mesa/st: get interpolation mode from the fragment shader.

With the recent changes to interpolation stuff, we can now get the value
direct from the program instead of just being fail.

fixes some of the glsl-1.30 interpolation tests with softpipe

Signed-off-by: Dave Airlie <airlied@redhat.com>
This commit is contained in:
Dave Airlie
2011-10-28 17:18:15 +01:00
parent 25620eb1d2
commit 4dfee0011a

View File

@@ -416,6 +416,20 @@ st_get_vp_variant(struct st_context *st,
return vpv;
}
static int st_translate_interp(enum glsl_interp_qualifier glsl_qual)
{
switch (glsl_qual) {
case INTERP_QUALIFIER_NONE:
case INTERP_QUALIFIER_SMOOTH:
return TGSI_INTERPOLATE_PERSPECTIVE;
case INTERP_QUALIFIER_FLAT:
return TGSI_INTERPOLATE_CONSTANT;
case INTERP_QUALIFIER_NOPERSPECTIVE:
return TGSI_INTERPOLATE_LINEAR;
}
assert(0);
return TGSI_INTERPOLATE_PERSPECTIVE;
}
/**
* Translate a Mesa fragment shader into a TGSI shader using extra info in
@@ -558,7 +572,7 @@ st_translate_fragment_program(struct st_context *st,
if (attr == FRAG_ATTRIB_PNTC)
interpMode[slot] = TGSI_INTERPOLATE_LINEAR;
else
interpMode[slot] = TGSI_INTERPOLATE_PERSPECTIVE;
interpMode[slot] = st_translate_interp(stfp->Base.InterpQualifier[attr]);
break;
}
}