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authorMarek Olšák <maraeo@gmail.com>2010-11-28 16:59:03 +0100
committerMarek Olšák <maraeo@gmail.com>2010-11-28 17:45:39 +0100
commit5d4d8b6205af9a09e67f53631eefad77054aa8e9 (patch)
treee730d61f48f9b01ef3152559380bf4e45e4f780a /src/gallium/auxiliary/util/u_simple_shaders.h
parentc6ea4c0e8a6aa84a590ae63da3eb06c08c7356ed (diff)
u_blitter: interpolate clear color using a GENERIC varying instead of COLOR
There are also some u_simple_shaders changes. On r300, the TGSI_SEMANTIC_COLOR varying is a fixed-point number clamped to the range [0,1] and limited to 12 bits of precision. Therefore we can't use it for passing through a clear color in order to clear high precision texture formats. This also makes u_blitter use only one vertex shader instead of two.
Diffstat (limited to 'src/gallium/auxiliary/util/u_simple_shaders.h')
-rw-r--r--src/gallium/auxiliary/util/u_simple_shaders.h4
1 files changed, 3 insertions, 1 deletions
diff --git a/src/gallium/auxiliary/util/u_simple_shaders.h b/src/gallium/auxiliary/util/u_simple_shaders.h
index 4aa34bc475..1bfec183e3 100644
--- a/src/gallium/auxiliary/util/u_simple_shaders.h
+++ b/src/gallium/auxiliary/util/u_simple_shaders.h
@@ -71,7 +71,9 @@ util_make_fragment_passthrough_shader(struct pipe_context *pipe);
extern void *
-util_make_fragment_clonecolor_shader(struct pipe_context *pipe, int num_cbufs);
+util_make_fragment_cloneinput_shader(struct pipe_context *pipe, int num_cbufs,
+ int input_semantic,
+ int input_interpolate);
#ifdef __cplusplus
}