From 3d028024e581b05f71f0be915657c2c105885de6 Mon Sep 17 00:00:00 2001
From: Ian Romanick <ian.d.romanick@intel.com>
Date: Thu, 20 Jan 2011 12:07:21 -0800
Subject: i965: Set correct values for range/precision of fragment shader types

---
 src/mesa/drivers/dri/i965/brw_context.c | 9 +++++++++
 1 file changed, 9 insertions(+)

diff --git a/src/mesa/drivers/dri/i965/brw_context.c b/src/mesa/drivers/dri/i965/brw_context.c
index 8fc322fd82e..d3b61abe896 100644
--- a/src/mesa/drivers/dri/i965/brw_context.c
+++ b/src/mesa/drivers/dri/i965/brw_context.c
@@ -151,6 +151,15 @@ GLboolean brwCreateContext( int api,
       MIN2(ctx->Const.FragmentProgram.MaxNativeParameters,
 	   ctx->Const.FragmentProgram.MaxEnvParams);
 
+   /* Fragment shaders use real, 32-bit twos-complement integers for all
+    * integer types.
+    */
+   ctx->FragmentProgram.LowInt.RangeMin = 31;
+   ctx->FragmentProgram.LowInt.RangeMax = 30;
+   ctx->FragmentProgram.LowInt.Precision = 0;
+   ctx->FragmentProgram.HighInt = ctx->FragmentProgram.MediumInt
+      = ctx->FragmentProgram.LowInt;
+
    /* Gen6 converts quads to polygon in beginning of 3D pipeline,
       but we're not sure how it's actually done for vertex order,
       that affect provoking vertex decision. Always use last vertex
-- 
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