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authorBrian Paul <[email protected]>2011-11-03 17:40:56 -0600
committerBrian Paul <[email protected]>2011-11-03 17:41:08 -0600
commit022e270b1b972b6d04890f1ac1fc2a4a4ed03ff7 (patch)
tree7058c683f199c4179e7ffe8d58b50f2cbc35b428 /src/gallium/drivers/svga/svga_context.h
parent58ea42b7db72586563914dea6fed9656caaf7678 (diff)
svga: pass fragment shader to draw module
If we use the draw-module for wide point/line/etc drawing we'll need a fragment shader too (like we pass in the vertex shader). This fixes sprite point rendering when forcing the swtnl path. Reviewed-by: José Fonseca <[email protected]>
Diffstat (limited to 'src/gallium/drivers/svga/svga_context.h')
-rw-r--r--src/gallium/drivers/svga/svga_context.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/gallium/drivers/svga/svga_context.h b/src/gallium/drivers/svga/svga_context.h
index 86e5f23ffa3..8a6a717d438 100644
--- a/src/gallium/drivers/svga/svga_context.h
+++ b/src/gallium/drivers/svga/svga_context.h
@@ -45,6 +45,7 @@
#define SVGA_MAX_POINTSIZE 80.0
struct draw_vertex_shader;
+struct draw_fragment_shader;
struct svga_shader_result;
struct SVGACmdMemory;
struct util_bitmask;
@@ -68,6 +69,8 @@ struct svga_fragment_shader
{
struct svga_shader base;
+ struct draw_fragment_shader *draw_shader;
+
/** Mask of which generic varying variables are read by this shader */
unsigned generic_inputs;
/** Table mapping original TGSI generic indexes to low integers */