r600g: move selecting the pixel shader earlier.

In order to detect that a pixel shader has a prim id
input when we have no geometry shader we need to reorder
the shader selection so the pixel shader is selected
first, then the vertex shader key can take into account
the primitive id input requirement and lack of geom shader.

Reviewed-by: Glenn Kennard <glenn.kennard@gmail.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This commit is contained in:
Dave Airlie
2015-01-27 13:34:50 +10:00
parent 5c83a0d2ce
commit cc2fc095bf
+4 -3
View File
@@ -1170,6 +1170,10 @@ static bool r600_update_derived_state(struct r600_context *rctx)
}
}
r600_shader_select(ctx, rctx->ps_shader, &ps_dirty);
if (unlikely(!rctx->ps_shader->current))
return false;
update_gs_block_state(rctx, rctx->gs_shader != NULL);
if (rctx->gs_shader) {
@@ -1232,9 +1236,6 @@ static bool r600_update_derived_state(struct r600_context *rctx)
}
}
r600_shader_select(ctx, rctx->ps_shader, &ps_dirty);
if (unlikely(!rctx->ps_shader->current))
return false;
if (unlikely(ps_dirty || rctx->pixel_shader.shader != rctx->ps_shader->current ||
rctx->rasterizer->sprite_coord_enable != rctx->ps_shader->current->sprite_coord_enable ||