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radv/meta: Use sized types for nir_tex_instr::dest_type
Acked-by: Jason Ekstrand <jason@jlekstrand.net> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7989>
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68969cbcb7
commit
219b84fd5f
9 changed files with 18 additions and 18 deletions
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@ -598,7 +598,7 @@ void radv_meta_build_resolve_shader_core(nir_builder *b,
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tex->src[1].src = nir_src_for_ssa(nir_imm_int(b, 0));
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tex->src[2].src_type = nir_tex_src_texture_deref;
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tex->src[2].src = nir_src_for_ssa(input_img_deref);
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tex->dest_type = nir_type_float;
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tex->dest_type = nir_type_float32;
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tex->is_array = false;
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tex->coord_components = 2;
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@ -615,7 +615,7 @@ void radv_meta_build_resolve_shader_core(nir_builder *b,
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tex_all_same->src[0].src = nir_src_for_ssa(img_coord);
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tex_all_same->src[1].src_type = nir_tex_src_texture_deref;
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tex_all_same->src[1].src = nir_src_for_ssa(input_img_deref);
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tex_all_same->dest_type = nir_type_uint;
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tex_all_same->dest_type = nir_type_bool1;
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tex_all_same->is_array = false;
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tex_all_same->coord_components = 2;
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@ -634,7 +634,7 @@ void radv_meta_build_resolve_shader_core(nir_builder *b,
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tex_add->src[1].src = nir_src_for_ssa(nir_imm_int(b, i));
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tex_add->src[2].src_type = nir_tex_src_texture_deref;
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tex_add->src[2].src = nir_src_for_ssa(input_img_deref);
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tex_add->dest_type = nir_type_float;
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tex_add->dest_type = nir_type_float32;
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tex_add->is_array = false;
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tex_add->coord_components = 2;
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@ -123,7 +123,7 @@ build_nir_copy_fragment_shader(enum glsl_sampler_dim tex_dim)
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tex->src[1].src = nir_src_for_ssa(tex_deref);
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tex->src[2].src_type = nir_tex_src_sampler_deref;
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tex->src[2].src = nir_src_for_ssa(tex_deref);
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tex->dest_type = nir_type_float; /* TODO */
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tex->dest_type = nir_type_float32; /* TODO */
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tex->is_array = glsl_sampler_type_is_array(sampler_type);
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tex->coord_components = tex_pos->num_components;
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@ -175,7 +175,7 @@ build_nir_copy_fragment_shader_depth(enum glsl_sampler_dim tex_dim)
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tex->src[1].src = nir_src_for_ssa(tex_deref);
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tex->src[2].src_type = nir_tex_src_sampler_deref;
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tex->src[2].src = nir_src_for_ssa(tex_deref);
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tex->dest_type = nir_type_float; /* TODO */
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tex->dest_type = nir_type_float32; /* TODO */
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tex->is_array = glsl_sampler_type_is_array(sampler_type);
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tex->coord_components = tex_pos->num_components;
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@ -227,7 +227,7 @@ build_nir_copy_fragment_shader_stencil(enum glsl_sampler_dim tex_dim)
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tex->src[1].src = nir_src_for_ssa(tex_deref);
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tex->src[2].src_type = nir_tex_src_sampler_deref;
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tex->src[2].src = nir_src_for_ssa(tex_deref);
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tex->dest_type = nir_type_float; /* TODO */
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tex->dest_type = nir_type_float32; /* TODO */
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tex->is_array = glsl_sampler_type_is_array(sampler_type);
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tex->coord_components = tex_pos->num_components;
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@ -518,7 +518,7 @@ build_nir_texel_fetch(struct nir_builder *b, struct radv_device *device,
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tex->src[3].src_type = nir_tex_src_lod;
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tex->src[3].src = nir_src_for_ssa(nir_imm_int(b, 0));
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}
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tex->dest_type = nir_type_uint;
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tex->dest_type = nir_type_uint32;
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tex->is_array = false;
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tex->coord_components = is_3d ? 3 : 2;
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@ -556,7 +556,7 @@ build_nir_buffer_fetch(struct nir_builder *b, struct radv_device *device,
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tex->src[0].src = nir_src_for_ssa(pos_x);
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tex->src[1].src_type = nir_tex_src_texture_deref;
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tex->src[1].src = nir_src_for_ssa(tex_deref);
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tex->dest_type = nir_type_uint;
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tex->dest_type = nir_type_uint32;
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tex->is_array = false;
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tex->coord_components = 1;
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@ -81,7 +81,7 @@ build_nir_itob_compute_shader(struct radv_device *dev, bool is_3d)
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tex->src[1].src = nir_src_for_ssa(nir_imm_int(&b, 0));
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tex->src[2].src_type = nir_tex_src_texture_deref;
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tex->src[2].src = nir_src_for_ssa(input_img_deref);
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tex->dest_type = nir_type_float;
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tex->dest_type = nir_type_float32;
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tex->is_array = false;
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tex->coord_components = is_3d ? 3 : 2;
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@ -295,7 +295,7 @@ build_nir_btoi_compute_shader(struct radv_device *dev, bool is_3d)
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tex->src[1].src = nir_src_for_ssa(nir_imm_int(&b, 0));
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tex->src[2].src_type = nir_tex_src_texture_deref;
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tex->src[2].src = nir_src_for_ssa(input_img_deref);
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tex->dest_type = nir_type_float;
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tex->dest_type = nir_type_float32;
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tex->is_array = false;
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tex->coord_components = 1;
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@ -503,7 +503,7 @@ build_nir_btoi_r32g32b32_compute_shader(struct radv_device *dev)
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tex->src[1].src = nir_src_for_ssa(nir_imm_int(&b, 0));
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tex->src[2].src_type = nir_tex_src_texture_deref;
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tex->src[2].src = nir_src_for_ssa(input_img_deref);
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tex->dest_type = nir_type_float;
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tex->dest_type = nir_type_float32;
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tex->is_array = false;
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tex->coord_components = 1;
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nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, "tex");
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@ -671,7 +671,7 @@ build_nir_itoi_compute_shader(struct radv_device *dev, bool is_3d)
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tex->src[1].src = nir_src_for_ssa(nir_imm_int(&b, 0));
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tex->src[2].src_type = nir_tex_src_texture_deref;
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tex->src[2].src = nir_src_for_ssa(input_img_deref);
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tex->dest_type = nir_type_float;
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tex->dest_type = nir_type_float32;
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tex->is_array = false;
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tex->coord_components = is_3d ? 3 : 2;
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@ -889,7 +889,7 @@ build_nir_itoi_r32g32b32_compute_shader(struct radv_device *dev)
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tex->src[1].src = nir_src_for_ssa(nir_imm_int(&b, 0));
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tex->src[2].src_type = nir_tex_src_texture_deref;
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tex->src[2].src = nir_src_for_ssa(input_img_deref);
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tex->dest_type = nir_type_float;
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tex->dest_type = nir_type_float32;
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tex->is_array = false;
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tex->coord_components = 1;
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nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, "tex");
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@ -75,7 +75,7 @@ build_dcc_decompress_compute_shader(struct radv_device *dev)
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tex->src[1].src = nir_src_for_ssa(nir_imm_int(&b, 0));
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tex->src[2].src_type = nir_tex_src_texture_deref;
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tex->src[2].src = nir_src_for_ssa(input_img_deref);
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tex->dest_type = nir_type_float;
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tex->dest_type = nir_type_float32;
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tex->is_array = false;
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tex->coord_components = 2;
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@ -82,7 +82,7 @@ build_fmask_expand_compute_shader(struct radv_device *device, int samples)
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tex->src[1].src = nir_src_for_ssa(nir_imm_int(&b, i));
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tex->src[2].src_type = nir_tex_src_texture_deref;
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tex->src[2].src = nir_src_for_ssa(input_img_deref);
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tex->dest_type = nir_type_float;
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tex->dest_type = nir_type_float32;
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tex->is_array = true;
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tex->coord_components = 3;
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@ -187,7 +187,7 @@ build_depth_stencil_resolve_compute_shader(struct radv_device *dev, int samples,
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nir_ssa_def *input_img_deref = &nir_build_deref_var(&b, input_img)->dest.ssa;
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nir_alu_type type = index == DEPTH_RESOLVE ? nir_type_float : nir_type_uint;
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nir_alu_type type = index == DEPTH_RESOLVE ? nir_type_float32 : nir_type_uint32;
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nir_tex_instr *tex = nir_tex_instr_create(b.shader, 3);
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tex->sampler_dim = GLSL_SAMPLER_DIM_MS;
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@ -376,7 +376,7 @@ build_depth_stencil_resolve_fragment_shader(struct radv_device *dev, int samples
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nir_ssa_def *input_img_deref = &nir_build_deref_var(&b, input_img)->dest.ssa;
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nir_alu_type type = index == DEPTH_RESOLVE ? nir_type_float : nir_type_uint;
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nir_alu_type type = index == DEPTH_RESOLVE ? nir_type_float32 : nir_type_uint32;
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nir_tex_instr *tex = nir_tex_instr_create(b.shader, 3);
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tex->sampler_dim = GLSL_SAMPLER_DIM_MS;
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@ -47,7 +47,7 @@ get_texture_size(struct ycbcr_state *state, nir_deref_instr *texture)
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tex->sampler_dim = glsl_get_sampler_dim(type);
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tex->is_array = glsl_sampler_type_is_array(type);
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tex->is_shadow = glsl_sampler_type_is_shadow(type);
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tex->dest_type = nir_type_int;
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tex->dest_type = nir_type_int32;
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tex->src[0].src_type = nir_tex_src_texture_deref;
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tex->src[0].src = nir_src_for_ssa(&texture->dest.ssa);
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