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Thanks to Karol Herbst for the debugging / tracing work that led to this change. Move to using lane 0 as the "work" lane for the texture. It is unclear why this helps, as that computation should be identical to doing it in the "correct" lane with the properly adjusted quadops. In order to be able to use the lane 0 result, we also have to ensure that lane 0 contains the proper array/indirect/shadow values. This applies to Fermi and Kepler. Maxwell+ may or may not need fixing, but that lowering logic is separate. Fixes KHR-GL45.texture_cube_map_array.sampling Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> |
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