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authorBrian Paul <brianp@vmware.com>2010-09-21 15:25:31 -0600
committerBrian Paul <brianp@vmware.com>2010-09-21 15:31:32 -0600
commitffa2d203fb71d54dc8dfa5d17aa1637d2f2bb5b5 (patch)
tree244f98db3eb5a51f80d7ee1d44f48959b907cd1f /configs/default
parent83ea4878db8768b6e8444492009d80247d4374b7 (diff)
gallivm: fix lp_build_sample_compare()
The old code didn't really make sense. We only need to compare the X channel of the texture (depth) against the texcoord. For (bi)linear sampling we should move the calls to this function and compute the final result as (s1+s2+s3+s4) * 0.25. Someday. This fixes the glean glsl1 shadow2D() tests. See fd.o bug 29307.
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