Id gradY;
Id sample;
Id comp;
+ Id texelOut;
+ Id lodClamp;
};
// Select the correct texture operation based on all inputs, and emit the correct instruction
- Id createTextureCall(Decoration precision, Id resultType, bool fetch, bool proj, bool gather, const TextureParameters&);
+ Id createTextureCall(Decoration precision, Id resultType, bool sparse, bool fetch, bool proj, bool gather, const TextureParameters&);
// Emit the OpTextureQuery* instruction that was passed in.
// Figure out the right return value and type, and return it.