false,
false,
GLSL_TYPE_FLOAT);
- const struct glsl_type *img_type = glsl_sampler_type(GLSL_SAMPLER_DIM_BUF,
- false,
- false,
- GLSL_TYPE_FLOAT);
+ const struct glsl_type *img_type = glsl_image_type(GLSL_SAMPLER_DIM_BUF,
+ false,
+ GLSL_TYPE_FLOAT);
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, is_3d ? "meta_itob_cs_3d" : "meta_itob_cs");
b.shader->info.cs.local_size[0] = 16;
false,
false,
GLSL_TYPE_FLOAT);
- const struct glsl_type *img_type = glsl_sampler_type(dim,
- false,
- false,
- GLSL_TYPE_FLOAT);
+ const struct glsl_type *img_type = glsl_image_type(dim,
+ false,
+ GLSL_TYPE_FLOAT);
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, is_3d ? "meta_btoi_cs_3d" : "meta_btoi_cs");
b.shader->info.cs.local_size[0] = 16;
false,
false,
GLSL_TYPE_FLOAT);
- const struct glsl_type *img_type = glsl_sampler_type(GLSL_SAMPLER_DIM_BUF,
- false,
- false,
- GLSL_TYPE_FLOAT);
+ const struct glsl_type *img_type = glsl_image_type(GLSL_SAMPLER_DIM_BUF,
+ false,
+ GLSL_TYPE_FLOAT);
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "meta_btoi_r32g32b32_cs");
b.shader->info.cs.local_size[0] = 16;
false,
false,
GLSL_TYPE_FLOAT);
- const struct glsl_type *img_type = glsl_sampler_type(dim,
- false,
- false,
- GLSL_TYPE_FLOAT);
+ const struct glsl_type *img_type = glsl_image_type(dim,
+ false,
+ GLSL_TYPE_FLOAT);
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, is_3d ? "meta_itoi_cs_3d" : "meta_itoi_cs");
b.shader->info.cs.local_size[0] = 16;
false,
false,
GLSL_TYPE_FLOAT);
+ const struct glsl_type *img_type = glsl_image_type(GLSL_SAMPLER_DIM_BUF,
+ false,
+ GLSL_TYPE_FLOAT);
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "meta_itoi_r32g32b32_cs");
b.shader->info.cs.local_size[0] = 16;
input_img->data.binding = 0;
nir_variable *output_img = nir_variable_create(b.shader, nir_var_uniform,
- type, "output_img");
+ img_type, "output_img");
output_img->data.descriptor_set = 0;
output_img->data.binding = 1;
{
nir_builder b;
enum glsl_sampler_dim dim = is_3d ? GLSL_SAMPLER_DIM_3D : GLSL_SAMPLER_DIM_2D;
- const struct glsl_type *img_type = glsl_sampler_type(dim,
- false,
- false,
- GLSL_TYPE_FLOAT);
+ const struct glsl_type *img_type = glsl_image_type(dim,
+ false,
+ GLSL_TYPE_FLOAT);
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, is_3d ? "meta_cleari_cs_3d" : "meta_cleari_cs");
b.shader->info.cs.local_size[0] = 16;
build_nir_cleari_r32g32b32_compute_shader(struct radv_device *dev)
{
nir_builder b;
- const struct glsl_type *img_type = glsl_sampler_type(GLSL_SAMPLER_DIM_BUF,
- false,
- false,
- GLSL_TYPE_FLOAT);
+ const struct glsl_type *img_type = glsl_image_type(GLSL_SAMPLER_DIM_BUF,
+ false,
+ GLSL_TYPE_FLOAT);
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "meta_cleari_r32g32b32_cs");
b.shader->info.cs.local_size[0] = 16;
{
nir_builder b;
char name[64];
- const struct glsl_type *img_type =
+ const struct glsl_type *type =
glsl_sampler_type(GLSL_SAMPLER_DIM_MS, false, false,
GLSL_TYPE_FLOAT);
+ const struct glsl_type *img_type =
+ glsl_image_type(GLSL_SAMPLER_DIM_MS, false,
+ GLSL_TYPE_FLOAT);
snprintf(name, 64, "meta_fmask_expand_cs-%d", samples);
b.shader->info.cs.local_size[2] = 1;
nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform,
- img_type, "s_tex");
+ type, "s_tex");
input_img->data.descriptor_set = 0;
input_img->data.binding = 0;
false,
false,
GLSL_TYPE_FLOAT);
- const struct glsl_type *img_type = glsl_sampler_type(GLSL_SAMPLER_DIM_2D,
- false,
- false,
- GLSL_TYPE_FLOAT);
+ const struct glsl_type *img_type = glsl_image_type(GLSL_SAMPLER_DIM_2D,
+ false,
+ GLSL_TYPE_FLOAT);
snprintf(name, 64, "meta_resolve_cs-%d-%s", samples, is_integer ? "int" : (is_srgb ? "srgb" : "float"));
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, name);
false,
false,
GLSL_TYPE_FLOAT);
- const struct glsl_type *img_type = glsl_sampler_type(GLSL_SAMPLER_DIM_2D,
- false,
- false,
- GLSL_TYPE_FLOAT);
+ const struct glsl_type *img_type = glsl_image_type(GLSL_SAMPLER_DIM_2D,
+ false,
+ GLSL_TYPE_FLOAT);
snprintf(name, 64, "meta_resolve_cs_%s-%s-%d",
index == DEPTH_RESOLVE ? "depth" : "stencil",
get_resolve_mode_str(resolve_mode), samples);