It's basically just the opposite, and it only makes sense to
round the layer for 2D texture arrays.

Signed-off-by: Samuel Pitoiset <samuel.pitoi...@gmail.com>
---
 src/amd/common/ac_nir_to_llvm.c | 6 +++---
 1 file changed, 3 insertions(+), 3 deletions(-)

diff --git a/src/amd/common/ac_nir_to_llvm.c b/src/amd/common/ac_nir_to_llvm.c
index 2460e105f7..2add1be6af 100644
--- a/src/amd/common/ac_nir_to_llvm.c
+++ b/src/amd/common/ac_nir_to_llvm.c
@@ -5078,9 +5078,9 @@ static void visit_tex(struct ac_nir_context *ctx, 
nir_tex_instr *instr)
                        address[count++] = coords[1];
                }
                if (instr->coord_components > 2) {
-                       /* This seems like a bit of a hack - but it passes 
Vulkan CTS with it */
-                       if (instr->sampler_dim != GLSL_SAMPLER_DIM_3D &&
-                           instr->sampler_dim != GLSL_SAMPLER_DIM_CUBE &&
+                       if ((instr->sampler_dim == GLSL_SAMPLER_DIM_2D ||
+                            instr->sampler_dim == GLSL_SAMPLER_DIM_MS) &&
+                           instr->is_array &&
                            instr->op != nir_texop_txf) {
                                coords[2] = apply_round_slice(&ctx->ac, 
coords[2]);
                        }
-- 
2.16.2

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