, 32, "dst_offset");
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nir_builder_instr_insert(&b, &dst_offset->instr);
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nir_ssa_def *img_coord = nir_iadd(&b, global_id, &src_offset->dest.ssa);
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nir_ssa_def *img_coord = nir_channels(&b, nir_iadd(&b, global_id, &src_offset->dest.ssa), 0x3);
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/* do a txf_ms on each sample */
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nir_ssa_def *tmp;
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