glsl,nir: Switch the enum representing shader image formats to PIPE_FORMAT.
This means you can directly use format utils on it without having to have your own GL enum to number-of-components switch statement (or whatever) in your vulkan backend. Thanks to imirkin for fixing up the nouveau driver (and a couple of core details). This fixes the computed qualifiers for EXT_shader_image_load_store's non-integer sizeNxM qualifiers, which we don't have tests for. Reviewed-by: Marek Olšák <marek.olsak@amd.com> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> (v3d) Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3355> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3355>
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@@ -351,7 +351,7 @@ per_vertex_accumulator::add_field(int slot, const glsl_type *type,
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this->fields[this->num_fields].memory_coherent = 0;
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this->fields[this->num_fields].memory_volatile = 0;
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this->fields[this->num_fields].memory_restrict = 0;
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this->fields[this->num_fields].image_format = 0;
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this->fields[this->num_fields].image_format = PIPE_FORMAT_NONE;
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this->fields[this->num_fields].explicit_xfb_buffer = 0;
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this->fields[this->num_fields].xfb_buffer = -1;
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this->fields[this->num_fields].xfb_stride = -1;
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