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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>
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09ea2de2b8
commit
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1 changed files with 6 additions and 4 deletions
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@ -111,10 +111,10 @@
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static nir_ssa_def *
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sample_via_nir(nir_builder *b, nir_variable *texcoord,
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const char *name, int sampler)
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const char *name, int sampler, enum glsl_base_type base_type)
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{
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const struct glsl_type *sampler2D =
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glsl_sampler_type(GLSL_SAMPLER_DIM_2D, false, false, GLSL_TYPE_FLOAT);
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glsl_sampler_type(GLSL_SAMPLER_DIM_2D, false, false, base_type);
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nir_variable *var =
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nir_variable_create(b->shader, nir_var_uniform, sampler2D, name);
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@ -163,7 +163,8 @@ make_drawpix_z_stencil_program_nir(struct st_context *st,
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nir_variable_create(b.shader, nir_var_shader_out, glsl_float_type(),
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"gl_FragDepth");
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out->data.location = FRAG_RESULT_DEPTH;
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nir_ssa_def *depth = sample_via_nir(&b, texcoord, "depth", 0);
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nir_ssa_def *depth = sample_via_nir(&b, texcoord, "depth", 0,
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GLSL_TYPE_FLOAT);
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nir_store_var(&b, out, depth, 0x1);
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/* Also copy color */
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@ -184,7 +185,8 @@ make_drawpix_z_stencil_program_nir(struct st_context *st,
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nir_variable_create(b.shader, nir_var_shader_out, glsl_uint_type(),
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"gl_FragStencilRefARB");
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out->data.location = FRAG_RESULT_STENCIL;
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nir_ssa_def *stencil = sample_via_nir(&b, texcoord, "stencil", 1);
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nir_ssa_def *stencil = sample_via_nir(&b, texcoord, "stencil", 1,
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GLSL_TYPE_UINT);
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nir_store_var(&b, out, stencil, 0x1);
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}
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