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Boris Brezillon authored
When loading the depth, we want to store component X of the texel fetch result into position.Z which can't be expressed without an extra MOV unless the backend replicates the depth. Stencil is always expected in the Y component, but some TGSI shaders assume it will also be available in X, which only works if the backend replicates the stencil value. Let's fix those shaders so backend drivers are not forced to replicate the depth/stencil values. Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com> Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com> Part-of: <mesa/mesa!7922>
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