On 02/25/2013 11:51 AM, Eric Anholt wrote:
Kenneth Graunke writes:
GLSL provides gradients for the 'r' coordinate (face ID), while our
hardware apparently ignores them. Sadly, this means that sample_d and
sample_d_c appear to be unsuitable for OpenGL, and need to be lowered.
'r' isn't a fac
Kenneth Graunke writes:
> GLSL provides gradients for the 'r' coordinate (face ID), while our
> hardware apparently ignores them. Sadly, this means that sample_d and
> sample_d_c appear to be unsuitable for OpenGL, and need to be lowered.
'r' isn't a face ID in GLSL, though -- it's just the 3rd
GLSL provides gradients for the 'r' coordinate (face ID), while our
hardware apparently ignores them. Sadly, this means that sample_d and
sample_d_c appear to be unsuitable for OpenGL, and need to be lowered.
For now, only handle samplerCubeShadow; we need tests for samplerCube
and samplerCubeArr