false,
false,
GLSL_TYPE_FLOAT);
- const struct glsl_type *img_type = glsl_sampler_type(GLSL_SAMPLER_DIM_BUF,
- false,
- false,
- GLSL_TYPE_FLOAT);
+ const struct glsl_type *img_type = glsl_image_type(GLSL_SAMPLER_DIM_BUF,
+ false,
+ GLSL_TYPE_FLOAT);
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, is_3d ? "meta_itob_cs_3d" : "meta_itob_cs");
b.shader->info.cs.local_size[0] = 16;
output_img->data.binding = 1;
nir_ssa_def *invoc_id = nir_load_local_invocation_id(&b);
- nir_ssa_def *wg_id = nir_load_work_group_id(&b);
+ nir_ssa_def *wg_id = nir_load_work_group_id(&b, 32);
nir_ssa_def *block_size = nir_imm_ivec4(&b,
b.shader->info.cs.local_size[0],
b.shader->info.cs.local_size[1],
store->src[1] = nir_src_for_ssa(coord);
store->src[2] = nir_src_for_ssa(nir_ssa_undef(&b, 1, 32));
store->src[3] = nir_src_for_ssa(outval);
+ store->src[4] = nir_src_for_ssa(nir_imm_int(&b, 0));
nir_builder_instr_insert(&b, &store->instr);
return b.shader;
false,
false,
GLSL_TYPE_FLOAT);
- const struct glsl_type *img_type = glsl_sampler_type(dim,
- false,
- false,
- GLSL_TYPE_FLOAT);
+ const struct glsl_type *img_type = glsl_image_type(dim,
+ false,
+ GLSL_TYPE_FLOAT);
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, is_3d ? "meta_btoi_cs_3d" : "meta_btoi_cs");
b.shader->info.cs.local_size[0] = 16;
output_img->data.binding = 1;
nir_ssa_def *invoc_id = nir_load_local_invocation_id(&b);
- nir_ssa_def *wg_id = nir_load_work_group_id(&b);
+ nir_ssa_def *wg_id = nir_load_work_group_id(&b, 32);
nir_ssa_def *block_size = nir_imm_ivec4(&b,
b.shader->info.cs.local_size[0],
b.shader->info.cs.local_size[1],
store->src[1] = nir_src_for_ssa(img_coord);
store->src[2] = nir_src_for_ssa(nir_ssa_undef(&b, 1, 32));
store->src[3] = nir_src_for_ssa(outval);
+ store->src[4] = nir_src_for_ssa(nir_imm_int(&b, 0));
nir_builder_instr_insert(&b, &store->instr);
return b.shader;
false,
false,
GLSL_TYPE_FLOAT);
- const struct glsl_type *img_type = glsl_sampler_type(GLSL_SAMPLER_DIM_BUF,
- false,
- false,
- GLSL_TYPE_FLOAT);
+ const struct glsl_type *img_type = glsl_image_type(GLSL_SAMPLER_DIM_BUF,
+ false,
+ GLSL_TYPE_FLOAT);
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "meta_btoi_r32g32b32_cs");
b.shader->info.cs.local_size[0] = 16;
output_img->data.binding = 1;
nir_ssa_def *invoc_id = nir_load_local_invocation_id(&b);
- nir_ssa_def *wg_id = nir_load_work_group_id(&b);
+ nir_ssa_def *wg_id = nir_load_work_group_id(&b, 32);
nir_ssa_def *block_size = nir_imm_ivec4(&b,
b.shader->info.cs.local_size[0],
b.shader->info.cs.local_size[1],
store->src[1] = nir_src_for_ssa(coord);
store->src[2] = nir_src_for_ssa(nir_ssa_undef(&b, 1, 32));
store->src[3] = nir_src_for_ssa(nir_channel(&b, outval, chan));
+ store->src[4] = nir_src_for_ssa(nir_imm_int(&b, 0));
nir_builder_instr_insert(&b, &store->instr);
}
false,
false,
GLSL_TYPE_FLOAT);
- const struct glsl_type *img_type = glsl_sampler_type(dim,
- false,
- false,
- GLSL_TYPE_FLOAT);
+ const struct glsl_type *img_type = glsl_image_type(dim,
+ false,
+ GLSL_TYPE_FLOAT);
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, is_3d ? "meta_itoi_cs_3d" : "meta_itoi_cs");
b.shader->info.cs.local_size[0] = 16;
output_img->data.binding = 1;
nir_ssa_def *invoc_id = nir_load_local_invocation_id(&b);
- nir_ssa_def *wg_id = nir_load_work_group_id(&b);
+ nir_ssa_def *wg_id = nir_load_work_group_id(&b, 32);
nir_ssa_def *block_size = nir_imm_ivec4(&b,
b.shader->info.cs.local_size[0],
b.shader->info.cs.local_size[1],
store->src[1] = nir_src_for_ssa(dst_coord);
store->src[2] = nir_src_for_ssa(nir_ssa_undef(&b, 1, 32));
store->src[3] = nir_src_for_ssa(outval);
+ store->src[4] = nir_src_for_ssa(nir_imm_int(&b, 0));
nir_builder_instr_insert(&b, &store->instr);
return b.shader;
false,
false,
GLSL_TYPE_FLOAT);
+ const struct glsl_type *img_type = glsl_image_type(GLSL_SAMPLER_DIM_BUF,
+ false,
+ GLSL_TYPE_FLOAT);
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "meta_itoi_r32g32b32_cs");
b.shader->info.cs.local_size[0] = 16;
input_img->data.binding = 0;
nir_variable *output_img = nir_variable_create(b.shader, nir_var_uniform,
- type, "output_img");
+ img_type, "output_img");
output_img->data.descriptor_set = 0;
output_img->data.binding = 1;
nir_ssa_def *invoc_id = nir_load_local_invocation_id(&b);
- nir_ssa_def *wg_id = nir_load_work_group_id(&b);
+ nir_ssa_def *wg_id = nir_load_work_group_id(&b, 32);
nir_ssa_def *block_size = nir_imm_ivec4(&b,
b.shader->info.cs.local_size[0],
b.shader->info.cs.local_size[1],
store->src[1] = nir_src_for_ssa(dst_coord);
store->src[2] = nir_src_for_ssa(nir_ssa_undef(&b, 1, 32));
store->src[3] = nir_src_for_ssa(nir_channel(&b, outval, 0));
+ store->src[4] = nir_src_for_ssa(nir_imm_int(&b, 0));
nir_builder_instr_insert(&b, &store->instr);
}
{
nir_builder b;
enum glsl_sampler_dim dim = is_3d ? GLSL_SAMPLER_DIM_3D : GLSL_SAMPLER_DIM_2D;
- const struct glsl_type *img_type = glsl_sampler_type(dim,
- false,
- false,
- GLSL_TYPE_FLOAT);
+ const struct glsl_type *img_type = glsl_image_type(dim,
+ false,
+ GLSL_TYPE_FLOAT);
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, is_3d ? "meta_cleari_cs_3d" : "meta_cleari_cs");
b.shader->info.cs.local_size[0] = 16;
output_img->data.binding = 0;
nir_ssa_def *invoc_id = nir_load_local_invocation_id(&b);
- nir_ssa_def *wg_id = nir_load_work_group_id(&b);
+ nir_ssa_def *wg_id = nir_load_work_group_id(&b, 32);
nir_ssa_def *block_size = nir_imm_ivec4(&b,
b.shader->info.cs.local_size[0],
b.shader->info.cs.local_size[1],
store->src[1] = nir_src_for_ssa(global_id);
store->src[2] = nir_src_for_ssa(nir_ssa_undef(&b, 1, 32));
store->src[3] = nir_src_for_ssa(&clear_val->dest.ssa);
+ store->src[4] = nir_src_for_ssa(nir_imm_int(&b, 0));
nir_builder_instr_insert(&b, &store->instr);
return b.shader;
build_nir_cleari_r32g32b32_compute_shader(struct radv_device *dev)
{
nir_builder b;
- const struct glsl_type *img_type = glsl_sampler_type(GLSL_SAMPLER_DIM_BUF,
- false,
- false,
- GLSL_TYPE_FLOAT);
+ const struct glsl_type *img_type = glsl_image_type(GLSL_SAMPLER_DIM_BUF,
+ false,
+ GLSL_TYPE_FLOAT);
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "meta_cleari_r32g32b32_cs");
b.shader->info.cs.local_size[0] = 16;
output_img->data.binding = 0;
nir_ssa_def *invoc_id = nir_load_local_invocation_id(&b);
- nir_ssa_def *wg_id = nir_load_work_group_id(&b);
+ nir_ssa_def *wg_id = nir_load_work_group_id(&b, 32);
nir_ssa_def *block_size = nir_imm_ivec4(&b,
b.shader->info.cs.local_size[0],
b.shader->info.cs.local_size[1],
store->src[1] = nir_src_for_ssa(coord);
store->src[2] = nir_src_for_ssa(nir_ssa_undef(&b, 1, 32));
store->src[3] = nir_src_for_ssa(nir_channel(&b, &clear_val->dest.ssa, chan));
+ store->src[4] = nir_src_for_ssa(nir_imm_int(&b, 0));
nir_builder_instr_insert(&b, &store->instr);
}
.baseArrayLayer = surf->layer,
.layerCount = 1
},
- });
+ }, NULL);
}
static void