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i965: Set correct values for range/precision of fragment shader types
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1 changed files with 9 additions and 0 deletions
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@ -151,6 +151,15 @@ GLboolean brwCreateContext( int api,
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MIN2(ctx->Const.FragmentProgram.MaxNativeParameters,
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ctx->Const.FragmentProgram.MaxEnvParams);
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/* Fragment shaders use real, 32-bit twos-complement integers for all
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* integer types.
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*/
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ctx->FragmentProgram.LowInt.RangeMin = 31;
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ctx->FragmentProgram.LowInt.RangeMax = 30;
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ctx->FragmentProgram.LowInt.Precision = 0;
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ctx->FragmentProgram.HighInt = ctx->FragmentProgram.MediumInt
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= ctx->FragmentProgram.LowInt;
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/* Gen6 converts quads to polygon in beginning of 3D pipeline,
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but we're not sure how it's actually done for vertex order,
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that affect provoking vertex decision. Always use last vertex
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