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authorStéphane Marchesin <[email protected]>2011-06-06 20:40:16 -0700
committerStéphane Marchesin <[email protected]>2011-06-06 20:40:16 -0700
commitabb436526974bd090853c0927ece0839f9143393 (patch)
tree9c36cc853f266b22b761cd585a098594512d62ed /src/gallium/drivers/i915/i915_context.h
parent2292025c49f2165b59f578c926d320913b08b1b5 (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.h6
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];
};