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authorJason Ekstrand <[email protected]>2016-03-28 15:25:47 -0700
committerJason Ekstrand <[email protected]>2016-04-08 15:57:28 -0700
commitb38a0d64ba2274c3d48b731e86a7bbb04fca81c8 (patch)
tree5a846198e328b12134bd8bd49e8cc78ca217a0c2 /src/intel/vulkan
parentdd6f7200466b06e13f7c9cd70710bc2c57433706 (diff)
anv/meta2d: Don't declare an array sampler in the fragment shader
With the new blit framework we aren't using array textures and, from talking with Nanley, we don't think it's going to be useful in the future either. Just get rid of it for now. Reviewed-by: Nanley Chery <[email protected]>
Diffstat (limited to 'src/intel/vulkan')
-rw-r--r--src/intel/vulkan/anv_meta_blit2d.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/intel/vulkan/anv_meta_blit2d.c b/src/intel/vulkan/anv_meta_blit2d.c
index f40dc2f7828..10e9ba3befd 100644
--- a/src/intel/vulkan/anv_meta_blit2d.c
+++ b/src/intel/vulkan/anv_meta_blit2d.c
@@ -393,19 +393,19 @@ static nir_shader *
build_nir_copy_fragment_shader()
{
const struct glsl_type *vec4 = glsl_vec4_type();
- const struct glsl_type *vec3 = glsl_vector_type(GLSL_TYPE_FLOAT, 3);
+ const struct glsl_type *vec2 = glsl_vector_type(GLSL_TYPE_FLOAT, 2);
nir_builder b;
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "meta_blit2d_fs");
nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in,
- vec3, "v_tex_pos");
+ vec2, "v_tex_pos");
tex_pos_in->data.location = VARYING_SLOT_VAR0;
nir_ssa_def *const tex_pos = nir_f2i(&b, nir_load_var(&b, tex_pos_in));
const struct glsl_type *sampler_type =
- glsl_sampler_type(GLSL_SAMPLER_DIM_2D, false, true,
+ glsl_sampler_type(GLSL_SAMPLER_DIM_2D, false, false,
glsl_get_base_type(vec4));
nir_variable *sampler = nir_variable_create(b.shader, nir_var_uniform,
sampler_type, "s_tex");
@@ -420,7 +420,7 @@ build_nir_copy_fragment_shader()
tex->src[1].src_type = nir_tex_src_lod;
tex->src[1].src = nir_src_for_ssa(nir_imm_int(&b, 0));
tex->dest_type = nir_type_float; /* TODO */
- tex->is_array = glsl_sampler_type_is_array(sampler_type);
+ tex->is_array = false;
tex->coord_components = tex_pos->num_components;
tex->texture = nir_deref_var_create(tex, sampler);
tex->sampler = NULL;