glsl: Add support for separate reference Z for shadow samplers
authorChris Forbes <chrisf@ijw.co.nz>
Thu, 10 Oct 2013 06:32:34 +0000 (19:32 +1300)
committerChris Forbes <chrisf@ijw.co.nz>
Sat, 26 Oct 2013 09:16:19 +0000 (22:16 +1300)
ARB_gpu_shader5's textureGather*() functions which take shadow samplers
have a separate `refz` parameter rather than adding it to the
coordinate.

Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
src/glsl/builtin_functions.cpp

index db6a0a9bcd459a72fce4ec494b614c9fa2846f2f..ef8b7bb57a65da88a106f2bbad194c9431384b4e 100644 (file)
@@ -3383,11 +3383,21 @@ builtin_builder::_texture(ir_texture_opcode opcode,
    if (flags & TEX_PROJECT)
       tex->projector = swizzle(P, coord_type->vector_elements - 1, 1);
 
-   /* The shadow comparitor is normally in the Z component, but a few types
-    * have sufficiently large coordinates that it's in W.
-    */
-   if (sampler_type->sampler_shadow)
-      tex->shadow_comparitor = swizzle(P, MAX2(coord_size, SWIZZLE_Z), 1);
+   if (sampler_type->sampler_shadow) {
+      if (opcode == ir_tg4) {
+         /* gather has refz as a separate parameter, immediately after the
+          * coordinate
+          */
+         ir_variable *refz = in_var(glsl_type::float_type, "refz");
+         sig->parameters.push_tail(refz);
+         tex->shadow_comparitor = var_ref(refz);
+      } else {
+         /* The shadow comparitor is normally in the Z component, but a few types
+          * have sufficiently large coordinates that it's in W.
+          */
+         tex->shadow_comparitor = swizzle(P, MAX2(coord_size, SWIZZLE_Z), 1);
+      }
+   }
 
    if (opcode == ir_txl) {
       ir_variable *lod = in_var(glsl_type::float_type, "lod");