case TGSI_TEXTURE_3D:
case TGSI_TEXTURE_CUBE:
case TGSI_TEXTURE_CUBE_ARRAY:
- /* only TEXTURE_CUBE_ARRAY actually needs W */
+ case TGSI_TEXTURE_SHADOWCUBE:
+ /* only TEXTURE_CUBE_ARRAY and TEXTURE_SHADOWCUBE actually need W */
FETCH(&r[0], 0, TGSI_CHAN_X);
FETCH(&r[1], 0, TGSI_CHAN_Y);
FETCH(&r[2], 0, TGSI_CHAN_Z);
case TGSI_TEXTURE_3D:
case TGSI_TEXTURE_2D_ARRAY:
case TGSI_TEXTURE_SHADOW2D_ARRAY:
+ case TGSI_TEXTURE_2D_ARRAY_MSAA:
IFETCH(&r[2], 0, TGSI_CHAN_Z);
/* fallthrough */
case TGSI_TEXTURE_2D:
case TGSI_TEXTURE_SHADOW2D:
case TGSI_TEXTURE_SHADOWRECT:
case TGSI_TEXTURE_1D_ARRAY:
+ case TGSI_TEXTURE_2D_MSAA:
IFETCH(&r[1], 0, TGSI_CHAN_Y);
/* fallthrough */
case TGSI_TEXTURE_BUFFER: