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.
switch (inst->InstructionExtTexture.Texture) {
case TGSI_TEXTURE_1D:
- case TGSI_TEXTURE_SHADOW1D:
count = 1;
break;
case TGSI_TEXTURE_2D:
case TGSI_TEXTURE_RECT:
- case TGSI_TEXTURE_SHADOW2D:
- case TGSI_TEXTURE_SHADOWRECT:
count = 2;
break;
+ case TGSI_TEXTURE_SHADOW1D:
+ case TGSI_TEXTURE_SHADOW2D:
+ case TGSI_TEXTURE_SHADOWRECT:
case TGSI_TEXTURE_3D:
case TGSI_TEXTURE_CUBE:
count = 3;
GLuint textarget,
GLboolean shadow )
{
-#if 1
- /* XXX remove this line after we've checked that the rest of gallium
- * can handle the TGSI_TEXTURE_SHADOWx tokens.
- */
- shadow = GL_FALSE;
-#endif
switch( textarget ) {
case TEXTURE_1D_INDEX:
if (shadow)