glsl: use the BA1 macro for textureQueryLevels()

For both consistency and new bindless sampler types.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This commit is contained in:
Samuel Pitoiset 2017-04-10 19:23:17 +02:00
parent 981ba1c89b
commit 768f81b62b
1 changed files with 31 additions and 30 deletions

View File

@ -863,7 +863,7 @@ private:
B0(barrier)
BA2(textureQueryLod);
B1(textureQueryLevels);
BA1(textureQueryLevels);
BA2(textureSamplesIdentical);
B1(dFdx);
B1(dFdy);
@ -2454,35 +2454,35 @@ builtin_builder::create_builtins()
NULL);
add_function("textureQueryLevels",
_textureQueryLevels(glsl_type::sampler1D_type),
_textureQueryLevels(glsl_type::sampler2D_type),
_textureQueryLevels(glsl_type::sampler3D_type),
_textureQueryLevels(glsl_type::samplerCube_type),
_textureQueryLevels(glsl_type::sampler1DArray_type),
_textureQueryLevels(glsl_type::sampler2DArray_type),
_textureQueryLevels(glsl_type::samplerCubeArray_type),
_textureQueryLevels(glsl_type::sampler1DShadow_type),
_textureQueryLevels(glsl_type::sampler2DShadow_type),
_textureQueryLevels(glsl_type::samplerCubeShadow_type),
_textureQueryLevels(glsl_type::sampler1DArrayShadow_type),
_textureQueryLevels(glsl_type::sampler2DArrayShadow_type),
_textureQueryLevels(glsl_type::samplerCubeArrayShadow_type),
_textureQueryLevels(texture_query_levels, glsl_type::sampler1D_type),
_textureQueryLevels(texture_query_levels, glsl_type::sampler2D_type),
_textureQueryLevels(texture_query_levels, glsl_type::sampler3D_type),
_textureQueryLevels(texture_query_levels, glsl_type::samplerCube_type),
_textureQueryLevels(texture_query_levels, glsl_type::sampler1DArray_type),
_textureQueryLevels(texture_query_levels, glsl_type::sampler2DArray_type),
_textureQueryLevels(texture_query_levels, glsl_type::samplerCubeArray_type),
_textureQueryLevels(texture_query_levels, glsl_type::sampler1DShadow_type),
_textureQueryLevels(texture_query_levels, glsl_type::sampler2DShadow_type),
_textureQueryLevels(texture_query_levels, glsl_type::samplerCubeShadow_type),
_textureQueryLevels(texture_query_levels, glsl_type::sampler1DArrayShadow_type),
_textureQueryLevels(texture_query_levels, glsl_type::sampler2DArrayShadow_type),
_textureQueryLevels(texture_query_levels, glsl_type::samplerCubeArrayShadow_type),
_textureQueryLevels(glsl_type::isampler1D_type),
_textureQueryLevels(glsl_type::isampler2D_type),
_textureQueryLevels(glsl_type::isampler3D_type),
_textureQueryLevels(glsl_type::isamplerCube_type),
_textureQueryLevels(glsl_type::isampler1DArray_type),
_textureQueryLevels(glsl_type::isampler2DArray_type),
_textureQueryLevels(glsl_type::isamplerCubeArray_type),
_textureQueryLevels(texture_query_levels, glsl_type::isampler1D_type),
_textureQueryLevels(texture_query_levels, glsl_type::isampler2D_type),
_textureQueryLevels(texture_query_levels, glsl_type::isampler3D_type),
_textureQueryLevels(texture_query_levels, glsl_type::isamplerCube_type),
_textureQueryLevels(texture_query_levels, glsl_type::isampler1DArray_type),
_textureQueryLevels(texture_query_levels, glsl_type::isampler2DArray_type),
_textureQueryLevels(texture_query_levels, glsl_type::isamplerCubeArray_type),
_textureQueryLevels(glsl_type::usampler1D_type),
_textureQueryLevels(glsl_type::usampler2D_type),
_textureQueryLevels(glsl_type::usampler3D_type),
_textureQueryLevels(glsl_type::usamplerCube_type),
_textureQueryLevels(glsl_type::usampler1DArray_type),
_textureQueryLevels(glsl_type::usampler2DArray_type),
_textureQueryLevels(glsl_type::usamplerCubeArray_type),
_textureQueryLevels(texture_query_levels, glsl_type::usampler1D_type),
_textureQueryLevels(texture_query_levels, glsl_type::usampler2D_type),
_textureQueryLevels(texture_query_levels, glsl_type::usampler3D_type),
_textureQueryLevels(texture_query_levels, glsl_type::usamplerCube_type),
_textureQueryLevels(texture_query_levels, glsl_type::usampler1DArray_type),
_textureQueryLevels(texture_query_levels, glsl_type::usampler2DArray_type),
_textureQueryLevels(texture_query_levels, glsl_type::usamplerCubeArray_type),
NULL);
@ -5216,11 +5216,12 @@ builtin_builder::_textureQueryLod(builtin_available_predicate avail,
}
ir_function_signature *
builtin_builder::_textureQueryLevels(const glsl_type *sampler_type)
builtin_builder::_textureQueryLevels(builtin_available_predicate avail,
const glsl_type *sampler_type)
{
ir_variable *s = in_var(sampler_type, "sampler");
const glsl_type *return_type = glsl_type::int_type;
MAKE_SIG(return_type, texture_query_levels, 1, s);
MAKE_SIG(return_type, avail, 1, s);
ir_texture *tex = new(mem_ctx) ir_texture(ir_query_levels);
tex->set_sampler(var_ref(s), return_type);