From: Anuj Phogat Date: Tue, 6 Dec 2011 19:11:03 +0000 (-0800) Subject: glsl: Fix samplerCubeShadow support in shader compiler X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=4558987818e1ff36e86592e9c5c0b5e181be9ec1;p=mesa.git glsl: Fix samplerCubeShadow support in shader compiler This patch fixes the samplerCubeShadow support in GLSL shader compiler. shader compiler was picking the 'r' texture coordinate for shadow comparison when the expected behaviour is to use 'q' texture coordinate in case of cube shadow maps. Signed-off-by: Anuj Phogat Reviewed-by: Kenneth Graunke Reviewed-by: Ian Romanick --- diff --git a/src/glsl/builtins/tools/texture_builtins.py b/src/glsl/builtins/tools/texture_builtins.py index 27cc027cd40..07d0a1b8d76 100755 --- a/src/glsl/builtins/tools/texture_builtins.py +++ b/src/glsl/builtins/tools/texture_builtins.py @@ -105,7 +105,7 @@ def generate_sigs(g, tex_inst, sampler_type, variant = 0, unused_fields = 0): print "1", # Shadow comparitor - if sampler_type == "2DArrayShadow": # a special case: + if sampler_type == "2DArrayShadow" or sampler_type == "CubeShadow": # a special case: print "(swiz w (var_ref P))", # ...array layer is z; shadow is w elif sampler_type.endswith("Shadow"): print "(swiz z (var_ref P))",