This adds support for shadow cubemap texture sampling instructions.
This is required for GL 3.0.
Signed-off-by: Dave Airlie <airlied@redhat.com>
&r[0], &r[1], &r[2], &r[3]); /* outputs */
break;
case TGSI_TEXTURE_SHADOW2D_ARRAY:
+ case TGSI_TEXTURE_SHADOWCUBE:
FETCH(&r[0], 0, CHAN_X);
FETCH(&r[1], 0, CHAN_Y);
FETCH(&r[2], 0, CHAN_Z);
break;
case TGSI_TEXTURE_SHADOW2D_ARRAY:
+ case TGSI_TEXTURE_SHADOWCUBE:
FETCH(&r[0], 0, CHAN_X);
FETCH(&r[1], 0, CHAN_Y);
FETCH(&r[2], 0, CHAN_Z);
"2DARRAY",
"SHADOW1DARRAY",
"SHADOW2DARRAY",
+ "SHADOWCUBE"
};
const char *tgsi_property_names[TGSI_PROPERTY_COUNT] =
read_mask = TGSI_WRITEMASK_XYZ;
break;
case TGSI_TEXTURE_SHADOW2D_ARRAY:
+ case TGSI_TEXTURE_SHADOWCUBE:
read_mask = TGSI_WRITEMASK_XYZW;
break;
default:
#define TGSI_TEXTURE_2D_ARRAY 10
#define TGSI_TEXTURE_SHADOW1D_ARRAY 11
#define TGSI_TEXTURE_SHADOW2D_ARRAY 12
-#define TGSI_TEXTURE_COUNT 13
+#define TGSI_TEXTURE_SHADOWCUBE 13
+#define TGSI_TEXTURE_COUNT 14
struct tgsi_instruction_texture
{