vs_index = draw_find_shader_output(llvmpipe->draw,
lpfs->info.input_semantic_name[i],
lpfs->info.input_semantic_index[i]);
+ if (vs_index < 0) {
+ /*
+ * This can happen with sprite coordinates - the vertex
+ * shader doesn't need to provide an output as we generate
+ * them internally. However, lets keep pretending that there
+ * is something there to not confuse other code.
+ */
+ vs_index = 0;
+ }
/* This can be pre-computed, except for flatshade:
*/
inputs[i].src_index = vinfo->num_attribs;
draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index);
}
+
+ /* Figure out if we need pointsize as well.
+ */
+ vs_index = draw_find_shader_output(llvmpipe->draw,
+ TGSI_SEMANTIC_PSIZE, 0);
+
+ if (vs_index > 0) {
+ llvmpipe->psize_slot = vinfo->num_attribs;
+ draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, vs_index);
+ }
+
llvmpipe->num_inputs = lpfs->info.num_inputs;
draw_compute_vertex_size(vinfo);
lp_setup_set_fs_constants(llvmpipe->setup,
llvmpipe->constants[PIPE_SHADER_FRAGMENT][0]);
- if (llvmpipe->dirty & LP_NEW_SAMPLER_VIEW)
- lp_setup_set_fragment_sampler_views(llvmpipe->setup,
+ if (llvmpipe->dirty & (LP_NEW_SAMPLER_VIEW |
+ LP_NEW_SAMPLER))
+ lp_setup_set_fragment_sampler_views(llvmpipe->setup,
llvmpipe->num_fragment_sampler_views,
- llvmpipe->fragment_sampler_views);
+ llvmpipe->fragment_sampler_views,
+ llvmpipe->sampler);
llvmpipe->dirty = 0;
}