for (i=0;i<MAX_TEXTURE_UNITS;i++) {
const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
+ GLenum format;
if (!texUnit->_ReallyEnabled || !texUnit->Enabled)
continue;
+ format = texUnit->_Current->Image[0][texUnit->_Current->BaseLevel]->_BaseFormat;
+
key->unit[i].enabled = 1;
key->enabled_units |= (1<<i);
key->unit[i].source_index =
translate_tex_src_bit(texUnit->_ReallyEnabled);
- key->unit[i].shadow = texUnit->_Current->CompareMode == GL_COMPARE_R_TO_TEXTURE;
+ key->unit[i].shadow = ((texUnit->_Current->CompareMode == GL_COMPARE_R_TO_TEXTURE) &&
+ ((format == GL_DEPTH_COMPONENT) ||
+ (format == GL_DEPTH_STENCIL_EXT)));
key->unit[i].NumArgsRGB = texUnit->_CurrentCombine->_NumArgsRGB;
key->unit[i].NumArgsA = texUnit->_CurrentCombine->_NumArgsA;