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Diffstat (limited to 'src/mesa/shader/slang/library/slang_fragment_builtin.gc')
-rw-r--r--src/mesa/shader/slang/library/slang_fragment_builtin.gc12
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 31bc467e09e..2e063e64161 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;
}