diff options
author | Francisco Jerez <[email protected]> | 2012-04-30 18:27:52 +0200 |
---|---|---|
committer | Francisco Jerez <[email protected]> | 2012-05-11 12:39:40 +0200 |
commit | 1279923d72942ee201fcc6ad40d552143f651f03 (patch) | |
tree | 73eb59a3e623c04a0344c8b57188e96d362ec197 /src/gallium/drivers/radeonsi/radeonsi_shader.c | |
parent | 5f55cbc7d93c6568566893f9345e43fff311a32b (diff) |
gallium/tgsi: Move interpolation info from tgsi_declaration to a separate token.
Move Interpolate, Centroid and CylindricalWrap from tgsi_declaration
to a separate token -- they only make sense for FS inputs and we need
room for other flags in the top-level declaration token.
Diffstat (limited to 'src/gallium/drivers/radeonsi/radeonsi_shader.c')
-rw-r--r-- | src/gallium/drivers/radeonsi/radeonsi_shader.c | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/src/gallium/drivers/radeonsi/radeonsi_shader.c b/src/gallium/drivers/radeonsi/radeonsi_shader.c index 6425c352d28..0e1a97bba3e 100644 --- a/src/gallium/drivers/radeonsi/radeonsi_shader.c +++ b/src/gallium/drivers/radeonsi/radeonsi_shader.c @@ -199,7 +199,7 @@ static void declare_input_fs( LLVMValueRef attr_number = lp_build_const_int32(gallivm, input_index); /* XXX: Handle all possible interpolation modes */ - switch (decl->Declaration.Interpolate) { + switch (decl->Interp.Interpolate) { case TGSI_INTERPOLATE_COLOR: if (si_shader_ctx->rctx->rasterizer->flatshade) intr_name = "llvm.SI.fs.interp.constant"; @@ -331,14 +331,14 @@ static void si_llvm_emit_epilogue(struct lp_build_tgsi_context * bld_base) i = shader->ninput++; shader->input[i].name = d->Semantic.Name; shader->input[i].sid = d->Semantic.Index; - shader->input[i].interpolate = d->Declaration.Interpolate; - shader->input[i].centroid = d->Declaration.Centroid; + shader->input[i].interpolate = d->Interp.Interpolate; + shader->input[i].centroid = d->Interp.Centroid; break; case TGSI_FILE_OUTPUT: i = shader->noutput++; shader->output[i].name = d->Semantic.Name; shader->output[i].sid = d->Semantic.Index; - shader->output[i].interpolate = d->Declaration.Interpolate; + shader->output[i].interpolate = d->Interp.Interpolate; break; } |