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authorIago Toral Quiroga <[email protected]>2019-07-19 09:54:54 +0200
committerIago Toral Quiroga <[email protected]>2019-07-22 08:05:59 +0200
commitdacaf7ec06f2b9f4c57e0aff842b8337eb78e8c5 (patch)
tree042abba7feea319086f53706f46842db09f1bd2a
parent9bf0bdf7762afef04b923c043242356ccd3de092 (diff)
v3d: fill logicop_func in the fragment shader key when precompiling shaders
Since logicop_func 0 is PIPE_LOGIOP_CLEAR, we were trigger lowerinng of logic ops on precompiled shaders, which we don't want to do. Also, this had the side effect of making shader-db crash, as during this lowering we would try to read the color format swizzle information from the fragment shader key that we don't populate in precompiled shaders because right now we only need it when logic operations are enabled. Reviewed-by: Eric Anholt <[email protected]>
-rw-r--r--src/gallium/drivers/v3d/v3d_program.c2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/gallium/drivers/v3d/v3d_program.c b/src/gallium/drivers/v3d/v3d_program.c
index 78c41c8efd1..bfd1ebdf7de 100644
--- a/src/gallium/drivers/v3d/v3d_program.c
+++ b/src/gallium/drivers/v3d/v3d_program.c
@@ -200,6 +200,8 @@ v3d_shader_precompile(struct v3d_context *v3d,
}
}
+ key.logicop_func = PIPE_LOGICOP_COPY;
+
v3d_setup_shared_precompile_key(so, &key.base);
v3d_get_compiled_shader(v3d, &key.base, sizeof(key));
} else {