On 21 January 2013 14:48, Kenneth Graunke <kenn...@whitecape.org> wrote:
> On 01/21/2013 01:38 PM, Eric Anholt wrote: > >> Kenneth Graunke <kenn...@whitecape.org> writes: >> >>> --- >>> src/mesa/drivers/dri/i965/brw_**state.h | 3 ++- >>> src/mesa/drivers/dri/i965/brw_**wm.c | 2 +- >>> src/mesa/drivers/dri/i965/brw_**wm_surface_state.c | 8 ++++++-- >>> src/mesa/drivers/dri/i965/**gen7_wm_surface_state.c | 4 ++-- >>> 4 files changed, 11 insertions(+), 6 deletions(-) >>> >>> I believe the BRW_NEW_VERTEX_PROGRAM/BRW_**NEW_FRAGMENT_PROGRAM dirty >>> bits >>> on the brw_texture_surfaces atom should cover my new usage of shProg. >>> Eric, can you confirm? I always get confused by _NEW_PROGRAM vs. >>> CACHE_NEW_WM/VS_PROG vs. BRW_NEW_VERTEX/FRAGMENT_**PROGRAM. Thanks! >>> >> >> CACHE_NEW_*_PROG covers prog_data, BRW_NEW_*_PROGRAM covers the >> brw_*_program and gl_shader_program structs, so that sounds good. But I >> see an issue anyway... >> >> diff --git a/src/mesa/drivers/dri/i965/**brw_wm_surface_state.c >>> b/src/mesa/drivers/dri/i965/**brw_wm_surface_state.c >>> index 5e99592..b609b09 100644 >>> --- a/src/mesa/drivers/dri/i965/**brw_wm_surface_state.c >>> +++ b/src/mesa/drivers/dri/i965/**brw_wm_surface_state.c >>> @@ -685,8 +685,10 @@ brw_get_surface_num_**multisamples(unsigned >>> num_samples) >>> * swizzling. >>> */ >>> int >>> -brw_get_texture_swizzle(const struct gl_texture_object *t) >>> +brw_get_texture_swizzle(**struct gl_context *ctx, >>> + const struct gl_texture_object *t) >>> { >>> + const struct gl_shader_program *shProg = ctx->Shader._** >>> CurrentFragmentProgram; >>> >> >> You're looking at the FS even if we're trying to set up textures for the >> VS. I think the caller should pass in the particular program, and then >> it'll be more obvious to the caller which state flag is right. >> > > Eric mentioned this on IRC: > > <anholt> Kayden: oh, I suppose my comment about looking at the wrong > program in your depth change doesn't really matter since Version will be > the same in both. > > which is true - otherwise the VS/FS link would have failed. > Is this still going to be true when we implement ARB_separate_shader_objects?
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