nir: Create sampler2D variables in nir_lower_{bitmap,drawpixels}.
This is needed for nir_gather_info to actually count the new textures, since it operates solely on variables. Reviewed-by: Jason Ekstrand <jason@jlekstrand.net> Reviewed-by: Dave Airlie <airlied@redhat.com>
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@ -88,6 +88,13 @@ lower_bitmap(nir_shader *shader, nir_builder *b,
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texcoord = nir_load_var(b, get_texcoord(shader));
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const struct glsl_type *sampler2D =
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glsl_sampler_type(GLSL_SAMPLER_DIM_2D, false, false, GLSL_TYPE_FLOAT);
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nir_variable *tex_var =
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nir_variable_create(shader, nir_var_uniform, sampler2D, "bitmap_tex");
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tex_var->data.binding = options->sampler;
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tex = nir_tex_instr_create(shader, 1);
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tex->op = nir_texop_tex;
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tex->sampler_dim = GLSL_SAMPLER_DIM_2D;
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@ -35,7 +35,7 @@ typedef struct {
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const nir_lower_drawpixels_options *options;
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nir_shader *shader;
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nir_builder b;
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nir_variable *texcoord, *scale, *bias;
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nir_variable *texcoord, *scale, *bias, *tex, *pixelmap;
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} lower_drawpixels_state;
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static nir_ssa_def *
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@ -125,6 +125,15 @@ lower_color(lower_drawpixels_state *state, nir_intrinsic_instr *intr)
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texcoord = get_texcoord(state);
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const struct glsl_type *sampler2D =
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glsl_sampler_type(GLSL_SAMPLER_DIM_2D, false, false, GLSL_TYPE_FLOAT);
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if (!state->tex) {
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state->tex =
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nir_variable_create(b->shader, nir_var_uniform, sampler2D, "drawpix");
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state->tex->data.binding = state->options->drawpix_sampler;
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}
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/* replace load_var(gl_Color) w/ texture sample:
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* TEX def, texcoord, drawpix_sampler, 2D
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*/
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@ -151,6 +160,12 @@ lower_color(lower_drawpixels_state *state, nir_intrinsic_instr *intr)
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}
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if (state->options->pixel_maps) {
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if (!state->pixelmap) {
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state->pixelmap = nir_variable_create(b->shader, nir_var_uniform,
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sampler2D, "pixelmap");
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state->pixelmap->data.binding = state->options->pixelmap_sampler;
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}
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/* do four pixel map look-ups with two TEX instructions: */
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nir_ssa_def *def_xy, *def_zw;
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