From: Samuel Pitoiset Date: Mon, 10 Apr 2017 17:23:15 +0000 (+0200) Subject: glsl: use the BA1 macro for textureCubeArrayShadow() X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=29082b0b22606b1a2bf3b515ab43d3a2857bb78d;p=mesa.git glsl: use the BA1 macro for textureCubeArrayShadow() For both consistency and new bindless sampler types. Signed-off-by: Samuel Pitoiset Reviewed-by: Timothy Arceri --- diff --git a/src/compiler/glsl/builtin_functions.cpp b/src/compiler/glsl/builtin_functions.cpp index d902a91a774..0ab7875295b 100644 --- a/src/compiler/glsl/builtin_functions.cpp +++ b/src/compiler/glsl/builtin_functions.cpp @@ -847,7 +847,7 @@ private: const glsl_type *sampler_type, const glsl_type *coord_type, int flags = 0); - B0(textureCubeArrayShadow); + BA1(textureCubeArrayShadow); ir_function_signature *_texelFetch(builtin_available_predicate avail, const glsl_type *return_type, const glsl_type *sampler_type, @@ -1839,7 +1839,7 @@ builtin_builder::create_builtins() /* samplerCubeArrayShadow is special; it has an extra parameter * for the shadow comparator since there is no vec5 type. */ - _textureCubeArrayShadow(), + _textureCubeArrayShadow(texture_cube_map_array, glsl_type::samplerCubeArrayShadow_type), _texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type), _texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type), @@ -5064,12 +5064,13 @@ builtin_builder::_texture(ir_texture_opcode opcode, } ir_function_signature * -builtin_builder::_textureCubeArrayShadow() +builtin_builder::_textureCubeArrayShadow(builtin_available_predicate avail, + const glsl_type *sampler_type) { - ir_variable *s = in_var(glsl_type::samplerCubeArrayShadow_type, "sampler"); + ir_variable *s = in_var(sampler_type, "sampler"); ir_variable *P = in_var(glsl_type::vec4_type, "P"); ir_variable *compare = in_var(glsl_type::float_type, "compare"); - MAKE_SIG(glsl_type::float_type, texture_cube_map_array, 3, s, P, compare); + MAKE_SIG(glsl_type::float_type, avail, 3, s, P, compare); ir_texture *tex = new(mem_ctx) ir_texture(ir_tex); tex->set_sampler(var_ref(s), glsl_type::float_type);