svga: fix depth/shadow compare for non-projected texcoords
authorBrian Paul <brianp@vmware.com>
Tue, 26 Jul 2011 15:19:40 +0000 (09:19 -0600)
committerBrian Paul <brianp@vmware.com>
Fri, 23 Sep 2011 13:58:48 +0000 (07:58 -0600)
commit7d09df0cbc7e4524919a025cdd506b29e2d8b4f1
tree59c7b6129d31079cd84b31a389057dc430b958fe
parent9bd15aef865352b9234fedae76617fc51c71e6d5
svga: fix depth/shadow compare for non-projected texcoords

We only need to do the divide by Q step for TXP instructions.
This fixes the incorrectly rendered soft shadow test in Lightsmark.
Along with the previous texture swizzle commit, this also fixes all
the piglit glsl-fs-shadow2d-XX.shader_test failures.
src/gallium/drivers/svga/svga_tgsi_insn.c