debug_printf("Sample from %s\n", util_format_name(fmt));
}
+ if (static_texture_state->format == PIPE_FORMAT_NONE) {
+ /*
+ * If there's nothing bound, format is NONE, and we must return
+ * all zero as mandated by d3d10 in this case.
+ */
+ unsigned chan;
+ LLVMValueRef zero = lp_build_const_vec(gallivm, type, 0.0F);
+ for (chan = 0; chan < 4; chan++) {
+ texel_out[chan] = zero;
+ }
+ return;
+ }
+
assert(type.floating);
/* Setup our build context */
unsigned num_lods = 1;
struct lp_build_context bld_int_vec4;
+ if (static_state->format == PIPE_FORMAT_NONE) {
+ /*
+ * If there's nothing bound, format is NONE, and we must return
+ * all zero as mandated by d3d10 in this case.
+ */
+ unsigned chan;
+ LLVMValueRef zero = lp_build_const_vec(gallivm, int_type, 0.0F);
+ for (chan = 0; chan < 4; chan++) {
+ sizes_out[chan] = zero;
+ }
+ return;
+ }
+
/*
* Do some sanity verification about bound texture and shader dcl target.
* Not entirely sure what's possible but assume array/non-array