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author | Stéphane Marchesin <[email protected]> | 2011-06-06 20:40:16 -0700 |
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committer | Stéphane Marchesin <[email protected]> | 2011-06-06 20:40:16 -0700 |
commit | abb436526974bd090853c0927ece0839f9143393 (patch) | |
tree | 9c36cc853f266b22b761cd585a098594512d62ed /src/gallium/drivers/i915/i915_context.h | |
parent | 2292025c49f2165b59f578c926d320913b08b1b5 (diff) |
i915g: Do generic remapping.
With complex shaders there are often "holes" in the fs inputs, and we only
have 8 tex coorsd to map those to. To fix this, we remap fs inputs to [0..8].
This lets us to run many more GLSL programs.
Diffstat (limited to 'src/gallium/drivers/i915/i915_context.h')
-rw-r--r-- | src/gallium/drivers/i915/i915_context.h | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/src/gallium/drivers/i915/i915_context.h b/src/gallium/drivers/i915/i915_context.h index dacf50e870d..964948edc0e 100644 --- a/src/gallium/drivers/i915/i915_context.h +++ b/src/gallium/drivers/i915/i915_context.h @@ -124,6 +124,12 @@ struct i915_fragment_shader * Else, the bitmask indicates which components are occupied by immediates. */ ubyte constant_flags[I915_MAX_CONSTANT]; + + /** + * The mapping between generics and hw texture coords. + * We need to share this between the vertex and fragment stages. + **/ + int generic_mapping[I915_TEX_UNITS]; }; |