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i965: Set swizzle fields in the VS precompile program key.
This fixes a regression since 76d1301e8e:
I began setting SWIZZLE_XYZW for unused sampler units in the actual
program keys, since this matched the FS precompile behavior. However,
the VS precompile was expecting zero, so that commit made essentially
every vertex shader (even those not using texturing) mismatch and need
to be recompiled.
Setting them in the VS precompile key solves the issue. It also is an
improvement over our old behavior: previously we guessed that vertex
shaders didn't use any textures at all. Now we actually look to see if
the VS had any sampler uniforms and guess based on that.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
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1 changed files with 11 additions and 0 deletions
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@ -475,6 +475,17 @@ brw_vs_precompile(struct gl_context *ctx, struct gl_shader_program *prog)
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key.program_string_id = bvp->id;
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key.clamp_vertex_color = true;
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for (int i = 0; i < MAX_SAMPLERS; i++) {
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if (vp->Base.ShadowSamplers & (1 << i)) {
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/* Assume DEPTH_TEXTURE_MODE is the default: X, X, X, 1 */
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key.tex.swizzles[i] =
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MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_ONE);
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} else {
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/* Color sampler: assume no swizzling. */
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key.tex.swizzles[i] = SWIZZLE_XYZW;
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}
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}
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success = do_vs_prog(brw, prog, bvp, &key);
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brw->vs.prog_offset = old_prog_offset;
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