assert(inst->Texture.NumOffsets == 1);
- address[0] =
- lp_build_add(uint_bld, address[0],
- bld->immediates[off->Index][off->SwizzleX]);
- if (num_coords > 1)
+ switch (target) {
+ case TGSI_TEXTURE_3D:
+ address[2] = lp_build_add(uint_bld, address[2],
+ bld->immediates[off->Index][off->SwizzleZ]);
+ /* fall through */
+ case TGSI_TEXTURE_2D:
+ case TGSI_TEXTURE_SHADOW2D:
+ case TGSI_TEXTURE_RECT:
+ case TGSI_TEXTURE_SHADOWRECT:
+ case TGSI_TEXTURE_2D_ARRAY:
+ case TGSI_TEXTURE_SHADOW2D_ARRAY:
address[1] =
lp_build_add(uint_bld, address[1],
- bld->immediates[off->Index][off->SwizzleY]);
- if (num_coords > 2)
- address[2] =
- lp_build_add(uint_bld, address[2],
- bld->immediates[off->Index][off->SwizzleZ]);
+ bld->immediates[off->Index][off->SwizzleY]);
+ /* fall through */
+ case TGSI_TEXTURE_1D:
+ case TGSI_TEXTURE_SHADOW1D:
+ case TGSI_TEXTURE_1D_ARRAY:
+ case TGSI_TEXTURE_SHADOW1D_ARRAY:
+ address[0] =
+ lp_build_add(uint_bld, address[0],
+ bld->immediates[off->Index][off->SwizzleX]);
+ break;
+ /* texture offsets do not apply to other texture targets */
+ }
}
emit_data->dst_type = LLVMVectorType(