static nir_ssa_def *
sample_via_nir(nir_builder *b, nir_variable *texcoord,
- const char *name, int sampler)
+ const char *name, int sampler, enum glsl_base_type base_type)
{
const struct glsl_type *sampler2D =
- glsl_sampler_type(GLSL_SAMPLER_DIM_2D, false, false, GLSL_TYPE_FLOAT);
+ glsl_sampler_type(GLSL_SAMPLER_DIM_2D, false, false, base_type);
nir_variable *var =
nir_variable_create(b->shader, nir_var_uniform, sampler2D, name);
nir_variable_create(b.shader, nir_var_shader_out, glsl_float_type(),
"gl_FragDepth");
out->data.location = FRAG_RESULT_DEPTH;
- nir_ssa_def *depth = sample_via_nir(&b, texcoord, "depth", 0);
+ nir_ssa_def *depth = sample_via_nir(&b, texcoord, "depth", 0,
+ GLSL_TYPE_FLOAT);
nir_store_var(&b, out, depth, 0x1);
/* Also copy color */
nir_variable_create(b.shader, nir_var_shader_out, glsl_uint_type(),
"gl_FragStencilRefARB");
out->data.location = FRAG_RESULT_STENCIL;
- nir_ssa_def *stencil = sample_via_nir(&b, texcoord, "stencil", 1);
+ nir_ssa_def *stencil = sample_via_nir(&b, texcoord, "stencil", 1,
+ GLSL_TYPE_UINT);
nir_store_var(&b, out, stencil, 0x1);
}