From b6bb5e09e0ad1f61f96c65bbc870bd493df12f1a Mon Sep 17 00:00:00 2001 From: "Xiang, Haihao" Date: Thu, 20 Nov 2008 16:54:16 +0800 Subject: mesa: fix shadow sampling unit issue. texture comparison logic is bypassed if the currently bound texture is not a depth/depth_stencil texture. --- src/mesa/main/texenvprogram.c | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) (limited to 'src/mesa/main') 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;iTexture.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<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; -- cgit v1.2.3