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authorErik Faye-Lund <[email protected]>2019-07-05 16:21:45 +0200
committerErik Faye-Lund <[email protected]>2019-07-10 15:49:57 +0200
commit21de1bf24ba6d65f1566c3b8b742636587c39697 (patch)
treedc5d76ceedbb1fb3823650bc219f78ac013014af /src/mesa/state_tracker
parent681fa03e8d290ab1ee49de3f2c35f3dbb11636dc (diff)
gallium: give vertex-shader saturate its own cap
Shader Model 3.0 is a big promise to make to the state-tracker, and for instance mobile hardware might support vertex-shader saturate but not some of the other features of SM3. So let's give this its own cap for simplicity. Signed-off-by: Erik Faye-Lund <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
Diffstat (limited to 'src/mesa/state_tracker')
-rw-r--r--src/mesa/state_tracker/st_context.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/mesa/state_tracker/st_context.c b/src/mesa/state_tracker/st_context.c
index f3b84d53c59..a94ffe26eba 100644
--- a/src/mesa/state_tracker/st_context.c
+++ b/src/mesa/state_tracker/st_context.c
@@ -686,7 +686,7 @@ st_create_context_priv(struct gl_context *ctx, struct pipe_context *pipe,
* is not supported
*/
ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoSat =
- !screen->get_param(screen, PIPE_CAP_SM3);
+ !screen->get_param(screen, PIPE_CAP_VERTEX_SHADER_SATURATE);
if (ctx->Const.GLSLVersion < 400) {
for (i = 0; i < MESA_SHADER_STAGES; i++)