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authorXiang, Haihao <haihao.xiang@intel.com>2008-11-20 16:54:16 +0800
committerXiang, Haihao <haihao.xiang@intel.com>2008-11-20 16:54:16 +0800
commitb6bb5e09e0ad1f61f96c65bbc870bd493df12f1a (patch)
treeb83a6c666cf4e7fabca9e6b8b8a367f65ae60b3c
parent1412ca0be24461cad36de865851484464fac3bfe (diff)
mesa: fix shadow sampling unit issue.
texture comparison logic is bypassed if the currently bound texture is not a depth/depth_stencil texture.
-rw-r--r--src/mesa/main/texenvprogram.c7
1 files changed, 6 insertions, 1 deletions
diff --git a/src/mesa/main/texenvprogram.c b/src/mesa/main/texenvprogram.c
index dcd7f90567..ba7ce4a3cc 100644
--- a/src/mesa/main/texenvprogram.c
+++ b/src/mesa/main/texenvprogram.c
@@ -213,16 +213,21 @@ static void make_state_key( GLcontext *ctx, struct state_key *key )
for (i=0;i<MAX_TEXTURE_UNITS;i++) {
const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
+ GLenum format;
if (!texUnit->_ReallyEnabled || !texUnit->Enabled)
continue;
+ format = texUnit->_Current->Image[0][texUnit->_Current->BaseLevel]->_BaseFormat;
+
key->unit[i].enabled = 1;
key->enabled_units |= (1<<i);
key->unit[i].source_index =
translate_tex_src_bit(texUnit->_ReallyEnabled);
- key->unit[i].shadow = texUnit->_Current->CompareMode == GL_COMPARE_R_TO_TEXTURE;
+ key->unit[i].shadow = ((texUnit->_Current->CompareMode == GL_COMPARE_R_TO_TEXTURE) &&
+ ((format == GL_DEPTH_COMPONENT) ||
+ (format == GL_DEPTH_STENCIL_EXT)));
key->unit[i].NumArgsRGB = texUnit->_CurrentCombine->_NumArgsRGB;
key->unit[i].NumArgsA = texUnit->_CurrentCombine->_NumArgsA;