i965: Set correct values for range/precision of fragment shader types

This commit is contained in:
Ian Romanick 2011-01-20 12:07:21 -08:00
parent 04dca296e0
commit 3d028024e5

View file

@ -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