diff options
Diffstat (limited to 'src/mesa/shader/slang/library/slang_fragment_builtin.gc')
-rw-r--r-- | src/mesa/shader/slang/library/slang_fragment_builtin.gc | 12 |
1 files changed, 4 insertions, 8 deletions
diff --git a/src/mesa/shader/slang/library/slang_fragment_builtin.gc b/src/mesa/shader/slang/library/slang_fragment_builtin.gc index 31bc467e09..2e063e6416 100644 --- a/src/mesa/shader/slang/library/slang_fragment_builtin.gc +++ b/src/mesa/shader/slang/library/slang_fragment_builtin.gc @@ -129,16 +129,12 @@ vec4 textureCube(const samplerCube sampler, const vec3 coord, const float bias) - -// For shadow textures, we use the regular tex instructions since they should -// do the depth comparison step. - vec4 shadow1D(const sampler1DShadow sampler, const vec3 coord, const float bias) { vec4 coord4; coord4.xyz = coord; coord4.w = bias; - __asm vec4_tex_1d_bias __retVal, sampler, coord4; + __asm vec4_tex_1d_bias_shadow __retVal, sampler, coord4; } vec4 shadow1DProj(const sampler1DShadow sampler, const vec4 coord, const float bias) @@ -147,7 +143,7 @@ vec4 shadow1DProj(const sampler1DShadow sampler, const vec4 coord, const float b pcoord.x = coord.x / coord.w; pcoord.z = coord.z; pcoord.w = bias; - __asm vec4_tex_1d_bias __retVal, sampler, pcoord; + __asm vec4_tex_1d_bias_shadow __retVal, sampler, pcoord; } vec4 shadow2D(const sampler2DShadow sampler, const vec3 coord, const float bias) @@ -155,7 +151,7 @@ vec4 shadow2D(const sampler2DShadow sampler, const vec3 coord, const float bias) vec4 coord4; coord4.xyz = coord; coord4.w = bias; - __asm vec4_tex_2d_bias __retVal, sampler, coord4; + __asm vec4_tex_2d_bias_shadow __retVal, sampler, coord4; } vec4 shadow2DProj(const sampler2DShadow sampler, const vec4 coord, const float bias) @@ -164,7 +160,7 @@ vec4 shadow2DProj(const sampler2DShadow sampler, const vec4 coord, const float b pcoord.xy = coord.xy / coord.w; pcoord.z = coord.z; pcoord.w = bias; - __asm vec4_tex_2d_bias __retVal, sampler, pcoord; + __asm vec4_tex_2d_bias_shadow __retVal, sampler, pcoord; } |