Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Matt Turner <mattst88@gmail.com>
mlen += reg_width;
inst = emit(SHADER_OPCODE_TXS, dst);
break;
mlen += reg_width;
inst = emit(SHADER_OPCODE_TXS, dst);
break;
+ case ir_query_levels:
+ emit(MOV(fs_reg(MRF, base_mrf + mlen, BRW_REGISTER_TYPE_UD), fs_reg(0u)));
+ mlen += reg_width;
+ inst = emit(SHADER_OPCODE_TXS, dst);
+ break;
case ir_txf:
mlen = header_present + 4 * reg_width;
emit(MOV(fs_reg(MRF, base_mrf + mlen - reg_width, BRW_REGISTER_TYPE_UD), lod));
case ir_txf:
mlen = header_present + 4 * reg_width;
emit(MOV(fs_reg(MRF, base_mrf + mlen - reg_width, BRW_REGISTER_TYPE_UD), lod));
emit(MOV(fs_reg(MRF, base_mrf + mlen, BRW_REGISTER_TYPE_UD), lod));
mlen += reg_width;
break;
emit(MOV(fs_reg(MRF, base_mrf + mlen, BRW_REGISTER_TYPE_UD), lod));
mlen += reg_width;
break;
+ case ir_query_levels:
+ emit(MOV(fs_reg(MRF, base_mrf + mlen, BRW_REGISTER_TYPE_UD), fs_reg(0)));
+ mlen += reg_width;
+ break;
case ir_txf:
/* It appears that the ld instruction used for txf does its
* address bounds check before adding in the offset. To work
case ir_txf:
/* It appears that the ld instruction used for txf does its
* address bounds check before adding in the offset. To work
}
/* Set up the coordinate (except for cases where it was done above) */
}
/* Set up the coordinate (except for cases where it was done above) */
- if (ir->op != ir_txd && ir->op != ir_txs && ir->op != ir_txf && ir->op != ir_txf_ms) {
+ if (ir->op != ir_txd && ir->op != ir_txs && ir->op != ir_txf && ir->op != ir_txf_ms && ir->op != ir_query_levels) {
for (int i = 0; i < ir->coordinate->type->vector_elements; i++) {
emit(MOV(fs_reg(MRF, base_mrf + mlen), coordinate));
coordinate.reg_offset++;
for (int i = 0; i < ir->coordinate->type->vector_elements; i++) {
emit(MOV(fs_reg(MRF, base_mrf + mlen), coordinate));
coordinate.reg_offset++;
case ir_txf: inst = emit(SHADER_OPCODE_TXF, dst); break;
case ir_txf_ms: inst = emit(SHADER_OPCODE_TXF_MS, dst); break;
case ir_txs: inst = emit(SHADER_OPCODE_TXS, dst); break;
case ir_txf: inst = emit(SHADER_OPCODE_TXF, dst); break;
case ir_txf_ms: inst = emit(SHADER_OPCODE_TXF_MS, dst); break;
case ir_txs: inst = emit(SHADER_OPCODE_TXS, dst); break;
+ case ir_query_levels: inst = emit(SHADER_OPCODE_TXS, dst); break;
case ir_lod: inst = emit(SHADER_OPCODE_LOD, dst); break;
case ir_tg4: inst = emit(SHADER_OPCODE_TG4, dst); break;
}
case ir_lod: inst = emit(SHADER_OPCODE_LOD, dst); break;
case ir_tg4: inst = emit(SHADER_OPCODE_TG4, dst); break;
}
case ir_tex:
case ir_lod:
case ir_tg4:
case ir_tex:
case ir_lod:
case ir_tg4:
break;
case ir_txb:
ir->lod_info.bias->accept(this);
break;
case ir_txb:
ir->lod_info.bias->accept(this);
void
fs_visitor::swizzle_result(ir_texture *ir, fs_reg orig_val, int sampler)
{
void
fs_visitor::swizzle_result(ir_texture *ir, fs_reg orig_val, int sampler)
{
+ if (ir->op == ir_query_levels) {
+ /* # levels is in .w */
+ orig_val.reg_offset += 3;
+ this->result = orig_val;
+ return;
+ }
+
this->result = orig_val;
/* txs,lod don't actually sample the texture, so swizzling the result
this->result = orig_val;
/* txs,lod don't actually sample the texture, so swizzling the result