case OPCODE_TEX:
case OPCODE_TXB:
case OPCODE_TXP: {
- /* We piggy-back on the GLSL IR support for texture setup. To do so,
- * we have to cook up an ir_texture that has the coordinate field
- * with appropriate type, and shadow_comparitor set or not. All the
- * other properties of ir_texture are passed in as arguments to the
- * emit_texture_gen* function.
- */
- ir_texture *ir = NULL;
-
+ ir_texture_opcode op;
fs_reg lod;
fs_reg dpdy;
fs_reg coordinate = src[0];
switch (fpi->Opcode) {
case OPCODE_TEX:
- ir = new(mem_ctx) ir_texture(ir_tex);
+ op = ir_tex;
break;
case OPCODE_TXP: {
- ir = new(mem_ctx) ir_texture(ir_tex);
+ op = ir_tex;
coordinate = fs_reg(this, glsl_type::vec3_type);
fs_reg invproj = fs_reg(this, glsl_type::float_type);
break;
}
case OPCODE_TXB:
- ir = new(mem_ctx) ir_texture(ir_txb);
+ op = ir_txb;
lod = offset(src[0], 3);
break;
default:
unreachable("not reached");
}
- ir->type = glsl_type::vec4_type;
-
const glsl_type *coordinate_type;
switch (fpi->TexSrcTarget) {
case TEXTURE_1D_INDEX:
if (fpi->TexShadow)
shadow_c = offset(coordinate, 2);
- emit_texture(ir->op, glsl_type::vec4_type, coordinate, coordinate_type,
+ emit_texture(op, glsl_type::vec4_type, coordinate, coordinate_type,
shadow_c, lod, dpdy, 0, sample_index,
reg_undef, 0, /* offset, components */
reg_undef, /* mcs */