diff options
author | Dave Airlie <[email protected]> | 2010-08-31 16:13:03 +1000 |
---|---|---|
committer | Dave Airlie <[email protected]> | 2010-08-31 16:15:04 +1000 |
commit | b87b6e5bf798fcfa486e8082a09b4425a40cf3c4 (patch) | |
tree | 1dc2174d5d9b308409fc1ca75d25c194b7d18f2f /src/gallium/drivers/r600/r600_shader.c | |
parent | ad202678fc4859b51a9198575a886707f57ad05b (diff) |
r600g: fix up depth write swizzles.
For some reason r600c, emits extra instructions in the FP to do the depth write output swizzle,
I'm not sure this is required, so here I'm doing it in the exports.
this fixes the mesa trivial demos tri-depthwrite and tri-depthwrite2, it doesn't fix
the glsl1 gl_FragDepth writing test however.
Diffstat (limited to 'src/gallium/drivers/r600/r600_shader.c')
-rw-r--r-- | src/gallium/drivers/r600/r600_shader.c | 5 |
1 files changed, 4 insertions, 1 deletions
diff --git a/src/gallium/drivers/r600/r600_shader.c b/src/gallium/drivers/r600/r600_shader.c index d81308b211e..bc1811129bf 100644 --- a/src/gallium/drivers/r600/r600_shader.c +++ b/src/gallium/drivers/r600/r600_shader.c @@ -179,7 +179,8 @@ static int r600_pipe_shader_ps(struct pipe_context *ctx, struct r600_context_sta if (rshader->input[i].name == TGSI_SEMANTIC_POSITION) have_pos = TRUE; if (rshader->input[i].name == TGSI_SEMANTIC_COLOR || - rshader->input[i].name == TGSI_SEMANTIC_BCOLOR) { + rshader->input[i].name == TGSI_SEMANTIC_BCOLOR || + rshader->input[i].name == TGSI_SEMANTIC_POSITION) { tmp |= S_028644_FLAT_SHADE(rshader->flat_shade); } if (rasterizer->sprite_coord_enable & (1 << i)) { @@ -503,6 +504,8 @@ int r600_shader_from_tgsi(const struct tgsi_token *tokens, struct r600_shader *s output[i].type = V_SQ_CF_ALLOC_EXPORT_WORD0_SQ_EXPORT_PIXEL; } else if (shader->output[i].name == TGSI_SEMANTIC_POSITION) { output[i].array_base = 61; + output[i].swizzle_x = 2; + output[i].swizzle_y = output[i].swizzle_z = output[i].swizzle_w = 7; output[i].type = V_SQ_CF_ALLOC_EXPORT_WORD0_SQ_EXPORT_PIXEL; } else { R600_ERR("unsupported fragment output name %d\n", shader->output[i].name); |