tex->sampler_index = options->sampler;
tex->texture_index = options->sampler;
tex->dest_type = nir_type_float;
- tex->src[0].src = nir_src_for_ssa(texcoord);
+ tex->src[0].src_type = nir_tex_src_coord;
+ tex->src[0].src =
+ nir_src_for_ssa(nir_channels(b, texcoord,
+ (1 << tex->coord_components) - 1));
nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, NULL);
nir_builder_instr_insert(b, &tex->instr);
discard = nir_intrinsic_instr_create(shader, nir_intrinsic_discard_if);
discard->src[0] = nir_src_for_ssa(cond);
nir_builder_instr_insert(b, &discard->instr);
+
+ shader->info.fs.uses_discard = true;
}
static void
nir_lower_bitmap(nir_shader *shader,
const nir_lower_bitmap_options *options)
{
- assert(shader->stage == MESA_SHADER_FRAGMENT);
+ assert(shader->info.stage == MESA_SHADER_FRAGMENT);
lower_bitmap_impl(nir_shader_get_entrypoint(shader), options);
}