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authorChia-I Wu <[email protected]>2010-12-04 11:23:41 +0800
committerChia-I Wu <[email protected]>2010-12-04 13:20:38 +0800
commita19eaaa6c1956add5343295af7e9f682efa08d74 (patch)
treeca79287516d05c96ab4755fc905a03e857d83add /src/gallium/state_trackers/vega/shaders_cache.c
parent3b4c8886539b02653761f092a387c27b5c562496 (diff)
st/vega: Move masking after blending.
Masking should happen after blending. The shader is not entirely correct, but leave it as is for now.
Diffstat (limited to 'src/gallium/state_trackers/vega/shaders_cache.c')
-rw-r--r--src/gallium/state_trackers/vega/shaders_cache.c22
1 files changed, 11 insertions, 11 deletions
diff --git a/src/gallium/state_trackers/vega/shaders_cache.c b/src/gallium/state_trackers/vega/shaders_cache.c
index d1ebe7e6779..76bac5139f4 100644
--- a/src/gallium/state_trackers/vega/shaders_cache.c
+++ b/src/gallium/state_trackers/vega/shaders_cache.c
@@ -53,8 +53,8 @@
* 1) Paint generation (color/gradient/pattern)
* 2) Image composition (normal/multiply/stencil)
* 3) Color transform
- * 4) Mask
- * 5) Extended blend (multiply/screen/darken/lighten)
+ * 4) Extended blend (multiply/screen/darken/lighten)
+ * 5) Mask
* 6) Premultiply/Unpremultiply
* 7) Color transform (to black and white)
*/
@@ -301,10 +301,13 @@ create_shader(struct pipe_context *pipe,
}
/* fourth stage */
- sh = SHADERS_GET_MASK_SHADER(id);
+ sh = SHADERS_GET_BLEND_SHADER(id);
switch (sh) {
- case VEGA_MASK_SHADER:
- shaders[idx] = &shaders_mask_asm[(sh >> SHADERS_MASK_SHIFT) - 1];
+ case VEGA_BLEND_MULTIPLY_SHADER:
+ case VEGA_BLEND_SCREEN_SHADER:
+ case VEGA_BLEND_DARKEN_SHADER:
+ case VEGA_BLEND_LIGHTEN_SHADER:
+ shaders[idx] = &shaders_blend_asm[(sh >> SHADERS_BLEND_SHIFT) - 1];
assert(shaders[idx]->id == sh);
idx++;
break;
@@ -313,13 +316,10 @@ create_shader(struct pipe_context *pipe,
}
/* fifth stage */
- sh = SHADERS_GET_BLEND_SHADER(id);
+ sh = SHADERS_GET_MASK_SHADER(id);
switch (sh) {
- case VEGA_BLEND_MULTIPLY_SHADER:
- case VEGA_BLEND_SCREEN_SHADER:
- case VEGA_BLEND_DARKEN_SHADER:
- case VEGA_BLEND_LIGHTEN_SHADER:
- shaders[idx] = &shaders_blend_asm[(sh >> SHADERS_BLEND_SHIFT) - 1];
+ case VEGA_MASK_SHADER:
+ shaders[idx] = &shaders_mask_asm[(sh >> SHADERS_MASK_SHIFT) - 1];
assert(shaders[idx]->id == sh);
idx++;
break;