From 3d028024e581b05f71f0be915657c2c105885de6 Mon Sep 17 00:00:00 2001 From: Ian Romanick Date: Thu, 20 Jan 2011 12:07:21 -0800 Subject: i965: Set correct values for range/precision of fragment shader types --- src/mesa/drivers/dri/i965/brw_context.c | 9 +++++++++ 1 file changed, 9 insertions(+) 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 -- cgit v1.2.3