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authorChris Forbes <[email protected]>2013-10-10 19:32:34 +1300
committerChris Forbes <[email protected]>2013-10-26 22:16:19 +1300
commitaf1dfd99b7119e0d074fa111e5d2ebeddd5dff93 (patch)
tree786a0bc4d6d0a6e3f6392313dd335ee130bbf8fb
parentfb08769bb62510b10db61771eaf140194f6cc178 (diff)
glsl: Add support for separate reference Z for shadow samplers
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 <[email protected]> Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
-rw-r--r--src/glsl/builtin_functions.cpp20
1 files changed, 15 insertions, 5 deletions
diff --git a/src/glsl/builtin_functions.cpp b/src/glsl/builtin_functions.cpp
index db6a0a9bcd4..ef8b7bb57a6 100644
--- a/src/glsl/builtin_functions.cpp
+++ b/src/glsl/builtin_functions.cpp
@@ -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");