gallivm: handle texel swizzles correctly for d3d10-style sample opcodes 54/7654/1
authorRoland Scheidegger <sroland@vmware.com>
Sat, 27 Jul 2013 14:36:25 +0000 (16:36 +0200)
committerRoland Scheidegger <sroland@vmware.com>
Sat, 27 Jul 2013 14:41:29 +0000 (16:41 +0200)
commitabcc40e7f05fcc1fd28f226f132f500a703d1e5d
tree80f90b3a3579bb44d5d7a01eda9065314e581181
parentf2be6399720883a3c18847579829639fc5b574d0
gallivm: handle texel swizzles correctly for d3d10-style sample opcodes

unlike OpenGL, the texel swizzle is embedded in the instruction, so honor
that.
(Technically we now execute both the sampler_view swizzle and the
per-instruction swizzle but this should be quite ok.)

v2: add documentation note as it's not obvious.

Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
src/gallium/auxiliary/gallivm/lp_bld_tgsi_soa.c
src/gallium/docs/source/tgsi.rst