glsl: Allow _textureCubeArrayShadow function to accept ir_texture_opcode

This will be used to support one of the function from
Ext_texture_shadow_lod specification.

With the help of Sagar, Ian and Ivan.

Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Paulo Zanoni 2019-07-25 10:57:43 -07:00 committed by Sagar Ghuge
parent d80a74fb99
commit 154c789ad5
1 changed files with 19 additions and 4 deletions

View File

@ -1031,7 +1031,9 @@ private:
const glsl_type *sampler_type,
const glsl_type *coord_type,
int flags = 0);
BA1(textureCubeArrayShadow);
ir_function_signature *_textureCubeArrayShadow(ir_texture_opcode opcode,
builtin_available_predicate avail,
const glsl_type *x);
ir_function_signature *_texelFetch(builtin_available_predicate avail,
const glsl_type *return_type,
const glsl_type *sampler_type,
@ -2166,7 +2168,7 @@ builtin_builder::create_builtins()
/* samplerCubeArrayShadow is special; it has an extra parameter
* for the shadow comparator since there is no vec5 type.
*/
_textureCubeArrayShadow(texture_cube_map_array, glsl_type::samplerCubeArrayShadow_type),
_textureCubeArrayShadow(ir_tex, 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),
@ -6093,7 +6095,8 @@ builtin_builder::_texture(ir_texture_opcode opcode,
}
ir_function_signature *
builtin_builder::_textureCubeArrayShadow(builtin_available_predicate avail,
builtin_builder::_textureCubeArrayShadow(ir_texture_opcode opcode,
builtin_available_predicate avail,
const glsl_type *sampler_type)
{
ir_variable *s = in_var(sampler_type, "sampler");
@ -6101,12 +6104,24 @@ builtin_builder::_textureCubeArrayShadow(builtin_available_predicate avail,
ir_variable *compare = in_var(glsl_type::float_type, "compare");
MAKE_SIG(glsl_type::float_type, avail, 3, s, P, compare);
ir_texture *tex = new(mem_ctx) ir_texture(ir_tex);
ir_texture *tex = new(mem_ctx) ir_texture(opcode);
tex->set_sampler(var_ref(s), glsl_type::float_type);
tex->coordinate = var_ref(P);
tex->shadow_comparator = var_ref(compare);
if (opcode == ir_txb) {
ir_variable *bias = in_var(glsl_type::float_type, "bias");
sig->parameters.push_tail(bias);
tex->lod_info.bias = var_ref(bias);
}
if (opcode == ir_txl) {
ir_variable *lod = in_var(glsl_type::float_type, "lod");
sig->parameters.push_tail(lod);
tex->lod_info.lod = var_ref(lod);
}
body.emit(ret(tex));
return sig;