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glsl: nir: zink: r600: nir: spirv: d3d12: radeonsi: Try to fix all the issues with sparseTextureGatherOffsetARB (and textureGatherOffsets changes too)

Ian Romanick requested to merge idr/mesa:review/issue-6365 into main

There were a lot of problems. With this MR (and some hacks to force zink to use sparse no matter what), I can compile the test shader from #6365 (closed) until it gets inside the Intel driver. Since the Intel Vulkan driver doesn't support the right sparse things, it crashes. 🤷 There has been no testing other than that. It should be... better than it was before.

It is marked Draft until someone with access to a full sparse texture implementation can validate it.

Edited by Ian Romanick

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