Pass down the texture compare state.
Depth format textures can have a comparison operation performed after
their texels have been sampled.
Change-Id: I49f6bb7fab9765265761144ee8b6b62439beb5a3
Reviewed-on: https://swiftshader-review.googlesource.com/5870
Tested-by: Nicolas Capens <nicolascapens@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
diff --git a/src/Renderer/VertexProcessor.hpp b/src/Renderer/VertexProcessor.hpp
index 3552f84..deac83d 100644
--- a/src/Renderer/VertexProcessor.hpp
+++ b/src/Renderer/VertexProcessor.hpp
@@ -91,7 +91,7 @@
TextureState textureState[8];
- Sampler::State samplerState[VERTEX_TEXTURE_IMAGE_UNITS];
+ Sampler::State sampler[VERTEX_TEXTURE_IMAGE_UNITS];
struct Input
{
@@ -263,6 +263,7 @@
void setSwizzleG(unsigned int sampler, SwizzleType swizzleG);
void setSwizzleB(unsigned int sampler, SwizzleType swizzleB);
void setSwizzleA(unsigned int sampler, SwizzleType swizzleA);
+ void setCompareFunc(unsigned int sampler, CompareFunc compare);
void setBaseLevel(unsigned int sampler, int baseLevel);
void setMaxLevel(unsigned int sampler, int maxLevel);
void setMinLod(unsigned int sampler, float minLod);