Needed for at least the svga driver. Signed-off-by: Thomas Hellstrom <thellst...@vmware.com> Reviewed-by: Brian Paul <bri...@vmware.com> --- src/gallium/auxiliary/vl/vl_bicubic_filter.c | 5 +++++ src/gallium/auxiliary/vl/vl_matrix_filter.c | 5 +++++ src/gallium/auxiliary/vl/vl_median_filter.c | 5 +++++ 3 files changed, 15 insertions(+)
diff --git a/src/gallium/auxiliary/vl/vl_bicubic_filter.c b/src/gallium/auxiliary/vl/vl_bicubic_filter.c index 570f153..ae29208 100644 --- a/src/gallium/auxiliary/vl/vl_bicubic_filter.c +++ b/src/gallium/auxiliary/vl/vl_bicubic_filter.c @@ -174,6 +174,11 @@ create_frag_shader(struct vl_bicubic_filter *filter, unsigned video_width, i_vtex = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX, TGSI_INTERPOLATE_LINEAR); sampler = ureg_DECL_sampler(shader, 0); + ureg_DECL_sampler_view(shader, 0, TGSI_TEXTURE_2D, + TGSI_RETURN_TYPE_FLOAT, + TGSI_RETURN_TYPE_FLOAT, + TGSI_RETURN_TYPE_FLOAT, + TGSI_RETURN_TYPE_FLOAT); for (i = 0; i < 23; ++i) t_array[i] = ureg_DECL_temporary(shader); diff --git a/src/gallium/auxiliary/vl/vl_matrix_filter.c b/src/gallium/auxiliary/vl/vl_matrix_filter.c index e331cb7..11ec816 100644 --- a/src/gallium/auxiliary/vl/vl_matrix_filter.c +++ b/src/gallium/auxiliary/vl/vl_matrix_filter.c @@ -95,6 +95,11 @@ create_frag_shader(struct vl_matrix_filter *filter, unsigned num_offsets, i_vtex = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX, TGSI_INTERPOLATE_LINEAR); sampler = ureg_DECL_sampler(shader, 0); + ureg_DECL_sampler_view(shader, 0, TGSI_TEXTURE_2D, + TGSI_RETURN_TYPE_FLOAT, + TGSI_RETURN_TYPE_FLOAT, + TGSI_RETURN_TYPE_FLOAT, + TGSI_RETURN_TYPE_FLOAT); for (i = 0; i < num_offsets; ++i) if (matrix_values[i] != 0.0f) diff --git a/src/gallium/auxiliary/vl/vl_median_filter.c b/src/gallium/auxiliary/vl/vl_median_filter.c index f7477b7..0183b875 100644 --- a/src/gallium/auxiliary/vl/vl_median_filter.c +++ b/src/gallium/auxiliary/vl/vl_median_filter.c @@ -107,6 +107,11 @@ create_frag_shader(struct vl_median_filter *filter, i_vtex = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX, TGSI_INTERPOLATE_LINEAR); sampler = ureg_DECL_sampler(shader, 0); + ureg_DECL_sampler_view(shader, 0, TGSI_TEXTURE_2D, + TGSI_RETURN_TYPE_FLOAT, + TGSI_RETURN_TYPE_FLOAT, + TGSI_RETURN_TYPE_FLOAT, + TGSI_RETURN_TYPE_FLOAT); for (i = 0; i < num_offsets; ++i) t_array[i] = ureg_DECL_temporary(shader); -- 2.5.0 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev