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Rhys Perry
mesa
Commits
0145f393
Commit
0145f393
authored
Aug 03, 2022
by
Rhys Perry
Browse files
radv: fix tex dest_type
Signed-off-by:
Rhys Perry
<
pendingchaos02@gmail.com
>
parent
f3a51f15
Pipeline
#655114
waiting for manual action with stages
Changes
3
Pipelines
1
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Side-by-side
src/amd/vulkan/radv_meta_fmask_copy.c
View file @
0145f393
...
...
@@ -106,7 +106,7 @@ build_fmask_copy_compute_shader(struct radv_device *dev, int samples)
frag_fetch
->
src
[
2
].
src
=
nir_src_for_ssa
(
input_img_deref
);
frag_fetch
->
src
[
3
].
src_type
=
nir_tex_src_ms_index
;
frag_fetch
->
src
[
3
].
src
=
nir_src_for_ssa
(
sample_id
);
frag_fetch
->
dest_type
=
nir_type_
uin
t32
;
frag_fetch
->
dest_type
=
nir_type_
floa
t32
;
frag_fetch
->
is_array
=
false
;
frag_fetch
->
coord_components
=
2
;
...
...
src/amd/vulkan/radv_meta_resolve_cs.c
View file @
0145f393
...
...
@@ -130,9 +130,10 @@ static nir_shader *
build_depth_stencil_resolve_compute_shader
(
struct
radv_device
*
dev
,
int
samples
,
int
index
,
VkResolveModeFlagBits
resolve_mode
)
{
const
struct
glsl_type
*
sampler_type
=
glsl_sampler_type
(
GLSL_SAMPLER_DIM_MS
,
false
,
true
,
GLSL_TYPE_FLOAT
);
const
struct
glsl_type
*
img_type
=
glsl_image_type
(
GLSL_SAMPLER_DIM_2D
,
true
,
GLSL_TYPE_FLOAT
);
const
struct
glsl_type
*
sampler_type
=
glsl_sampler_type
(
GLSL_SAMPLER_DIM_MS
,
false
,
true
,
index
==
DEPTH_RESOLVE
?
GLSL_TYPE_FLOAT
:
GLSL_TYPE_UINT
);
const
struct
glsl_type
*
img_type
=
glsl_image_type
(
GLSL_SAMPLER_DIM_2D
,
true
,
index
==
DEPTH_RESOLVE
?
GLSL_TYPE_FLOAT
:
GLSL_TYPE_UINT
);
nir_builder
b
=
radv_meta_init_shader
(
dev
,
MESA_SHADER_COMPUTE
,
"meta_resolve_cs_%s-%s-%d"
,
index
==
DEPTH_RESOLVE
?
"depth"
:
"stencil"
,
...
...
src/amd/vulkan/radv_meta_resolve_fs.c
View file @
0145f393
...
...
@@ -251,8 +251,8 @@ build_depth_stencil_resolve_fragment_shader(struct radv_device *dev, int samples
VkResolveModeFlagBits
resolve_mode
)
{
const
struct
glsl_type
*
vec4
=
glsl_vec4_type
();
const
struct
glsl_type
*
sampler_type
=
glsl_sampler_type
(
GLSL_SAMPLER_DIM_2D
,
false
,
false
,
GLSL_TYPE_FLOA
T
);
const
struct
glsl_type
*
sampler_type
=
glsl_sampler_type
(
GLSL_SAMPLER_DIM_2D
,
false
,
false
,
index
==
DEPTH_RESOLVE
?
GLSL_TYPE_FLOAT
:
GLSL_TYPE_UIN
T
);
nir_builder
b
=
radv_meta_init_shader
(
dev
,
MESA_SHADER_FRAGMENT
,
"meta_resolve_fs_%s-%s-%d"
,
index
==
DEPTH_RESOLVE
?
"depth"
:
"stencil"
,
...
...
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