From 768f81b62ba0901b766494af7a29ba9deee83338 Mon Sep 17 00:00:00 2001 From: Samuel Pitoiset Date: Mon, 10 Apr 2017 19:23:17 +0200 Subject: [PATCH] glsl: use the BA1 macro for textureQueryLevels() For both consistency and new bindless sampler types. Signed-off-by: Samuel Pitoiset Reviewed-by: Timothy Arceri --- src/compiler/glsl/builtin_functions.cpp | 61 +++++++++++++------------ 1 file changed, 31 insertions(+), 30 deletions(-) diff --git a/src/compiler/glsl/builtin_functions.cpp b/src/compiler/glsl/builtin_functions.cpp index 769799595f9..5d62d9f8ee9 100644 --- a/src/compiler/glsl/builtin_functions.cpp +++ b/src/compiler/glsl/builtin_functions.cpp @@ -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);