ir_to_mesa: fix shadow2DArray comparison

The depth should be in W.

v2: adjust the assertion, add a comment
This commit is contained in:
Marek Olšák
2011-09-05 06:09:37 +02:00
parent 274768856d
commit da7233840f

View File

@@ -2156,6 +2156,8 @@ ir_to_mesa_visitor::visit(ir_texture *ir)
break;
}
const glsl_type *sampler_type = ir->sampler->type;
if (ir->projector) {
if (opcode == OPCODE_TEX) {
/* Slot the projector in as the last component of the coord. */
@@ -2187,6 +2189,9 @@ ir_to_mesa_visitor::visit(ir_texture *ir)
tmp_src = get_temp(glsl_type::vec4_type);
dst_reg tmp_dst = dst_reg(tmp_src);
/* Projective division not allowed for array samplers. */
assert(!sampler_type->sampler_array);
tmp_dst.writemask = WRITEMASK_Z;
emit(ir, OPCODE_MOV, tmp_dst, this->result);
@@ -2211,7 +2216,15 @@ ir_to_mesa_visitor::visit(ir_texture *ir)
* coord.
*/
ir->shadow_comparitor->accept(this);
coord_dst.writemask = WRITEMASK_Z;
/* XXX This will need to be updated for cubemap array samplers. */
if (sampler_type->sampler_dimensionality == GLSL_SAMPLER_DIM_2D &&
sampler_type->sampler_array) {
coord_dst.writemask = WRITEMASK_W;
} else {
coord_dst.writemask = WRITEMASK_Z;
}
emit(ir, OPCODE_MOV, coord_dst, this->result);
coord_dst.writemask = WRITEMASK_XYZW;
}
@@ -2235,8 +2248,6 @@ ir_to_mesa_visitor::visit(ir_texture *ir)
this->shader_program,
this->prog);
const glsl_type *sampler_type = ir->sampler->type;
switch (sampler_type->sampler_dimensionality) {
case GLSL_SAMPLER_DIM_1D:
inst->tex_target = (sampler_type->sampler_array)