On 12/19/2011 04:53 AM, Dave Airlie wrote:
From: Dave Airlie<airl...@redhat.com>

The 4th texcoord is used in this case for the comparison.

This fixes piglit glsl-fs-shadow2DArray* on softpipe.

Signed-off-by: Dave Airlie<airl...@redhat.com>
---
  src/gallium/auxiliary/tgsi/tgsi_exec.c       |   11 ++++++++++-
  src/gallium/drivers/softpipe/sp_tex_sample.c |   17 ++++++++++++-----
  2 files changed, 22 insertions(+), 6 deletions(-)

diff --git a/src/gallium/auxiliary/tgsi/tgsi_exec.c 
b/src/gallium/auxiliary/tgsi/tgsi_exec.c
index a44ba80..4115e35 100644
--- a/src/gallium/auxiliary/tgsi/tgsi_exec.c
+++ b/src/gallium/auxiliary/tgsi/tgsi_exec.c
@@ -1822,7 +1822,6 @@ exec_tex(struct tgsi_exec_machine *mach,
        break;

     case TGSI_TEXTURE_2D_ARRAY:
-   case TGSI_TEXTURE_SHADOW2D_ARRAY:
        FETCH(&r[0], 0, CHAN_X);
        FETCH(&r[1], 0, CHAN_Y);
        FETCH(&r[2], 0, CHAN_Z);
@@ -1837,7 +1836,17 @@ exec_tex(struct tgsi_exec_machine *mach,
                    control,
                    &r[0],&r[1],&r[2],&r[3]);  /* outputs */
        break;
+   case TGSI_TEXTURE_SHADOW2D_ARRAY:
+      FETCH(&r[0], 0, CHAN_X);
+      FETCH(&r[1], 0, CHAN_Y);
+      FETCH(&r[2], 0, CHAN_Z);
+      FETCH(&r[3], 0, CHAN_W);

+      fetch_texel(mach->Samplers[unit],
+&r[0],&r[1],&r[2],&r[3],     /* S, T, P, LOD */
+                  control,
+&r[0],&r[1],&r[2],&r[3]);  /* outputs */
+      break;
     case TGSI_TEXTURE_3D:
     case TGSI_TEXTURE_CUBE:
        FETCH(&r[0], 0, CHAN_X);
diff --git a/src/gallium/drivers/softpipe/sp_tex_sample.c 
b/src/gallium/drivers/softpipe/sp_tex_sample.c
index 43f201f..8123d7b 100644
--- a/src/gallium/drivers/softpipe/sp_tex_sample.c
+++ b/src/gallium/drivers/softpipe/sp_tex_sample.c
@@ -2113,15 +2113,22 @@ sample_compare(struct tgsi_sampler *tgsi_sampler,

     /**
      * Compare texcoord 'p' (aka R) against texture value 'rgba[0]'
+    * for 2D Array texture we need to use the 'c0' (aka Q).
      * When we sampled the depth texture, the depth value was put into all
      * RGBA channels.  We look at the red channel here.
      */

-   pc0 = CLAMP(p[0], 0.0F, 1.0F);
-   pc1 = CLAMP(p[1], 0.0F, 1.0F);
-   pc2 = CLAMP(p[2], 0.0F, 1.0F);
-   pc3 = CLAMP(p[3], 0.0F, 1.0F);
-
+   if (samp->view->texture->target == PIPE_TEXTURE_2D_ARRAY) {
+      pc0 = CLAMP(c0[0], 0.0F, 1.0F);
+      pc1 = CLAMP(c0[1], 0.0F, 1.0F);
+      pc2 = CLAMP(c0[2], 0.0F, 1.0F);
+      pc3 = CLAMP(c0[3], 0.0F, 1.0F);
+   } else {
+      pc0 = CLAMP(p[0], 0.0F, 1.0F);
+      pc1 = CLAMP(p[1], 0.0F, 1.0F);
+      pc2 = CLAMP(p[2], 0.0F, 1.0F);
+      pc3 = CLAMP(p[3], 0.0F, 1.0F);
+   }
     /* compare four texcoords vs. four texture samples */
     switch (sampler->compare_func) {
     case PIPE_FUNC_LESS:


Reviewed-by: Brian Paul <bri...@vmware.com>
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