svga: add missing switch cases for shadow textures
authorBrian Paul <brianp@vmware.com>
Fri, 24 Aug 2018 02:48:04 +0000 (20:48 -0600)
committerBrian Paul <brianp@vmware.com>
Wed, 29 Aug 2018 17:29:07 +0000 (11:29 -0600)
This doesn't seem to make any difference in testing, but it fixes a
failed assertion when dumping sm3 shaders.

Reviewed-by: Charmaine Lee <charmainel@vmware.com>
src/gallium/drivers/svga/svga_tgsi_decl_sm30.c
src/gallium/drivers/svga/svgadump/svga_shader_dump.c

index 766e439188324bcc6ede8fd8531a426496203e2a..2296861f6fc07164edd31fdb0bdbbe8eba9e2536 100644 (file)
@@ -525,6 +525,8 @@ svga_tgsi_sampler_type(const struct svga_shader_emitter *emit, int idx)
    case TGSI_TEXTURE_2D:
    case TGSI_TEXTURE_RECT:
       return SVGA3DSAMP_2D;
+   case TGSI_TEXTURE_SHADOW2D:
+      return SVGA3DSAMP_2D_SHADOW;
    case TGSI_TEXTURE_3D:
       return SVGA3DSAMP_VOLUME;
    case TGSI_TEXTURE_CUBE:
index 46126a5460de43039888cc6e86862499579b6d27..55bcdb8e253b92211b08a44c1a102e13cce4a4f5 100644 (file)
@@ -287,6 +287,9 @@ dump_sampleinfo(struct sh_sampleinfo sampleinfo)
    case SVGA3DSAMP_2D:
       _debug_printf( "_2d" );
       break;
+   case SVGA3DSAMP_2D_SHADOW:
+      _debug_printf( "_2dshadow" );
+      break;
    case SVGA3DSAMP_CUBE:
       _debug_printf( "_cube" );
       break;