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authorBrian Paul <brian.paul@tungstengraphics.com>2008-11-05 14:02:07 -0700
committerBrian Paul <brian.paul@tungstengraphics.com>2008-11-05 14:02:07 -0700
commitf0debbb0bb951bfc6dc0ae467564b3b1230324cf (patch)
tree14bd7e06fc38f77b61a9d0812e84281634045cbf /src/gallium/auxiliary/draw/draw_vs_sse.c
parent03c0ce4c61fd970509d605fe78166e828fc1df57 (diff)
gallium: call tgsi_set_exec_mask() and use exec mask in SSE ARL code
This prevents vertex shaders from referencing invalid memory locations when the shader is operating on less than four vertices or fragments.
Diffstat (limited to 'src/gallium/auxiliary/draw/draw_vs_sse.c')
-rw-r--r--src/gallium/auxiliary/draw/draw_vs_sse.c14
1 files changed, 14 insertions, 0 deletions
diff --git a/src/gallium/auxiliary/draw/draw_vs_sse.c b/src/gallium/auxiliary/draw/draw_vs_sse.c
index 0efabd9de8..77ba5152f9 100644
--- a/src/gallium/auxiliary/draw/draw_vs_sse.c
+++ b/src/gallium/auxiliary/draw/draw_vs_sse.c
@@ -99,9 +99,23 @@ vs_sse_run_linear( struct draw_vertex_shader *base,
struct tgsi_exec_machine *machine = shader->machine;
unsigned int i;
+ /* By default, execute all channels. XXX move this inside the loop
+ * below when we support shader conditionals/loops.
+ */
+ tgsi_set_exec_mask(machine, 1, 1, 1, 1);
+
for (i = 0; i < count; i += MAX_TGSI_VERTICES) {
unsigned int max_vertices = MIN2(MAX_TGSI_VERTICES, count - i);
+ if (max_vertices < 4) {
+ /* disable the unused execution channels */
+ tgsi_set_exec_mask(machine,
+ 1,
+ max_vertices > 1,
+ max_vertices > 2,
+ 0);
+ }
+
/* run compiled shader
*/
shader->func(machine->Inputs,