This fixes the shadow cube map sampling on softpipe.
Signed-off-by: Dave Airlie <airlied@redhat.com>
* RGBA channels. We look at the red channel here.
*/
* RGBA channels. We look at the red channel here.
*/
- if (samp->view->texture->target == PIPE_TEXTURE_2D_ARRAY) {
+ if (samp->view->texture->target == PIPE_TEXTURE_2D_ARRAY ||
+ samp->view->texture->target == PIPE_TEXTURE_CUBE) {
pc0 = CLAMP(c0[0], 0.0F, 1.0F);
pc1 = CLAMP(c0[1], 0.0F, 1.0F);
pc2 = CLAMP(c0[2], 0.0F, 1.0F);
pc0 = CLAMP(c0[0], 0.0F, 1.0F);
pc1 = CLAMP(c0[1], 0.0F, 1.0F);
pc2 = CLAMP(c0[2], 0.0F, 1.0F);