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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
commitdf73a70fbab40fe18e127bc614a9f4cb9e5ed006 (patch)
treeaa563bc354b2d65ecb24838766606c2b108105f9 /src/gallium/drivers/svga
parent022e270b1b972b6d04890f1ac1fc2a4a4ed03ff7 (diff)
svga: use the draw-module's sprite stage depending on FS inputs
If we're drawing sprites and the fragment shader needs both auto- generated texcoords and user-defined varying vars we need to use this fallback path. The reason is when we enable auto texcoord generation, it gets enabled for all texcoord sets. And that clobbers the user-defined varying vars. Reviewed-by: José Fonseca <[email protected]>
Diffstat (limited to 'src/gallium/drivers/svga')
-rw-r--r--src/gallium/drivers/svga/svga_state_need_swtnl.c24
1 files changed, 23 insertions, 1 deletions
diff --git a/src/gallium/drivers/svga/svga_state_need_swtnl.c b/src/gallium/drivers/svga/svga_state_need_swtnl.c
index 5693c1ac9b2..8c39a4b76f0 100644
--- a/src/gallium/drivers/svga/svga_state_need_swtnl.c
+++ b/src/gallium/drivers/svga/svga_state_need_swtnl.c
@@ -141,6 +141,27 @@ update_need_pipeline( struct svga_context *svga,
need_pipeline = TRUE;
}
+ /* SVGA_NEW_FS, SVGA_NEW_RAST, SVGA_NEW_REDUCED_PRIMITIVE
+ */
+ if (svga->curr.reduced_prim == PIPE_PRIM_POINTS) {
+ unsigned sprite_coord_gen = svga->curr.rast->templ.sprite_coord_enable;
+ unsigned generic_inputs = svga->curr.fs->generic_inputs;
+
+ if (sprite_coord_gen &&
+ (generic_inputs & ~sprite_coord_gen)) {
+ /* The fragment shader is using some generic inputs that are
+ * not being replaced by auto-generated point/sprite coords (and
+ * auto sprite coord generation is turned on).
+ * The SVGA3D interface does not support that: if we enable
+ * SVGA3D_RS_POINTSPRITEENABLE it gets enabled for _all_
+ * texture coordinate sets.
+ * To solve this, we have to use the draw-module's wide/sprite
+ * point stage.
+ */
+ need_pipeline = TRUE;
+ }
+ }
+
if (need_pipeline != svga->state.sw.need_pipeline) {
svga->state.sw.need_pipeline = need_pipeline;
svga->dirty |= SVGA_NEW_NEED_PIPELINE;
@@ -158,6 +179,7 @@ struct svga_tracked_state svga_update_need_pipeline =
{
"need pipeline",
(SVGA_NEW_RAST |
+ SVGA_NEW_FS |
SVGA_NEW_VS |
SVGA_NEW_REDUCED_PRIMITIVE),
update_need_pipeline
@@ -186,7 +208,7 @@ update_need_swtnl( struct svga_context *svga,
}
/*
- * Some state changes the draw module does makes us belive we
+ * Some state changes the draw module does makes us believe we
* we don't need swtnl. This causes the vdecl code to pickup
* the wrong buffers and vertex formats. Try trivial/line-wide.
*/