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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>
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1 changed files with 8 additions and 5 deletions
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@ -1335,6 +1335,9 @@ vtn_handle_texture(struct vtn_builder *b, SpvOp opcode,
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} else {
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image_type = sampled.sampler->var->var->interface_type;
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}
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const enum glsl_sampler_dim sampler_dim = glsl_get_sampler_dim(image_type);
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const bool is_array = glsl_sampler_type_is_array(image_type);
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const bool is_shadow = glsl_sampler_type_is_shadow(image_type);
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/* Figure out the base texture operation */
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nir_texop texop;
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@ -1485,11 +1488,11 @@ vtn_handle_texture(struct vtn_builder *b, SpvOp opcode,
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memcpy(instr->src, srcs, instr->num_srcs * sizeof(*instr->src));
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instr->sampler_dim = glsl_get_sampler_dim(image_type);
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instr->is_array = glsl_sampler_type_is_array(image_type);
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instr->is_shadow = glsl_sampler_type_is_shadow(image_type);
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instr->is_new_style_shadow = instr->is_shadow &&
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glsl_get_components(ret_type->type) == 1;
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instr->sampler_dim = sampler_dim;
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instr->is_array = is_array;
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instr->is_shadow = is_shadow;
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instr->is_new_style_shadow =
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is_shadow && glsl_get_components(ret_type->type) == 1;
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instr->component = gather_component;
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if (has_coord) {
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