this needs the sparse result type, which is not the ir type
Fixes:
f4a972b7483 ("glsl/nir: convert sparse ir_texture to nir")
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16097>
(glsl_sampler_dim) ir->sampler->type->sampler_dimensionality;
instr->is_array = ir->sampler->type->sampler_array;
instr->is_shadow = ir->sampler->type->sampler_shadow;
- if (instr->is_shadow)
- instr->is_new_style_shadow = (ir->type->vector_elements == 1);
const glsl_type *dest_type
= ir->is_sparse ? ir->type->field_type("texel") : ir->type;
assert(dest_type != glsl_type::error_type);
+ if (instr->is_shadow)
+ instr->is_new_style_shadow = (dest_type->vector_elements == 1);
instr->dest_type = nir_get_nir_type_for_glsl_type(dest_type);
instr->is_sparse = ir->is_sparse;