From 731b7c49bb78d6d1be25f9010af0087146de0b48 Mon Sep 17 00:00:00 2001 From: Dave Airlie Date: Fri, 20 Feb 2015 13:58:18 +1000 Subject: st/glsl_to_tgsi: fix ir_assignment hack doing bad things for doubles This hack for fixing gl_FragDepth apparantly caused a GLSL shader outputting a single double to try and output a dvec4, but we hadn't assigned outputs for the secondary bit. This avoids going into the hack code for scalar doubles. Reviewed-by: Ilia Mirkin Signed-off-by: Dave Airlie --- src/mesa/state_tracker/st_glsl_to_tgsi.cpp | 1 + 1 file changed, 1 insertion(+) (limited to 'src/mesa/state_tracker') diff --git a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp index 93671ba9cc0..08957dc2e1d 100644 --- a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp +++ b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp @@ -2611,6 +2611,7 @@ glsl_to_tgsi_visitor::visit(ir_assignment *ir) assert(!ir->lhs->type->is_scalar() && !ir->lhs->type->is_vector()); l.writemask = WRITEMASK_XYZW; } else if (ir->lhs->type->is_scalar() && + !ir->lhs->type->is_double() && ir->lhs->variable_referenced()->data.mode == ir_var_shader_out) { /* FINISHME: This hack makes writing to gl_FragDepth, which lives in the * FINISHME: W component of fragment shader output zero, work correctly. -- cgit v1.2.3