Fix for 3D texture sampling 3D texture sampling did not support width*height > MAX_USHORT(65535). Changed for 32 bit integer computation for that multiplication to solve this issue. Verified with 3D texture related dEQP tests. Bug b/26105892 chromium:763382 Change-Id: Ifd07278f6263d000620a0b525c07ed4fcbdcf2e7 Reviewed-on: https://swiftshader-review.googlesource.com/12988 Reviewed-by: Nicolas Capens <nicolascapens@google.com> Tested-by: Alexis Hétu <sugoi@google.com>
diff --git a/src/Shader/SamplerCore.cpp b/src/Shader/SamplerCore.cpp index 290f402..cf02699 100644 --- a/src/Shader/SamplerCore.cpp +++ b/src/Shader/SamplerCore.cpp
@@ -1695,19 +1695,20 @@ wwww = applyOffset(wwww, offset.z, Int4(*Pointer<UShort4>(mipmap + OFFSET(Mipmap, depth))), texelFetch ? ADDRESSING_TEXELFETCH : state.addressingModeW); } } - Short4 www2 = wwww; - wwww = As<Short4>(UnpackLow(wwww, Short4(0x0000))); - www2 = As<Short4>(UnpackHigh(www2, Short4(0x0000))); - wwww = As<Short4>(MulAdd(wwww, *Pointer<Short4>(mipmap + OFFSET(Mipmap,sliceP)))); - www2 = As<Short4>(MulAdd(www2, *Pointer<Short4>(mipmap + OFFSET(Mipmap,sliceP)))); - uuuu = As<Short4>(As<Int2>(uuuu) + As<Int2>(wwww)); - uuu2 = As<Short4>(As<Int2>(uuu2) + As<Int2>(www2)); + UInt4 uv(As<UInt2>(uuuu), As<UInt2>(uuu2)); + uv += As<UInt4>(Int4(As<UShort4>(wwww))) * *Pointer<UInt4>(mipmap + OFFSET(Mipmap, sliceP)); + index[0] = Extract(As<Int4>(uv), 0); + index[1] = Extract(As<Int4>(uv), 1); + index[2] = Extract(As<Int4>(uv), 2); + index[3] = Extract(As<Int4>(uv), 3); } - - index[0] = Extract(As<Int2>(uuuu), 0); - index[1] = Extract(As<Int2>(uuuu), 1); - index[2] = Extract(As<Int2>(uuu2), 0); - index[3] = Extract(As<Int2>(uuu2), 1); + else + { + index[0] = Extract(As<Int2>(uuuu), 0); + index[1] = Extract(As<Int2>(uuuu), 1); + index[2] = Extract(As<Int2>(uuu2), 0); + index[3] = Extract(As<Int2>(uuu2), 1); + } if(texelFetch) {