Mesa (master): glsl: use the BA1 macro for textureCubeArrayShadow()
Samuel Pitoiset
hakzsam at kemper.freedesktop.org
Tue Apr 11 08:26:23 UTC 2017
Module: Mesa
Branch: master
Commit: 29082b0b22606b1a2bf3b515ab43d3a2857bb78d
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=29082b0b22606b1a2bf3b515ab43d3a2857bb78d
Author: Samuel Pitoiset <samuel.pitoiset at gmail.com>
Date: Mon Apr 10 19:23:15 2017 +0200
glsl: use the BA1 macro for textureCubeArrayShadow()
For both consistency and new bindless sampler types.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset at gmail.com>
Reviewed-by: Timothy Arceri <tarceri at itsqueeze.com>
---
src/compiler/glsl/builtin_functions.cpp | 11 ++++++-----
1 file changed, 6 insertions(+), 5 deletions(-)
diff --git a/src/compiler/glsl/builtin_functions.cpp b/src/compiler/glsl/builtin_functions.cpp
index d902a91a77..0ab7875295 100644
--- a/src/compiler/glsl/builtin_functions.cpp
+++ b/src/compiler/glsl/builtin_functions.cpp
@@ -847,7 +847,7 @@ private:
const glsl_type *sampler_type,
const glsl_type *coord_type,
int flags = 0);
- B0(textureCubeArrayShadow);
+ BA1(textureCubeArrayShadow);
ir_function_signature *_texelFetch(builtin_available_predicate avail,
const glsl_type *return_type,
const glsl_type *sampler_type,
@@ -1839,7 +1839,7 @@ builtin_builder::create_builtins()
/* samplerCubeArrayShadow is special; it has an extra parameter
* for the shadow comparator since there is no vec5 type.
*/
- _textureCubeArrayShadow(),
+ _textureCubeArrayShadow(texture_cube_map_array, glsl_type::samplerCubeArrayShadow_type),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type),
@@ -5064,12 +5064,13 @@ builtin_builder::_texture(ir_texture_opcode opcode,
}
ir_function_signature *
-builtin_builder::_textureCubeArrayShadow()
+builtin_builder::_textureCubeArrayShadow(builtin_available_predicate avail,
+ const glsl_type *sampler_type)
{
- ir_variable *s = in_var(glsl_type::samplerCubeArrayShadow_type, "sampler");
+ ir_variable *s = in_var(sampler_type, "sampler");
ir_variable *P = in_var(glsl_type::vec4_type, "P");
ir_variable *compare = in_var(glsl_type::float_type, "compare");
- MAKE_SIG(glsl_type::float_type, texture_cube_map_array, 3, s, P, compare);
+ MAKE_SIG(glsl_type::float_type, avail, 3, s, P, compare);
ir_texture *tex = new(mem_ctx) ir_texture(ir_tex);
tex->set_sampler(var_ref(s), glsl_type::float_type);
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