const enum glsl_sampler_dim dim = glsl_get_sampler_dim(type);
if (dim == GLSL_SAMPLER_DIM_BUF) {
- params[0] = get_sampler_desc(ctx, instr->variables[0], AC_DESC_BUFFER, NULL, true, false);
- params[1] = LLVMBuildExtractElement(ctx->ac.builder, get_src(ctx, instr->src[0]),
- ctx->ac.i32_0, ""); /* vindex */
- params[2] = ctx->ac.i32_0; /* voffset */
- params[3] = ctx->ac.i1false; /* glc */
- params[4] = ctx->ac.i1false; /* slc */
- res = ac_build_intrinsic(&ctx->ac, "llvm.amdgcn.buffer.load.format.v4f32", ctx->ac.v4f32,
- params, 5, 0);
+ unsigned mask = nir_ssa_def_components_read(&instr->dest.ssa);
+ unsigned num_channels = util_last_bit(mask);
+ LLVMValueRef rsrc, vindex;
+
+ rsrc = get_sampler_desc(ctx, instr->variables[0], AC_DESC_BUFFER, NULL, true, false);
+ vindex = LLVMBuildExtractElement(ctx->ac.builder, get_src(ctx, instr->src[0]),
+ ctx->ac.i32_0, "");
+
+ /* TODO: set "glc" and "can_speculate" when OpenGL needs it. */
+ res = ac_build_buffer_load_format(&ctx->ac, rsrc, vindex,
+ ctx->ac.i32_0, num_channels,
+ false, false);
+ res = ac_build_expand_to_vec4(&ctx->ac, res, num_channels);
res = trim_vector(&ctx->ac, res, instr->dest.ssa.num_components);
res = ac_to_integer(&ctx->ac, res);