nir/lower_tex: Simplify lower_gradient logic
Instead of having to call two different lower_gradient functions based on whether or not it's a cube, just make lower_gradient handle cubes. This significantly simplifies some of the logic. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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@@ -562,6 +562,12 @@ lower_gradient_cube_map(nir_builder *b, nir_tex_instr *tex)
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static void
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lower_gradient(nir_builder *b, nir_tex_instr *tex)
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{
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/* Cubes are more complicated and have their own function */
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if (tex->sampler_dim == GLSL_SAMPLER_DIM_CUBE) {
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lower_gradient_cube_map(b, tex);
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return;
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}
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assert(tex->sampler_dim != GLSL_SAMPLER_DIM_CUBE);
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assert(tex->op == nir_texop_txd);
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assert(tex->dest.is_ssa);
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@@ -832,19 +838,10 @@ nir_lower_tex_block(nir_block *block, nir_builder *b,
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}
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if (tex->op == nir_texop_txd &&
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tex->sampler_dim == GLSL_SAMPLER_DIM_CUBE &&
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(options->lower_txd ||
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options->lower_txd_cube_map ||
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(tex->is_shadow && options->lower_txd_shadow))) {
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lower_gradient_cube_map(b, tex);
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progress = true;
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continue;
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}
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if (tex->op == nir_texop_txd &&
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(options->lower_txd ||
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(options->lower_txd_shadow &&
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tex->is_shadow && tex->sampler_dim != GLSL_SAMPLER_DIM_CUBE))) {
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(options->lower_txd_shadow && tex->is_shadow) ||
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(options->lower_txd_cube_map &&
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tex->sampler_dim == GLSL_SAMPLER_DIM_CUBE))) {
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lower_gradient(b, tex);
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progress = true;
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continue;
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