/*@}*/
+/**
+ * Texture sampling opcodes used in ir_texture
+ */
+enum ir_texture_opcode {
+ ir_tex, /* Regular texture look-up */
+ ir_txb, /* Texture look-up with LOD bias */
+ ir_txl, /* Texture look-up with explicit LOD */
+ ir_txd, /* Texture look-up with partial derivatvies */
+ ir_txf /* Texel fetch with explicit LOD */
+};
+
+
+/**
+ * IR instruction to sample a texture
+ *
+ * The specific form of the IR instruction depends on the \c mode value
+ * selected from \c ir_texture_opcodes. In the printed IR, these will
+ * appear as:
+ *
+ * Texel offset
+ * | Projection divisor
+ * | | Shadow comparitor
+ * | | |
+ * v v v
+ * (tex (sampler) (coordinate) (0 0 0) (1) ( ))
+ * (txb (sampler) (coordinate) (0 0 0) (1) ( ) (bias))
+ * (txl (sampler) (coordinate) (0 0 0) (1) ( ) (lod))
+ * (txd (sampler) (coordinate) (0 0 0) (1) ( ) (dPdx dPdy))
+ * (txf (sampler) (coordinate) (0 0 0) (lod))
+ */
+class ir_texture : public ir_rvalue {
+public:
+ ir_texture(enum ir_texture_opcode op)
+ : op(op)
+ {
+ /* empty */
+ }
+
+ enum ir_texture_opcode op;
+
+ /** Sampler to use for the texture access. */
+ ir_dereference *sampler;
+
+ /** Texture coordinate to sample */
+ ir_rvalue *coordinate;
+
+ /**
+ * Value used for projective divide.
+ *
+ * If there is no projective divide (the common case), this will be
+ * \c NULL. Optimization passes should check for this to point to a constant
+ * of 1.0 and replace that with \c NULL.
+ */
+ ir_rvalue *projector;
+
+ /**
+ * Coordinate used for comparison on shadow look-ups.
+ *
+ * If there is no shadow comparison, this will be \c NULL. For the
+ * \c ir_txf opcode, this *must* be \c NULL.
+ */
+ ir_rvalue *shadow_comparitor;
+
+ /** Explicit texel offsets. */
+ signed char offsets[3];
+
+ union {
+ ir_rvalue *lod; /**< Floating point LOD */
+ ir_rvalue *bias; /**< Floating point LOD bias */
+ struct {
+ ir_rvalue *dPdx; /**< Partial derivative of coordinate wrt X */
+ ir_rvalue *dPdy; /**< Partial derivative of coordinate wrt Y */
+ } grad;
+ } lod_info;
+};
+
+
struct ir_swizzle_mask {
unsigned x:2;
unsigned y:2;