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-rw-r--r--src/gallium/auxiliary/vl/vl_bicubic_filter.c5
-rw-r--r--src/gallium/auxiliary/vl/vl_matrix_filter.c5
-rw-r--r--src/gallium/auxiliary/vl/vl_median_filter.c5
3 files changed, 15 insertions, 0 deletions
diff --git a/src/gallium/auxiliary/vl/vl_bicubic_filter.c b/src/gallium/auxiliary/vl/vl_bicubic_filter.c
index 570f1538583..ae292084283 100644
--- a/src/gallium/auxiliary/vl/vl_bicubic_filter.c
+++ b/src/gallium/auxiliary/vl/vl_bicubic_filter.c
@@ -174,6 +174,11 @@ create_frag_shader(struct vl_bicubic_filter *filter, unsigned video_width,
i_vtex = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX, TGSI_INTERPOLATE_LINEAR);
sampler = ureg_DECL_sampler(shader, 0);
+ ureg_DECL_sampler_view(shader, 0, TGSI_TEXTURE_2D,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT);
for (i = 0; i < 23; ++i)
t_array[i] = ureg_DECL_temporary(shader);
diff --git a/src/gallium/auxiliary/vl/vl_matrix_filter.c b/src/gallium/auxiliary/vl/vl_matrix_filter.c
index e331cb75856..11ec8161f4d 100644
--- a/src/gallium/auxiliary/vl/vl_matrix_filter.c
+++ b/src/gallium/auxiliary/vl/vl_matrix_filter.c
@@ -95,6 +95,11 @@ create_frag_shader(struct vl_matrix_filter *filter, unsigned num_offsets,
i_vtex = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX, TGSI_INTERPOLATE_LINEAR);
sampler = ureg_DECL_sampler(shader, 0);
+ ureg_DECL_sampler_view(shader, 0, TGSI_TEXTURE_2D,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT);
for (i = 0; i < num_offsets; ++i)
if (matrix_values[i] != 0.0f)
diff --git a/src/gallium/auxiliary/vl/vl_median_filter.c b/src/gallium/auxiliary/vl/vl_median_filter.c
index f7477b75739..0183b875871 100644
--- a/src/gallium/auxiliary/vl/vl_median_filter.c
+++ b/src/gallium/auxiliary/vl/vl_median_filter.c
@@ -107,6 +107,11 @@ create_frag_shader(struct vl_median_filter *filter,
i_vtex = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX, TGSI_INTERPOLATE_LINEAR);
sampler = ureg_DECL_sampler(shader, 0);
+ ureg_DECL_sampler_view(shader, 0, TGSI_TEXTURE_2D,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT);
for (i = 0; i < num_offsets; ++i)
t_array[i] = ureg_DECL_temporary(shader);