spirv/nir: Refactor type handling in handle_texture

Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "12.0" <mesa-dev@lists.freedesktop.org>
This commit is contained in:
Jason Ekstrand 2016-07-21 11:56:09 -07:00
parent 561be50a1a
commit b820c8b78c

View file

@ -1335,6 +1335,9 @@ vtn_handle_texture(struct vtn_builder *b, SpvOp opcode,
} else {
image_type = sampled.sampler->var->var->interface_type;
}
const enum glsl_sampler_dim sampler_dim = glsl_get_sampler_dim(image_type);
const bool is_array = glsl_sampler_type_is_array(image_type);
const bool is_shadow = glsl_sampler_type_is_shadow(image_type);
/* Figure out the base texture operation */
nir_texop texop;
@ -1485,11 +1488,11 @@ vtn_handle_texture(struct vtn_builder *b, SpvOp opcode,
memcpy(instr->src, srcs, instr->num_srcs * sizeof(*instr->src));
instr->sampler_dim = glsl_get_sampler_dim(image_type);
instr->is_array = glsl_sampler_type_is_array(image_type);
instr->is_shadow = glsl_sampler_type_is_shadow(image_type);
instr->is_new_style_shadow = instr->is_shadow &&
glsl_get_components(ret_type->type) == 1;
instr->sampler_dim = sampler_dim;
instr->is_array = is_array;
instr->is_shadow = is_shadow;
instr->is_new_style_shadow =
is_shadow && glsl_get_components(ret_type->type) == 1;
instr->component = gather_component;
if (has_coord) {