tex->texture_index = state->options->drawpix_sampler;
tex->dest_type = nir_type_float;
tex->src[0].src_type = nir_tex_src_coord;
- tex->src[0].src = nir_src_for_ssa(texcoord);
+ 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);
.shader = shader,
};
- assert(shader->stage == MESA_SHADER_FRAGMENT);
+ assert(shader->info.stage == MESA_SHADER_FRAGMENT);
nir_foreach_function(function, shader) {
if (function->impl)