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svga: Rebind shaders when tokens change.

Even shader ID doesn't change. Otherwise the token change is not
effective.

This reverts regression from commit
cdb445f3a9. Regression could be seen in
Quake3's loading screen -- the upper right corner of the screen would
be black.
tags/mesa-7.7-1
José Fonseca il y a 16 ans
Parent
révision
8ebef37c7b

+ 0
- 2
src/gallium/drivers/svga/svga_context.h Voir le fichier

@@ -268,8 +268,6 @@ struct svga_hw_draw_state
unsigned ts[16][TS_MAX];
float cb[PIPE_SHADER_TYPES][CB_MAX][4];

unsigned shader_id[PIPE_SHADER_TYPES];
struct svga_shader_result *fs;
struct svga_shader_result *vs;
struct svga_hw_view_state views[PIPE_MAX_SAMPLERS];

+ 5
- 8
src/gallium/drivers/svga/svga_state_fs.c Voir le fichier

@@ -268,16 +268,13 @@ static int emit_hw_fs( struct svga_context *svga,
assert(id != SVGA3D_INVALID_ID);

if (result != svga->state.hw_draw.fs) {
if (id != svga->state.hw_draw.shader_id[PIPE_SHADER_FRAGMENT]) {
ret = SVGA3D_SetShader(svga->swc,
SVGA3D_SHADERTYPE_PS,
id );
if (ret)
return ret;
}
ret = SVGA3D_SetShader(svga->swc,
SVGA3D_SHADERTYPE_PS,
id );
if (ret)
return ret;

svga->dirty |= SVGA_NEW_FS_RESULT;
svga->state.hw_draw.shader_id[PIPE_SHADER_FRAGMENT] = id;
svga->state.hw_draw.fs = result;
}


+ 5
- 8
src/gallium/drivers/svga/svga_state_vs.c Voir le fichier

@@ -149,16 +149,13 @@ static int emit_hw_vs( struct svga_context *svga,
}

if (result != svga->state.hw_draw.vs) {
if (id != svga->state.hw_draw.shader_id[PIPE_SHADER_VERTEX]) {
ret = SVGA3D_SetShader(svga->swc,
SVGA3D_SHADERTYPE_VS,
id );
if (ret)
return ret;
}
ret = SVGA3D_SetShader(svga->swc,
SVGA3D_SHADERTYPE_VS,
id );
if (ret)
return ret;

svga->dirty |= SVGA_NEW_VS_RESULT;
svga->state.hw_draw.shader_id[PIPE_SHADER_VERTEX] = id;
svga->state.hw_draw.vs = result;
}


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