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authorSamuel Pitoiset <[email protected]>2017-04-10 19:23:16 +0200
committerSamuel Pitoiset <[email protected]>2017-04-11 10:24:54 +0200
commit981ba1c89bdb24c292b85f1ac964cf55f60b1a6b (patch)
tree4418ae54aa867604e56cf44ae3216b4481106ff3
parent29082b0b22606b1a2bf3b515ab43d3a2857bb78d (diff)
glsl: use the BA1 macro for textureSamples()
For both consistency and new bindless sampler types. Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
-rw-r--r--src/compiler/glsl/builtin_functions.cpp19
1 files changed, 10 insertions, 9 deletions
diff --git a/src/compiler/glsl/builtin_functions.cpp b/src/compiler/glsl/builtin_functions.cpp
index 0ab7875295b..769799595f9 100644
--- a/src/compiler/glsl/builtin_functions.cpp
+++ b/src/compiler/glsl/builtin_functions.cpp
@@ -832,7 +832,7 @@ private:
B1(all);
B1(not);
BA2(textureSize);
- B1(textureSamples);
+ BA1(textureSamples);
/** Flags to _texture() */
#define TEX_PROJECT 1
@@ -1792,13 +1792,13 @@ builtin_builder::create_builtins()
NULL);
add_function("textureSamples",
- _textureSamples(glsl_type::sampler2DMS_type),
- _textureSamples(glsl_type::isampler2DMS_type),
- _textureSamples(glsl_type::usampler2DMS_type),
+ _textureSamples(shader_samples, glsl_type::sampler2DMS_type),
+ _textureSamples(shader_samples, glsl_type::isampler2DMS_type),
+ _textureSamples(shader_samples, glsl_type::usampler2DMS_type),
- _textureSamples(glsl_type::sampler2DMSArray_type),
- _textureSamples(glsl_type::isampler2DMSArray_type),
- _textureSamples(glsl_type::usampler2DMSArray_type),
+ _textureSamples(shader_samples, glsl_type::sampler2DMSArray_type),
+ _textureSamples(shader_samples, glsl_type::isampler2DMSArray_type),
+ _textureSamples(shader_samples, glsl_type::usampler2DMSArray_type),
NULL);
add_function("texture",
@@ -4947,10 +4947,11 @@ builtin_builder::_textureSize(builtin_available_predicate avail,
}
ir_function_signature *
-builtin_builder::_textureSamples(const glsl_type *sampler_type)
+builtin_builder::_textureSamples(builtin_available_predicate avail,
+ const glsl_type *sampler_type)
{
ir_variable *s = in_var(sampler_type, "sampler");
- MAKE_SIG(glsl_type::int_type, shader_samples, 1, s);
+ MAKE_SIG(glsl_type::int_type, avail, 1, s);
ir_texture *tex = new(mem_ctx) ir_texture(ir_texture_samples);
tex->set_sampler(new(mem_ctx) ir_dereference_variable(s), glsl_type::int_type);