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authorRoland Scheidegger <[email protected]>2013-08-14 18:35:00 +0200
committerRoland Scheidegger <[email protected]>2013-08-15 00:40:14 +0200
commite58c2310b845ca809bb99d5fcdab909ff8598c28 (patch)
tree45504f46a39ae10fa6d1fcfe74788b7d25894756 /src/glx
parentd4b43cedb65978e76f67c80d8715c7db8b2ea667 (diff)
gallivm: already pass coords in the right place in the sampler interface
This makes things a bit nicer, and more importantly it fixes an issue where a "downgraded" array texture (due to view reduced to 1 layer and addressed with (non-array) samplec instruction) would use the wrong coord as shadow reference value. (This could also be fixed by passing target through the sampler interface much the same way as is done for size queries, might do this eventually anyway.) And if we'd ever want to support (shadow) cube map arrays, we'd need 5 coords in any case. v2: fix bugs (texel fetch using wrong layer coord for 1d, shadow tex using wrong shadow coord for 2d...). Plus need to project the shadow coord, and just for fun keep projecting the layer coord too. Reviewed-by: Zack Rusin <[email protected]>
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