{
b->cursor = nir_before_instr(&tex->instr);
- /* RECT textures should not be array: */
- assert(!tex->is_array);
-
nir_tex_instr *txs;
txs = nir_tex_instr_create(b->shader, 1);
txs->op = nir_texop_txs;
- txs->sampler_dim = GLSL_SAMPLER_DIM_RECT;
+ txs->sampler_dim = tex->sampler_dim;
+ txs->is_array = tex->is_array;
+ txs->is_shadow = tex->is_shadow;
+ txs->is_new_style_shadow = tex->is_new_style_shadow;
txs->texture_index = tex->texture_index;
+ txs->texture = (nir_deref_var *)
+ nir_copy_deref(txs, &tex->texture->deref);
+ txs->sampler_index = tex->sampler_index;
+ txs->sampler = (nir_deref_var *)
+ nir_copy_deref(txs, &tex->sampler->deref);
txs->dest_type = nir_type_int;
/* only single src, the lod: */
txs->src[0].src = nir_src_for_ssa(nir_imm_int(b, 0));
txs->src[0].src_type = nir_tex_src_lod;
- nir_ssa_dest_init(&txs->instr, &txs->dest, 2, 32, NULL);
+ nir_ssa_dest_init(&txs->instr, &txs->dest, tex->coord_components, 32, NULL);
nir_builder_instr_insert(b, &txs->instr);
return nir_i2f(b, &txs->dest.ssa);