u_blitter: interpolate clear color using a GENERIC varying instead of COLOR
authorMarek Olšák <maraeo@gmail.com>
Sun, 28 Nov 2010 15:59:03 +0000 (16:59 +0100)
committerMarek Olšák <maraeo@gmail.com>
Sun, 28 Nov 2010 16:45:39 +0000 (17:45 +0100)
commit5d4d8b6205af9a09e67f53631eefad77054aa8e9
treee730d61f48f9b01ef3152559380bf4e45e4f780a
parentc6ea4c0e8a6aa84a590ae63da3eb06c08c7356ed
u_blitter: interpolate clear color using a GENERIC varying instead of COLOR

There are also some u_simple_shaders changes.

On r300, the TGSI_SEMANTIC_COLOR varying is a fixed-point number clamped
to the range [0,1] and limited to 12 bits of precision. Therefore we can't
use it for passing through a clear color in order to clear high precision
texture formats.

This also makes u_blitter use only one vertex shader instead of two.
src/gallium/auxiliary/util/u_blitter.c
src/gallium/auxiliary/util/u_simple_shaders.c
src/gallium/auxiliary/util/u_simple_shaders.h