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author | Brian Paul <brianp@vmware.com> | 2009-07-29 16:27:03 -0600 |
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committer | Brian Paul <brianp@vmware.com> | 2009-07-29 16:33:58 -0600 |
commit | b9889517f5e7eceb14bd103bbdff9ff47ce6ed25 (patch) | |
tree | 3ce1520391909f877eefa91c9b1b464fac5d2b37 /progs/tests/blendsquare.c | |
parent | 9c4c9f2837e08c5f69bc0d12bce7a656b2291837 (diff) |
gallium: fix SSE shadow texture instructions
When sampling a 2D shadow map we need 3 texcoord components, not 2.
The third component (distance from light source) is compared against
the texture sample to return the result (visible vs. occluded).
Also, enable proper handling of TGSI_TEXTURE_SHADOW targets in Mesa->TGSI
translation. There's a possibility for breakage in gallium drivers if
they fail to handle the TGSI_TEXTURE_SHADOW1D / TGSI_TEXTURE_SHADOW2D /
TGSI_TEXTURE_SHADOWRECT texture targets for TGSI_OPCODE_TEX/TXP instructions,
but that should be easy to fix.
With these changes, progs/demos/shadowtex.c renders properly again with
softpipe.
Diffstat (limited to 'progs/tests/blendsquare.c')
0 files changed, 0 insertions, 0 deletions