out_color = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
depth_sampler = ureg_DECL_sampler(ureg, 0);
+ ureg_DECL_sampler_view(ureg, 0, TGSI_TEXTURE_2D,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT);
out_depth = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
}
if (write_stencil) {
stencil_sampler = ureg_DECL_sampler(ureg, 1);
+ ureg_DECL_sampler_view(ureg, 1, TGSI_TEXTURE_2D,
+ TGSI_RETURN_TYPE_UINT,
+ TGSI_RETURN_TYPE_UINT,
+ TGSI_RETURN_TYPE_UINT,
+ TGSI_RETURN_TYPE_UINT);
out_stencil = ureg_DECL_output(ureg, TGSI_SEMANTIC_STENCIL, 0);
}
/* Declare the drawpix sampler if it's missing. */
if (!(ctx->info.samplers_declared & (1 << ctx->drawpix_sampler))) {
tgsi_transform_sampler_decl(tctx, ctx->drawpix_sampler);
+
+ /* emit sampler view declaration */
+ tgsi_transform_sampler_view_decl(tctx, ctx->drawpix_sampler,
+ tgsi_tex_target, TGSI_RETURN_TYPE_FLOAT);
}
/* Declare the pixel map sampler if it's missing. */
if (ctx->pixel_maps &&
!(ctx->info.samplers_declared & (1 << ctx->pixelmap_sampler))) {
tgsi_transform_sampler_decl(tctx, ctx->pixelmap_sampler);
+
+ /* emit sampler view declaration */
+ tgsi_transform_sampler_view_decl(tctx, ctx->pixelmap_sampler,
+ TGSI_TEXTURE_2D, TGSI_RETURN_TYPE_FLOAT);
}
/* Get initial pixel color from the texture.
ctx.tex_target = tex_target;
tgsi_scan_shader(tokens, &ctx.info);
- newlen = tgsi_num_tokens(tokens) + 30;
+ newlen = tgsi_num_tokens(tokens) + 60;
newtoks = tgsi_alloc_tokens(newlen);
if (!newtoks)
return NULL;