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authorPaul Berry <[email protected]>2013-07-12 20:17:13 -0700
committerPaul Berry <[email protected]>2013-10-08 12:44:24 -0700
commitd14fcd7db7501cc5dbbcefac166238d9a49ccd84 (patch)
tree331eb6d8571fb48a08154a325984a034e37299b7 /include
parent8f758b0b92f6105c9615740096fa1206befe343b (diff)
i965/gs: Fixup gl_PointSize on entry to geometry shaders.
gl_PointSize is stored in the w component of VARYING_SLOT_PSIZ, but the geometry shader infrastructure assumes that it should look for all geometry shader inputs of type float in the x component. So when compiling a geomtery shader that uses a gl_PointSize input, fix it up during the shader prolog by moving the w component to the x component. This is similar to how we emit fixups and workarounds for vertex shader attributes. Fixes piglit test spec/glsl-1.50/execution/geometry/core-inputs. Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Jordan Justen <[email protected]>
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