enum shader_t type)
{
struct fd3_shader_stateobj *so = CALLOC_STRUCT(fd3_shader_stateobj);
- so->shader = ir3_shader_create(pctx, cso->tokens, type);
+ so->shader = ir3_shader_create(pctx, cso, type);
return so;
}
}
}
- /* TODO: Figure out if there's a way to make it spit out 0's and
- * 1's for the .z and .w components.
+ /* Replace the .xy coordinates with S/T from the point sprite. Set
+ * interpolation bits for .zw such that they become .01
*/
- if (emit->sprite_coord_enable & (1 << sem2idx(fp->inputs[j].semantic)))
- vpsrepl[inloc / 16] |= 0x09 << ((inloc % 16) * 2);
+ if (emit->sprite_coord_enable & (1 << sem2idx(fp->inputs[j].semantic))) {
+ vpsrepl[inloc / 16] |= (emit->sprite_coord_mode ? 0x0d : 0x09)
+ << ((inloc % 16) * 2);
+ vinterp[(inloc + 2) / 16] |= 2 << (((inloc + 2) % 16) * 2);
+ vinterp[(inloc + 3) / 16] |= 3 << (((inloc + 3) % 16) * 2);
+ }
}
OUT_PKT0(ring, REG_A3XX_VPC_ATTR, 2);