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authorJosé Fonseca <jfonseca@vmware.com>2010-06-01 21:27:18 +0100
committerJosé Fonseca <jfonseca@vmware.com>2010-06-01 21:30:57 +0100
commit6ce68ad3ca242076bbb93fdd99bb448f87a31d15 (patch)
treec16f9df9eb36510f378feef5002c383bc17e9a55 /src/gallium/drivers/llvmpipe/lp_state_fs.c
parentc7c64d97836c71eaf2ee3fc6d384877170b8c844 (diff)
llvmpipe: Use struct lp_shader_input in the interpolator.
Eliminates all this identical yet slightly different code to decide how shader inputs should be interpolated. As bonus, don't interpolate the position twice when it is listed in the TGSI shader inputs.
Diffstat (limited to 'src/gallium/drivers/llvmpipe/lp_state_fs.c')
-rw-r--r--src/gallium/drivers/llvmpipe/lp_state_fs.c9
1 files changed, 7 insertions, 2 deletions
diff --git a/src/gallium/drivers/llvmpipe/lp_state_fs.c b/src/gallium/drivers/llvmpipe/lp_state_fs.c
index d3f2eb2421..835175db13 100644
--- a/src/gallium/drivers/llvmpipe/lp_state_fs.c
+++ b/src/gallium/drivers/llvmpipe/lp_state_fs.c
@@ -759,9 +759,14 @@ generate_fragment(struct llvmpipe_context *lp,
generate_pos0(builder, x, y, &x0, &y0);
+ /*
+ * The shader input interpolation info is not explicitely baked in the
+ * shader key, but everything it derives from (TGSI, and flatshade) is
+ * already included in the shader key.
+ */
lp_build_interp_soa_init(&interp,
- &shader->info,
- key->flatshade,
+ lp->num_inputs,
+ lp->inputs,
builder, fs_type,
a0_ptr, dadx_ptr, dady_ptr,
x0, y0);