On 07/13/2013 11:37 PM, Chris Forbes wrote:
We always emit U,V,R coordinates for this message, but the sampler gets
very angry if pass garbage in the R coordinate for at least some
texture formats.

Fill the remaining coordinates with zero instead.

Fixes broken rendering on GM45 in Source games.

NOTE: This is a candidate for stable branches.

Signed-off-by: Chris Forbes <chr...@ijw.co.nz>
---
  src/mesa/drivers/dri/i965/brw_fs_visitor.cpp | 4 ++++
  1 file changed, 4 insertions(+)

diff --git a/src/mesa/drivers/dri/i965/brw_fs_visitor.cpp 
b/src/mesa/drivers/dri/i965/brw_fs_visitor.cpp
index fc7ae58..15d1c6a 100644
--- a/src/mesa/drivers/dri/i965/brw_fs_visitor.cpp
+++ b/src/mesa/drivers/dri/i965/brw_fs_visitor.cpp
@@ -891,6 +891,10 @@ fs_visitor::emit_texture_gen4(ir_texture *ir, fs_reg dst, 
fs_reg coordinate,
         emit(MOV(fs_reg(MRF, base_mrf + mlen + i), coordinate));
         coordinate.reg_offset++;
        }
+      /* zero the others. */
+      for (int i = ir->coordinate->type->vector_elements; i<3; i++) {
+         emit(MOV(fs_reg(MRF, base_mrf + mlen + i), fs_reg(0.0f)));
+      }
        /* gen4's SIMD8 sampler always has the slots for u,v,r present. */
        mlen += 3;
     } else if (ir->op == ir_txd) {


It just occurred to me that this probably also fixes:
https://bugs.freedesktop.org/show_bug.cgi?id=65236

Still haven't pulled out my GM45 to test, though.
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