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In practice we found that we need this for v3d (specifically for cube map arrays, as they don't support the default value for wrap_i, so a sampler object is needed to override that value). It is worth to note that the main reason behind this auxiliar method was to identify those cases that we didn't have a sampler object available for Vulkan. So far, we found that we have a sampler object coming from nir always for that operation. Fixes cube map array tests like the following: dEQP-VK.glsl.texture_functions.query.texturequerylod.usamplercubearray_fragment Reviewed-by: Eric Anholt <eric@anholt.net> Reviewed-by: Jason Ekstrand <jason@jlekstrand.net> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766> |
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| .. | ||
| glsl | ||
| nir | ||
| spirv | ||
| Android.glsl.gen.mk | ||
| Android.glsl.mk | ||
| Android.mk | ||
| Android.nir.gen.mk | ||
| Android.nir.mk | ||
| builtin_type_macros.h | ||
| glsl_types.cpp | ||
| glsl_types.h | ||
| Makefile.sources | ||
| meson.build | ||
| nir_types.cpp | ||
| nir_types.h | ||
| SConscript | ||
| SConscript.glsl | ||
| SConscript.nir | ||
| SConscript.spirv | ||
| shader_enums.c | ||
| shader_enums.h | ||
| shader_info.h | ||