diff options
author | Dave Airlie <[email protected]> | 2011-12-19 10:34:20 +0000 |
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committer | Dave Airlie <[email protected]> | 2011-12-19 20:44:47 +0000 |
commit | 97b778efe7949977b4e857413807d1efcad346aa (patch) | |
tree | 61fa94e3114b68fbcf931d76d9f4fbbbb67bee2a /src | |
parent | f4ab1783b390cd8ff7f4b1e7ba9fc15893e2d69c (diff) |
softpipe: fix shadow 2d texture array sampling
The 4th texcoord is used in this case for the comparison.
This fixes piglit glsl-fs-shadow2DArray* on softpipe.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Diffstat (limited to 'src')
-rw-r--r-- | src/gallium/auxiliary/tgsi/tgsi_exec.c | 11 | ||||
-rw-r--r-- | src/gallium/drivers/softpipe/sp_tex_sample.c | 17 |
2 files changed, 22 insertions, 6 deletions
diff --git a/src/gallium/auxiliary/tgsi/tgsi_exec.c b/src/gallium/auxiliary/tgsi/tgsi_exec.c index a44ba8093db..4115e357dba 100644 --- a/src/gallium/auxiliary/tgsi/tgsi_exec.c +++ b/src/gallium/auxiliary/tgsi/tgsi_exec.c @@ -1822,7 +1822,6 @@ exec_tex(struct tgsi_exec_machine *mach, break; case TGSI_TEXTURE_2D_ARRAY: - case TGSI_TEXTURE_SHADOW2D_ARRAY: FETCH(&r[0], 0, CHAN_X); FETCH(&r[1], 0, CHAN_Y); FETCH(&r[2], 0, CHAN_Z); @@ -1837,7 +1836,17 @@ exec_tex(struct tgsi_exec_machine *mach, control, &r[0], &r[1], &r[2], &r[3]); /* outputs */ break; + case TGSI_TEXTURE_SHADOW2D_ARRAY: + FETCH(&r[0], 0, CHAN_X); + FETCH(&r[1], 0, CHAN_Y); + FETCH(&r[2], 0, CHAN_Z); + FETCH(&r[3], 0, CHAN_W); + fetch_texel(mach->Samplers[unit], + &r[0], &r[1], &r[2], &r[3], /* S, T, P, LOD */ + control, + &r[0], &r[1], &r[2], &r[3]); /* outputs */ + break; case TGSI_TEXTURE_3D: case TGSI_TEXTURE_CUBE: FETCH(&r[0], 0, CHAN_X); diff --git a/src/gallium/drivers/softpipe/sp_tex_sample.c b/src/gallium/drivers/softpipe/sp_tex_sample.c index 43f201f7784..8123d7bfb1a 100644 --- a/src/gallium/drivers/softpipe/sp_tex_sample.c +++ b/src/gallium/drivers/softpipe/sp_tex_sample.c @@ -2113,15 +2113,22 @@ sample_compare(struct tgsi_sampler *tgsi_sampler, /** * Compare texcoord 'p' (aka R) against texture value 'rgba[0]' + * for 2D Array texture we need to use the 'c0' (aka Q). * When we sampled the depth texture, the depth value was put into all * RGBA channels. We look at the red channel here. */ - pc0 = CLAMP(p[0], 0.0F, 1.0F); - pc1 = CLAMP(p[1], 0.0F, 1.0F); - pc2 = CLAMP(p[2], 0.0F, 1.0F); - pc3 = CLAMP(p[3], 0.0F, 1.0F); - + if (samp->view->texture->target == PIPE_TEXTURE_2D_ARRAY) { + pc0 = CLAMP(c0[0], 0.0F, 1.0F); + pc1 = CLAMP(c0[1], 0.0F, 1.0F); + pc2 = CLAMP(c0[2], 0.0F, 1.0F); + pc3 = CLAMP(c0[3], 0.0F, 1.0F); + } else { + pc0 = CLAMP(p[0], 0.0F, 1.0F); + pc1 = CLAMP(p[1], 0.0F, 1.0F); + pc2 = CLAMP(p[2], 0.0F, 1.0F); + pc3 = CLAMP(p[3], 0.0F, 1.0F); + } /* compare four texcoords vs. four texture samples */ switch (sampler->compare_func) { case PIPE_FUNC_LESS: |