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authorMarek Olšák <[email protected]>2010-08-02 17:14:07 +0200
committerMarek Olšák <[email protected]>2010-08-02 17:26:23 +0200
commitafa925066c158ac49e3b0f883f67debd8545bf26 (patch)
tree4882456bbf070867daaf2e9025eaa15570977655 /src/gallium/drivers/r300/r300_state.c
parent8446f257b3e3ca4a3eb2c79bc357e46343e04e87 (diff)
r300g: fix hardlock when using more than one stuffed sprite coords
If texture coordinates come from the vertex shader, there are always 4 components in the rasterizer input packet, but if the coordinates are stuffed (like for point sprites), there are only 2 or 3 components (based on GB_ENABLE) and if we rasterize more, it locks up.
Diffstat (limited to 'src/gallium/drivers/r300/r300_state.c')
-rw-r--r--src/gallium/drivers/r300/r300_state.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/gallium/drivers/r300/r300_state.c b/src/gallium/drivers/r300/r300_state.c
index fced77e6f19..bc0c86d8a45 100644
--- a/src/gallium/drivers/r300/r300_state.c
+++ b/src/gallium/drivers/r300/r300_state.c
@@ -1014,7 +1014,7 @@ static void* r300_create_rs_state(struct pipe_context* pipe,
for (i = 0; i < 8; i++) {
if (state->sprite_coord_enable & (1 << i))
stuffing_enable |=
- R300_GB_TEX_STR << (R300_GB_TEX0_SOURCE_SHIFT + (i*2));
+ R300_GB_TEX_ST << (R300_GB_TEX0_SOURCE_SHIFT + (i*2));
}
point_texcoord_left = 0.0f;