shader: flesh out samplertype_to_req_bits() helper

v2: handle the shadow ones in add_images()

Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org> (v1)
macos/master
Emil Velikov 6 years ago committed by Emil Velikov
parent cbaf82c5f8
commit d1500bc47a
  1. 66
      src/vrend_shader.c

@ -676,6 +676,26 @@ static bool samplertype_is_shadow(int sampler_type)
}
}
static uint32_t samplertype_to_req_bits(int sampler_type)
{
switch (sampler_type) {
case TGSI_TEXTURE_SHADOWCUBE_ARRAY:
case TGSI_TEXTURE_CUBE_ARRAY:
return SHADER_REQ_CUBE_ARRAY;
case TGSI_TEXTURE_2D_MSAA:
case TGSI_TEXTURE_2D_ARRAY_MSAA:
return SHADER_REQ_SAMPLER_MS;
case TGSI_TEXTURE_BUFFER:
return SHADER_REQ_SAMPLER_BUF;
case TGSI_TEXTURE_SHADOWRECT:
case TGSI_TEXTURE_RECT:
return SHADER_REQ_SAMPLER_RECT;
default:
return 0;
}
}
static bool add_images(struct dump_ctx *ctx, int first, int last,
struct tgsi_declaration_image *img_decl)
{
@ -707,15 +727,8 @@ static bool add_images(struct dump_ctx *ctx, int first, int last,
ctx->images[i].vflag = false;
ctx->images_used_mask |= (1 << i);
if (ctx->images[i].decl.Resource == TGSI_TEXTURE_CUBE_ARRAY)
ctx->shader_req_bits |= SHADER_REQ_CUBE_ARRAY;
else if (ctx->images[i].decl.Resource == TGSI_TEXTURE_2D_MSAA ||
ctx->images[i].decl.Resource == TGSI_TEXTURE_2D_ARRAY_MSAA)
ctx->shader_req_bits |= SHADER_REQ_SAMPLER_MS;
else if (ctx->images[i].decl.Resource == TGSI_TEXTURE_BUFFER)
ctx->shader_req_bits |= SHADER_REQ_SAMPLER_BUF;
else if (ctx->images[i].decl.Resource == TGSI_TEXTURE_RECT)
ctx->shader_req_bits |= SHADER_REQ_SAMPLER_RECT;
if (!samplertype_is_shadow(ctx->images[i].decl.Resource))
ctx->shader_req_bits |= samplertype_to_req_bits(ctx->images[i].decl.Resource);
}
if (ctx->info.indirect_files & (1 << TGSI_FILE_IMAGE)) {
@ -2047,40 +2060,7 @@ static void set_texture_reqs(struct dump_ctx *ctx,
}
ctx->samplers[sreg_index].tgsi_sampler_type = inst->Texture.Texture;
switch (inst->Texture.Texture) {
case TGSI_TEXTURE_1D:
case TGSI_TEXTURE_2D:
case TGSI_TEXTURE_3D:
case TGSI_TEXTURE_CUBE:
case TGSI_TEXTURE_1D_ARRAY:
case TGSI_TEXTURE_2D_ARRAY:
break;
case TGSI_TEXTURE_SHADOWCUBE_ARRAY:
case TGSI_TEXTURE_CUBE_ARRAY:
ctx->shader_req_bits |= SHADER_REQ_CUBE_ARRAY;
break;
case TGSI_TEXTURE_2D_MSAA:
case TGSI_TEXTURE_2D_ARRAY_MSAA:
ctx->shader_req_bits |= SHADER_REQ_SAMPLER_MS;
break;
case TGSI_TEXTURE_BUFFER:
ctx->shader_req_bits |= SHADER_REQ_SAMPLER_BUF;
break;
case TGSI_TEXTURE_SHADOWRECT:
case TGSI_TEXTURE_RECT:
ctx->shader_req_bits |= SHADER_REQ_SAMPLER_RECT;
break;
case TGSI_TEXTURE_SHADOW1D:
case TGSI_TEXTURE_SHADOW2D:
case TGSI_TEXTURE_SHADOWCUBE:
case TGSI_TEXTURE_SHADOW1D_ARRAY:
case TGSI_TEXTURE_SHADOW2D_ARRAY:
break;
default:
vrend_printf( "unhandled texture: %x\n", inst->Texture.Texture);
set_buf_error(ctx);
return;
}
ctx->shader_req_bits |= samplertype_to_req_bits(inst->Texture.Texture);
if (ctx->cfg->glsl_version >= 140)
if (ctx->shader_req_bits & (SHADER_REQ_SAMPLER_RECT |

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