Needed for at least the svga driver.
Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Christian König <christian.koenig@amd.com>
i_vtex = 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);
for (i = 0; i < 23; ++i)
t_array[i] = ureg_DECL_temporary(shader);
i_vtex = 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);
for (i = 0; i < num_offsets; ++i)
if (matrix_values[i] != 0.0f)
i_vtex = 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);
for (i = 0; i < num_offsets; ++i)
t_array[i] = ureg_DECL_temporary(shader);