glsl: Fix samplerCubeShadow support in shader compiler
This patch fixes the samplerCubeShadow support in GLSL shader compiler. shader compiler was picking the 'r' texture coordinate for shadow comparison when the expected behaviour is to use 'q' texture coordinate in case of cube shadow maps. Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:
committed by
Kenneth Graunke
parent
4273943a07
commit
4558987818
@@ -105,7 +105,7 @@ def generate_sigs(g, tex_inst, sampler_type, variant = 0, unused_fields = 0):
|
||||
print "1",
|
||||
|
||||
# Shadow comparitor
|
||||
if sampler_type == "2DArrayShadow": # a special case:
|
||||
if sampler_type == "2DArrayShadow" or sampler_type == "CubeShadow": # a special case:
|
||||
print "(swiz w (var_ref P))", # ...array layer is z; shadow is w
|
||||
elif sampler_type.endswith("Shadow"):
|
||||
print "(swiz z (var_ref P))",
|
||||
|
||||
Reference in New Issue
Block a user