st/mesa: use uint-samplers for sampling stencil buffers

Otherwise, we end up mismatching the sampler types when rendering.

Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This commit is contained in:
Erik Faye-Lund 2020-01-04 00:13:07 +01:00
parent 09ea2de2b8
commit 642125edd9

View file

@ -111,10 +111,10 @@
static nir_ssa_def *
sample_via_nir(nir_builder *b, nir_variable *texcoord,
const char *name, int sampler)
const char *name, int sampler, enum glsl_base_type base_type)
{
const struct glsl_type *sampler2D =
glsl_sampler_type(GLSL_SAMPLER_DIM_2D, false, false, GLSL_TYPE_FLOAT);
glsl_sampler_type(GLSL_SAMPLER_DIM_2D, false, false, base_type);
nir_variable *var =
nir_variable_create(b->shader, nir_var_uniform, sampler2D, name);
@ -163,7 +163,8 @@ make_drawpix_z_stencil_program_nir(struct st_context *st,
nir_variable_create(b.shader, nir_var_shader_out, glsl_float_type(),
"gl_FragDepth");
out->data.location = FRAG_RESULT_DEPTH;
nir_ssa_def *depth = sample_via_nir(&b, texcoord, "depth", 0);
nir_ssa_def *depth = sample_via_nir(&b, texcoord, "depth", 0,
GLSL_TYPE_FLOAT);
nir_store_var(&b, out, depth, 0x1);
/* Also copy color */
@ -184,7 +185,8 @@ make_drawpix_z_stencil_program_nir(struct st_context *st,
nir_variable_create(b.shader, nir_var_shader_out, glsl_uint_type(),
"gl_FragStencilRefARB");
out->data.location = FRAG_RESULT_STENCIL;
nir_ssa_def *stencil = sample_via_nir(&b, texcoord, "stencil", 1);
nir_ssa_def *stencil = sample_via_nir(&b, texcoord, "stencil", 1,
GLSL_TYPE_UINT);
nir_store_var(&b, out, stencil, 0x1);
}