[Mesa-dev] [PATCH 1/8] gallium/vl: declare sampler views in compositor shaders
Thomas Hellstrom
thellstrom at vmware.com
Tue Feb 21 20:52:41 UTC 2017
The svga driver relies on the existence of these sampler views.
Signed-off-by: Thomas Hellstrom <thellstrom at vmware.com>
Reviewed-by: Brian Paul <brianp at vmware.com>
---
src/gallium/auxiliary/vl/vl_compositor.c | 37 +++++++++++++++++++++++++++-----
1 file changed, 32 insertions(+), 5 deletions(-)
diff --git a/src/gallium/auxiliary/vl/vl_compositor.c b/src/gallium/auxiliary/vl/vl_compositor.c
index f98b185..693d685 100644
--- a/src/gallium/auxiliary/vl/vl_compositor.c
+++ b/src/gallium/auxiliary/vl/vl_compositor.c
@@ -137,9 +137,15 @@ create_frag_shader_weave(struct ureg_program *shader, struct ureg_dst fragment)
i_tc[0] = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTOP, TGSI_INTERPOLATE_LINEAR);
i_tc[1] = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VBOTTOM, TGSI_INTERPOLATE_LINEAR);
- for (i = 0; i < 3; ++i)
+ for (i = 0; i < 3; ++i) {
sampler[i] = ureg_DECL_sampler(shader, i);
-
+ ureg_DECL_sampler_view(shader, i, TGSI_TEXTURE_2D_ARRAY,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT);
+ }
+
for (i = 0; i < 2; ++i) {
t_tc[i] = ureg_DECL_temporary(shader);
t_texel[i] = ureg_DECL_temporary(shader);
@@ -248,9 +254,15 @@ create_frag_shader_video_buffer(struct vl_compositor *c)
return false;
tc = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX, TGSI_INTERPOLATE_LINEAR);
- for (i = 0; i < 3; ++i)
+ for (i = 0; i < 3; ++i) {
sampler[i] = ureg_DECL_sampler(shader, i);
-
+ ureg_DECL_sampler_view(shader, i, TGSI_TEXTURE_2D_ARRAY,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT);
+ }
+
texel = ureg_DECL_temporary(shader);
fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);
@@ -342,8 +354,18 @@ create_frag_shader_palette(struct vl_compositor *c, bool include_cc)
tc = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX, TGSI_INTERPOLATE_LINEAR);
sampler = ureg_DECL_sampler(shader, 0);
+ ureg_DECL_sampler_view(shader, 0, TGSI_TEXTURE_2D,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT);
palette = ureg_DECL_sampler(shader, 1);
-
+ ureg_DECL_sampler_view(shader, 1, TGSI_TEXTURE_1D,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT);
+
texel = ureg_DECL_temporary(shader);
fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);
@@ -384,6 +406,11 @@ create_frag_shader_rgba(struct vl_compositor *c)
tc = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX, TGSI_INTERPOLATE_LINEAR);
color = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_COLOR, VS_O_COLOR, TGSI_INTERPOLATE_LINEAR);
sampler = ureg_DECL_sampler(shader, 0);
+ ureg_DECL_sampler_view(shader, 0, TGSI_TEXTURE_2D,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT);
texel = ureg_DECL_temporary(shader);
fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);
--
2.5.0
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