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authorKenneth Graunke <[email protected]>2015-11-24 21:33:01 -0800
committerKenneth Graunke <[email protected]>2015-11-25 11:47:47 -0800
commit3810c1561401aba336765d64d1a5a3e44eb58eb3 (patch)
tree33b84bec906f0281c9e1f7732835c40fc120ecc5 /src/mesa/drivers/dri/i965/brw_fs.h
parent3e9003e9cf55265ab1fb6522dc5cbb2f455ea1f9 (diff)
i965: Fix scalar vertex shader struct outputs.
While we correctly set output[] for composite varyings, we set completely bogus values for output_components[], making emit_urb_writes() output zeros instead of the actual values. Unfortunately, our simple approach goes out the window, and we need to recurse into structs to get the proper value of vector_elements for each field. Together with the previous patch, this fixes rendering in an upcoming game from Feral Interactive. v2: Use pointers instead of pass-by-mutable-reference (Jason, Matt). Cc: "11.1 11.0" <[email protected]> Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]> Reviewed-by: Matt Turner <[email protected]>
Diffstat (limited to 'src/mesa/drivers/dri/i965/brw_fs.h')
-rw-r--r--src/mesa/drivers/dri/i965/brw_fs.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_fs.h b/src/mesa/drivers/dri/i965/brw_fs.h
index 621d8d59535..bca4589b076 100644
--- a/src/mesa/drivers/dri/i965/brw_fs.h
+++ b/src/mesa/drivers/dri/i965/brw_fs.h
@@ -223,6 +223,8 @@ public:
void emit_nir_code();
void nir_setup_inputs();
+ void nir_setup_single_output_varying(fs_reg *reg, const glsl_type *type,
+ unsigned *location);
void nir_setup_outputs();
void nir_setup_uniforms();
void nir_emit_system_values();