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, MIN2(ctx->Const.FragmentProgram.MaxNativeParameters,
ctx->Const.FragmentProgram.MaxEnvParams); 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, /* Gen6 converts quads to polygon in beginning of 3D pipeline,
but we're not sure how it's actually done for vertex order, but we're not sure how it's actually done for vertex order,
that affect provoking vertex decision. Always use last vertex that affect provoking vertex decision. Always use last vertex