On 08/25/2011 04:47 AM, Dave Airlie wrote:
From: Dave Airlie<airl...@redhat.com>

GLSL uses TXS, call the gallium TXQ opcode.

Signed-off-by: Dave Airlie<airl...@redhat.com>
---
  src/mesa/state_tracker/st_glsl_to_tgsi.cpp |   29 ++++++++++++++++++---------
  1 files changed, 19 insertions(+), 10 deletions(-)

diff --git a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp 
b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
index 6f0d9fa..dc3bb76 100644
--- a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
+++ b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
@@ -2426,16 +2426,18 @@ glsl_to_tgsi_visitor::visit(ir_texture *ir)
     glsl_to_tgsi_instruction *inst = NULL;
     unsigned opcode = TGSI_OPCODE_NOP;

-   ir->coordinate->accept(this);
+   if (ir->coordinate) {
+       ir->coordinate->accept(this);

-   /* Put our coords in a temp.  We'll need to modify them for shadow,
-    * projection, or LOD, so the only case we'd use it as is is if
-    * we're doing plain old texturing.  The optimization passes on
-    * glsl_to_tgsi_visitor should handle cleaning up our mess in that case.
-    */
-   coord = get_temp(glsl_type::vec4_type);
-   coord_dst = st_dst_reg(coord);
-   emit(ir, TGSI_OPCODE_MOV, coord_dst, this->result);
+       /* Put our coords in a temp.  We'll need to modify them for shadow,
+       * projection, or LOD, so the only case we'd use it as is is if
+       * we're doing plain old texturing.  The optimization passes on
+       * glsl_to_tgsi_visitor should handle cleaning up our mess in that case.
+       */
+       coord = get_temp(glsl_type::vec4_type);
+       coord_dst = st_dst_reg(coord);
+       emit(ir, TGSI_OPCODE_MOV, coord_dst, this->result);
+   }

It looks like you're using 4-space indentation here instead of 3.

-Brian
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