i965/fs: Don't double-convert integer/boolean uniforms.
When ctx->Const.NativeIntegers is set, Core Mesa loads integer/boolean uniforms directly, rather than loading the floating point equivalent. So, when that's set, we don't need to perform any conversions. Unfortunately, we can't properly support native integers with the old vertex shader backend, so this patch leaves them disabled for now. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Eric Anholt <eric@anholt.net>
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@@ -279,23 +279,27 @@ fs_visitor::setup_uniform_values(int loc, const glsl_type *type)
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assert(param < ARRAY_SIZE(c->prog_data.param));
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switch (type->base_type) {
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case GLSL_TYPE_FLOAT:
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if (ctx->Const.NativeIntegers) {
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c->prog_data.param_convert[param] = PARAM_NO_CONVERT;
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break;
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case GLSL_TYPE_UINT:
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c->prog_data.param_convert[param] = PARAM_CONVERT_F2U;
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break;
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case GLSL_TYPE_INT:
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c->prog_data.param_convert[param] = PARAM_CONVERT_F2I;
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break;
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case GLSL_TYPE_BOOL:
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c->prog_data.param_convert[param] = PARAM_CONVERT_F2B;
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break;
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default:
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assert(!"not reached");
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c->prog_data.param_convert[param] = PARAM_NO_CONVERT;
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break;
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} else {
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switch (type->base_type) {
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case GLSL_TYPE_FLOAT:
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c->prog_data.param_convert[param] = PARAM_NO_CONVERT;
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break;
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case GLSL_TYPE_UINT:
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c->prog_data.param_convert[param] = PARAM_CONVERT_F2U;
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break;
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case GLSL_TYPE_INT:
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c->prog_data.param_convert[param] = PARAM_CONVERT_F2I;
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break;
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case GLSL_TYPE_BOOL:
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c->prog_data.param_convert[param] = PARAM_CONVERT_F2B;
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break;
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default:
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assert(!"not reached");
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c->prog_data.param_convert[param] = PARAM_NO_CONVERT;
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break;
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}
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}
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this->param_index[param] = loc;
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this->param_offset[param] = i;
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