gallium/vl: declare sampler views in compositor shaders

The svga driver relies on the existence of these sampler views.

Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Christian König <christian.koenig@amd.com>
This commit is contained in:
Thomas Hellstrom 2016-08-18 13:41:42 +02:00
parent b87ef9e606
commit 53b4584555

View file

@ -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);