i_tc[0] = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTOP, TGSI_INTERPOLATE_LINEAR);
i_tc[1] = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VBOTTOM, TGSI_INTERPOLATE_LINEAR);
- for (i = 0; i < 3; ++i)
+ for (i = 0; i < 3; ++i) {
sampler[i] = ureg_DECL_sampler(shader, i);
-
+ ureg_DECL_sampler_view(shader, i, TGSI_TEXTURE_2D_ARRAY,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT);
+ }
+
for (i = 0; i < 2; ++i) {
t_tc[i] = ureg_DECL_temporary(shader);
t_texel[i] = ureg_DECL_temporary(shader);
return false;
tc = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX, TGSI_INTERPOLATE_LINEAR);
- for (i = 0; i < 3; ++i)
+ for (i = 0; i < 3; ++i) {
sampler[i] = ureg_DECL_sampler(shader, i);
-
+ ureg_DECL_sampler_view(shader, i, TGSI_TEXTURE_2D_ARRAY,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT);
+ }
+
texel = ureg_DECL_temporary(shader);
fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);
tc = 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);
palette = ureg_DECL_sampler(shader, 1);
-
+ ureg_DECL_sampler_view(shader, 1, TGSI_TEXTURE_1D,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT);
+
texel = ureg_DECL_temporary(shader);
fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);
tc = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX, TGSI_INTERPOLATE_LINEAR);
color = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_COLOR, VS_O_COLOR, 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);
texel = ureg_DECL_temporary(shader);
fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);