float rgba[TGSI_NUM_CHANNELS][TGSI_QUAD_SIZE];
int j;
int8_t offsets[3];
+ unsigned target;
/* always fetch all 3 offsets, overkill but keeps code simple */
fetch_texel_offsets(mach, inst, offsets);
IFETCH(&r[3], 0, TGSI_CHAN_W);
- switch(inst->Texture.Texture) {
+ if (inst->Instruction.Opcode == TGSI_OPCODE_SAMPLE_I) {
+ target = mach->SamplerViews[unit].Resource;
+ }
+ else {
+ target = inst->Texture.Texture;
+ }
+ switch(target) {
case TGSI_TEXTURE_3D:
case TGSI_TEXTURE_2D_ARRAY:
case TGSI_TEXTURE_SHADOW2D_ARRAY:
break;
case TGSI_OPCODE_SAMPLE_I:
- assert(0);
+ exec_txf(mach, inst);
break;
case TGSI_OPCODE_SAMPLE_I_MS:
break;
case TGSI_OPCODE_SVIEWINFO:
- assert(0);
+ exec_txq(mach, inst);
break;
case TGSI_OPCODE_SAMPLE_POS: