glsl/nir: convert sparse ir_texture to nir
Reviewed-by: Marek Olšák <marek.olsak@amd.com> Signed-off-by: Qiang Yu <yuq825@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14362>
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@ -2411,7 +2411,12 @@ nir_visitor::visit(ir_texture *ir)
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instr->is_shadow = ir->sampler->type->sampler_shadow;
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if (instr->is_shadow)
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instr->is_new_style_shadow = (ir->type->vector_elements == 1);
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instr->dest_type = nir_get_nir_type_for_glsl_type(ir->type);
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const glsl_type *dest_type
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= ir->is_sparse ? ir->type->field_type("texel") : ir->type;
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assert(dest_type != glsl_type::error_type);
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instr->dest_type = nir_get_nir_type_for_glsl_type(dest_type);
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instr->is_sparse = ir->is_sparse;
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nir_deref_instr *sampler_deref = evaluate_deref(ir->sampler);
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@ -2523,7 +2528,7 @@ nir_visitor::visit(ir_texture *ir)
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assert(src_number == num_srcs);
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unsigned bit_size = glsl_get_bit_size(ir->type);
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unsigned bit_size = glsl_get_bit_size(dest_type);
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add_instr(&instr->instr, nir_tex_instr_dest_size(instr), bit_size);
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}
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