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Without this, we end up with indirect sampler messages all the time
because we don't propagate the texture/image BTI. This makes debugging
shaders with imageSize or textureSamples in them a pain.
Shader-db results on Ice Lake:
total instructions in shared programs: 19720612 -> 19720564 (<.01%)
instructions in affected programs: 4998 -> 4950 (-0.96%)
helped: 12
HURT: 0
All affected shaders were compute shaders in Deus Ex: Mankind Divided.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6794>
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| blorp | ||
| common | ||
| compiler | ||
| dev | ||
| genxml | ||
| isl | ||
| perf | ||
| tools | ||
| vulkan | ||
| Android.blorp.mk | ||
| Android.common.mk | ||
| Android.compiler.mk | ||
| Android.dev.mk | ||
| Android.genxml.mk | ||
| Android.isl.mk | ||
| Android.mk | ||
| Android.perf.mk | ||
| Android.vulkan.mk | ||
| Makefile.perf.am | ||
| Makefile.sources | ||
| meson.build | ||