In a vertex shader, a tex op should map to txl, as there *must* be a LOD
given to the hardware (implicitly or explicitly).
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
static void
emit_tex(compiler_context *ctx, nir_tex_instr *instr)
{
+ /* Fixup op, since only textureLod is permitted in VS but NIR can give
+ * generic tex in some cases (which confuses the hardware) */
+
+ bool is_vertex = ctx->stage == MESA_SHADER_VERTEX;
+
+ if (is_vertex && instr->op == nir_texop_tex)
+ instr->op = nir_texop_txl;
+
switch (instr->op) {
case nir_texop_tex:
case nir_texop_txb: