+ srcmasks[0] |= RC_MASK_W;
+ /* Fall through */
+ case RC_OPCODE_TEX:
+ switch (inst->U.I.TexSrcTarget) {
+ case RC_TEXTURE_1D:
+ srcmasks[0] |= RC_MASK_X;
+ break;
+ case RC_TEXTURE_2D:
+ case RC_TEXTURE_RECT:
+ case RC_TEXTURE_1D_ARRAY:
+ srcmasks[0] |= RC_MASK_XY;
+ break;
+ case RC_TEXTURE_3D:
+ case RC_TEXTURE_CUBE:
+ case RC_TEXTURE_2D_ARRAY:
+ srcmasks[0] |= RC_MASK_XYZ;
+ break;
+ }