ir_to_mesa: fix shadow2DArray comparison
The depth should be in W. v2: adjust the assertion, add a comment
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@@ -2156,6 +2156,8 @@ ir_to_mesa_visitor::visit(ir_texture *ir)
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break;
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}
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const glsl_type *sampler_type = ir->sampler->type;
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if (ir->projector) {
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if (opcode == OPCODE_TEX) {
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/* Slot the projector in as the last component of the coord. */
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@@ -2187,6 +2189,9 @@ ir_to_mesa_visitor::visit(ir_texture *ir)
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tmp_src = get_temp(glsl_type::vec4_type);
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dst_reg tmp_dst = dst_reg(tmp_src);
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/* Projective division not allowed for array samplers. */
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assert(!sampler_type->sampler_array);
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tmp_dst.writemask = WRITEMASK_Z;
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emit(ir, OPCODE_MOV, tmp_dst, this->result);
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@@ -2211,7 +2216,15 @@ ir_to_mesa_visitor::visit(ir_texture *ir)
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* coord.
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*/
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ir->shadow_comparitor->accept(this);
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coord_dst.writemask = WRITEMASK_Z;
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/* XXX This will need to be updated for cubemap array samplers. */
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if (sampler_type->sampler_dimensionality == GLSL_SAMPLER_DIM_2D &&
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sampler_type->sampler_array) {
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coord_dst.writemask = WRITEMASK_W;
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} else {
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coord_dst.writemask = WRITEMASK_Z;
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}
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emit(ir, OPCODE_MOV, coord_dst, this->result);
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coord_dst.writemask = WRITEMASK_XYZW;
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}
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@@ -2235,8 +2248,6 @@ ir_to_mesa_visitor::visit(ir_texture *ir)
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this->shader_program,
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this->prog);
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const glsl_type *sampler_type = ir->sampler->type;
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switch (sampler_type->sampler_dimensionality) {
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case GLSL_SAMPLER_DIM_1D:
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inst->tex_target = (sampler_type->sampler_array)
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