dst = texture_sample(unit, coord, bias)
+ for array textures src0.y contains the slice for 1D,
+ and src0.z contain the slice for 2D.
+ for shadow textures with no arrays, src0.z contains
+ the reference value.
+ for shadow textures with arrays, src0.z contains
+ the reference value for 1D arrays, and src0.w contains
+ the reference value for 2D arrays.
+ There is no way to pass a bias in the .w value for
+ shadow arrays, and GLSL doesn't allow this.
+ GLSL does allow cube shadows maps to take a bias value,
+ and we have to determine how this will look in TGSI.
.. opcode:: TXD - Texture Lookup with Derivatives