On 01/21/2013 08:52 PM, Paul Berry wrote:
On 21 January 2013 14:48, Kenneth Graunke <kenn...@whitecape.org
<mailto:kenn...@whitecape.org>> wrote:
On 01/21/2013 01:38 PM, Eric Anholt wrote:
Kenneth Graunke <kenn...@whitecape.org
<mailto: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?
No, but a lot of this code is going to have to get reworked when we do that.
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