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-rw-r--r--src/gallium/auxiliary/util/u_screen.c1
-rw-r--r--src/gallium/docs/source/screen.rst2
-rw-r--r--src/gallium/include/pipe/p_defines.h1
-rw-r--r--src/mesa/state_tracker/st_context.c2
4 files changed, 5 insertions, 1 deletions
diff --git a/src/gallium/auxiliary/util/u_screen.c b/src/gallium/auxiliary/util/u_screen.c
index 4b57c0c6342..4ee1b4f62af 100644
--- a/src/gallium/auxiliary/util/u_screen.c
+++ b/src/gallium/auxiliary/util/u_screen.c
@@ -372,6 +372,7 @@ u_pipe_screen_get_param_defaults(struct pipe_screen *pscreen,
case PIPE_CAP_FRAGMENT_SHADER_TEXTURE_LOD:
case PIPE_CAP_FRAGMENT_SHADER_DERIVATIVES:
+ case PIPE_CAP_VERTEX_SHADER_SATURATE:
return pscreen->get_param(pscreen, PIPE_CAP_SM3);
default:
diff --git a/src/gallium/docs/source/screen.rst b/src/gallium/docs/source/screen.rst
index 01072581883..1f1728d717a 100644
--- a/src/gallium/docs/source/screen.rst
+++ b/src/gallium/docs/source/screen.rst
@@ -538,6 +538,8 @@ The integer capabilities:
explicit LOD is supported in the fragment shader.
* ``PIPE_CAP_FRAGMENT_SHADER_DERIVATIVES``: True if the driver supports
derivatives in fragment shaders.
+* ``PIPE_CAP_VERTEX_SHADER_SATURATE``: True if the driver supports saturate
+ modifiers in the vertex shader.
.. _pipe_capf:
diff --git a/src/gallium/include/pipe/p_defines.h b/src/gallium/include/pipe/p_defines.h
index 1ce2d131195..1d589457152 100644
--- a/src/gallium/include/pipe/p_defines.h
+++ b/src/gallium/include/pipe/p_defines.h
@@ -890,6 +890,7 @@ enum pipe_cap
PIPE_CAP_TGSI_DIV,
PIPE_CAP_FRAGMENT_SHADER_TEXTURE_LOD,
PIPE_CAP_FRAGMENT_SHADER_DERIVATIVES,
+ PIPE_CAP_VERTEX_SHADER_SATURATE,
};
/**
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++)