[Mesa-dev] [PATCH 1/3] glsl: use the BA1 macro for textureCubeArrayShadow()

Timothy Arceri tarceri at itsqueeze.com
Mon Apr 10 23:15:47 UTC 2017


Series:

Reviewed-by: Timothy Arceri <tarceri at itsqueeze.com>

On 11/04/17 03:23, Samuel Pitoiset wrote:
> For both consistency and new bindless sampler types.
>
> Signed-off-by: Samuel Pitoiset <samuel.pitoiset at gmail.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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