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:
Anuj Phogat
2011-12-06 11:11:03 -08:00
committed by Kenneth Graunke
parent 4273943a07
commit 4558987818
+1 -1
View File
@@ -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))",