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 <nanley.g.chery@intel.com>
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@@ -393,19 +393,19 @@ static nir_shader *
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build_nir_copy_fragment_shader()
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{
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const struct glsl_type *vec4 = glsl_vec4_type();
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const struct glsl_type *vec3 = glsl_vector_type(GLSL_TYPE_FLOAT, 3);
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const struct glsl_type *vec2 = glsl_vector_type(GLSL_TYPE_FLOAT, 2);
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nir_builder b;
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nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, NULL);
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b.shader->info.name = ralloc_strdup(b.shader, "meta_blit2d_fs");
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nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in,
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vec3, "v_tex_pos");
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vec2, "v_tex_pos");
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tex_pos_in->data.location = VARYING_SLOT_VAR0;
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nir_ssa_def *const tex_pos = nir_f2i(&b, nir_load_var(&b, tex_pos_in));
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const struct glsl_type *sampler_type =
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glsl_sampler_type(GLSL_SAMPLER_DIM_2D, false, true,
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glsl_sampler_type(GLSL_SAMPLER_DIM_2D, false, false,
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glsl_get_base_type(vec4));
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nir_variable *sampler = nir_variable_create(b.shader, nir_var_uniform,
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sampler_type, "s_tex");
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@@ -420,7 +420,7 @@ build_nir_copy_fragment_shader()
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tex->src[1].src_type = nir_tex_src_lod;
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tex->src[1].src = nir_src_for_ssa(nir_imm_int(&b, 0));
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tex->dest_type = nir_type_float; /* TODO */
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tex->is_array = glsl_sampler_type_is_array(sampler_type);
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tex->is_array = false;
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tex->coord_components = tex_pos->num_components;
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tex->texture = nir_deref_var_create(tex, sampler);
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tex->sampler = NULL;
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