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authorIan Romanick <ian.d.romanick@intel.com>2011-01-20 12:07:21 -0800
committerIan Romanick <ian.d.romanick@intel.com>2011-01-20 13:35:59 -0800
commit3d028024e581b05f71f0be915657c2c105885de6 (patch)
treeef2cdc8814f7ba32c860827fa1c6f4021fab886a
parent04dca296e0a5e5ffbb8acb699e013a23ebd7b645 (diff)
i965: Set correct values for range/precision of fragment shader types
-rw-r--r--src/mesa/drivers/dri/i965/brw_context.c9
1 files changed, 9 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_context.c b/src/mesa/drivers/dri/i965/brw_context.c
index 8fc322fd82e..d3b61abe896 100644
--- a/src/mesa/drivers/dri/i965/brw_context.c
+++ b/src/mesa/drivers/dri/i965/brw_context.c
@@ -151,6 +151,15 @@ GLboolean brwCreateContext( int api,
MIN2(ctx->Const.FragmentProgram.MaxNativeParameters,
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,
but we're not sure how it's actually done for vertex order,
that affect provoking vertex decision. Always use last vertex