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authorKenneth Graunke <[email protected]>2017-01-13 14:29:52 -0800
committerKenneth Graunke <[email protected]>2017-01-13 17:25:48 -0800
commit0d5071db5e50629a63490639a3c86dfc65bf27ab (patch)
tree3edcacffce10a0106263994c1a6ce7e095afd34b /CleanSpec.mk
parent40a8f9e6f2d048e0fd32f9a974cc0ca58ad1335e (diff)
i965: Move Gen4-5 interpolation stuff to brw_wm_prog_data.
This fixes glxgears rendering, which had surprisingly been broken since late October! Specifically, commit 91d61fbf7cb61a44adcaae51ee08ad0dd6b. glxgears uses glShadeModel(GL_FLAT) when drawing the main portion of the gears, then uses glShadeModel(GL_SMOOTH) for drawing the Gouraud-shaded inner portion of the gears. This results in the same fragment program having two different state-dependent interpolation maps: one where gl_Color is flat, and another where it's smooth. The problem is that there's only one gen4_fragment_program, so it can't store both. Each FS compile would trash the last one. But, the FS compiles are cached, so the first one would store FLAT, and the second would see a matching program in the cache and never bother to compile one with SMOOTH. (Clearing the program cache on every draw made it render correctly.) Instead, move it to brw_wm_prog_data, where we can keep a copy for every specialization of the program. The only downside is bloating the structure a bit, but we can tighten that up a bit if we need to. This also lets us kill gen4_fragment_program entirely! Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
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