break;
case TGSI_TEXTURE_2D_ARRAY:
- case TGSI_TEXTURE_SHADOW2D_ARRAY:
FETCH(&r[0], 0, CHAN_X);
FETCH(&r[1], 0, CHAN_Y);
FETCH(&r[2], 0, CHAN_Z);
control,
&r[0], &r[1], &r[2], &r[3]); /* outputs */
break;
+ case TGSI_TEXTURE_SHADOW2D_ARRAY:
+ FETCH(&r[0], 0, CHAN_X);
+ FETCH(&r[1], 0, CHAN_Y);
+ FETCH(&r[2], 0, CHAN_Z);
+ FETCH(&r[3], 0, CHAN_W);
+ fetch_texel(mach->Samplers[unit],
+ &r[0], &r[1], &r[2], &r[3], /* S, T, P, LOD */
+ control,
+ &r[0], &r[1], &r[2], &r[3]); /* outputs */
+ break;
case TGSI_TEXTURE_3D:
case TGSI_TEXTURE_CUBE:
FETCH(&r[0], 0, CHAN_X);
/**
* Compare texcoord 'p' (aka R) against texture value 'rgba[0]'
+ * for 2D Array texture we need to use the 'c0' (aka Q).
* When we sampled the depth texture, the depth value was put into all
* RGBA channels. We look at the red channel here.
*/
- pc0 = CLAMP(p[0], 0.0F, 1.0F);
- pc1 = CLAMP(p[1], 0.0F, 1.0F);
- pc2 = CLAMP(p[2], 0.0F, 1.0F);
- pc3 = CLAMP(p[3], 0.0F, 1.0F);
-
+ if (samp->view->texture->target == PIPE_TEXTURE_2D_ARRAY) {
+ pc0 = CLAMP(c0[0], 0.0F, 1.0F);
+ pc1 = CLAMP(c0[1], 0.0F, 1.0F);
+ pc2 = CLAMP(c0[2], 0.0F, 1.0F);
+ pc3 = CLAMP(c0[3], 0.0F, 1.0F);
+ } else {
+ pc0 = CLAMP(p[0], 0.0F, 1.0F);
+ pc1 = CLAMP(p[1], 0.0F, 1.0F);
+ pc2 = CLAMP(p[2], 0.0F, 1.0F);
+ pc3 = CLAMP(p[3], 0.0F, 1.0F);
+ }
/* compare four texcoords vs. four texture samples */
switch (sampler->compare_func) {
case PIPE_FUNC_LESS: