From: Anuj Phogat <anuj@aphogat.(none)>

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 <anuj@aphogat.(none)>
---
 src/glsl/builtins/tools/texture_builtins.py |    2 +-
 1 files changed, 1 insertions(+), 1 deletions(-)

diff --git a/src/glsl/builtins/tools/texture_builtins.py 
b/src/glsl/builtins/tools/texture_builtins.py
index 27cc027..959020b 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))",
-- 
1.7.7

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