softpipe: handle vertex texture sampling when using llvm for draw
authorRoland Scheidegger <sroland@vmware.com>
Thu, 28 Aug 2014 03:13:35 +0000 (05:13 +0200)
committerRoland Scheidegger <sroland@vmware.com>
Fri, 29 Aug 2014 23:34:16 +0000 (01:34 +0200)
commit3d29e75a5f59639c3b9dfed26cd41ab13c0d60fc
treedc790305a13bb0f46f3dc464db8ab2c42d40e9fc
parent62fd87198432f3eac7b36fee4dfa2568cc1a5aad
softpipe: handle vertex texture sampling when using llvm for draw

Pretty trivial, just fill in the offsets and such. The implementation
is near 100% copy and paste from llvmpipe. Should be useful for debugging.

No piglit change when not using SOFTPIPE_USE_LLVM=1.
Now that it can do the same tests with and without using llvm for vs/gs,
with llvm more pass, the only things failing only with llvm seems to be
edgeflags tests and vs/gs-pow-float-float (and for the latter I'm not
convinced the zero tolerance it requires is somehow mandated by glsl).

Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
src/gallium/drivers/llvmpipe/lp_setup.c
src/gallium/drivers/llvmpipe/lp_state_sampler.c
src/gallium/drivers/softpipe/sp_context.h
src/gallium/drivers/softpipe/sp_draw_arrays.c
src/gallium/drivers/softpipe/sp_screen.c
src/gallium/drivers/softpipe/sp_state.h
src/gallium/drivers/softpipe/sp_state_sampler.c
src/gallium/drivers/softpipe/sp_texture.c
src/gallium/drivers/softpipe/sp_texture.h