if (tex->sampler_dim == GLSL_SAMPLER_DIM_RECT) {
offset_coord = nir_fadd(b, coord, nir_i2f32(b, offset));
} else {
- nir_ssa_def *txs = nir_get_texture_size(b, tex);
+ nir_ssa_def *txs = nir_i2f32(b, nir_get_texture_size(b, tex));
nir_ssa_def *scale = nir_frcp(b, txs);
offset_coord = nir_fadd(b, coord,
*/
tex->sampler_dim = GLSL_SAMPLER_DIM_2D;
- nir_ssa_def *txs = nir_get_texture_size(b, tex);
+ nir_ssa_def *txs = nir_i2f32(b, nir_get_texture_size(b, tex));
nir_ssa_def *scale = nir_frcp(b, txs);
/* Walk through the sources normalizing the requested arguments. */
assert(tex->dest.is_ssa);
/* Use textureSize() to get the width and height of LOD 0 */
- nir_ssa_def *size = nir_get_texture_size(b, tex);
+ nir_ssa_def *size = nir_i2f32(b, nir_get_texture_size(b, tex));
/* Cubemap texture lookups first generate a texture coordinate normalized
* to [-1, 1] on the appropiate face. The appropiate face is determined
}
nir_ssa_def *size =
- nir_channels(b, nir_get_texture_size(b, tex), component_mask);
+ nir_channels(b, nir_i2f32(b, nir_get_texture_size(b, tex)),
+ component_mask);
/* Scale the gradients by width and height. Effectively, the incoming
* gradients are s'(x,y), t'(x,y), and r'(x,y) from equation 3.19 in the
/* non-normalized texture coords, so clamp to texture
* size rather than [0.0, 1.0]
*/
- nir_ssa_def *txs = nir_get_texture_size(b, tex);
+ nir_ssa_def *txs = nir_i2f32(b, nir_get_texture_size(b, tex));
comp[j] = nir_fmax(b, comp[j], nir_imm_float(b, 0.0));
comp[j] = nir_fmin(b, comp[j], nir_channel(b, txs, j));
} else {
int min_lod_idx = nir_tex_instr_src_index(tex, nir_tex_src_min_lod);
assert (lod_idx >= 0 || bias_idx >= 0);
- nir_ssa_def *size = nir_get_texture_size(b, tex);
+ nir_ssa_def *size = nir_i2f32(b, nir_get_texture_size(b, tex));
nir_ssa_def *lod = (lod_idx >= 0) ?
nir_ssa_for_src(b, tex->src[lod_idx].src, 1) :
nir_get_texture_lod(b, tex);