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authorRoland Scheidegger <[email protected]>2013-02-19 19:47:08 +0100
committerRoland Scheidegger <[email protected]>2013-02-22 04:34:07 +0100
commitf972567671a1a9896ad4db85ad87fd36a967addc (patch)
tree6aa7ebdfe3b5c3cb3e7516f507eb57a471c5f0fb /m4/ax_prog_flex.m4
parent10bcc843f8898c2466b610d08edc27516e10cc51 (diff)
draw: make sure key size is calculated consistently.
Some parts calculated key size by using shader information, others by using the pipe_vertex_element information. Since it is perfectly valid to have more vertex_elements set than the vertex shader is using those may not be the same, so we weren't copying over all vertex_element state - this caused the tgsi dump to assert (iterates over all vertex elements). More importantly in this situation it would also break vertex texturing completely (since the sampler state derived from the key is at a different position than expected). Fix thix by deriving key->nr_vertex_elements from the shader information instead of the pipe_vertex_element state (unlike dx10, we can't have "holes" in pipe_vertex_element state, so this should be safe). (Note that actual llvm shader generation does not use the pipe_vertex_element state from the key itself in any case (althogh I guess it could) but uses the one from draw.pt (which should be the same though contains all elements) instead.) Reviewed-by: Jose Fonseca <[email protected]>
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