/* hack.. until we figure out how to deal w/ vpsrepl properly.. */
static void
-fix_blit_fp(struct pipe_context *pctx)
+fix_blit_fp(struct fd4_shader_stateobj *so)
{
- struct fd_context *ctx = fd_context(pctx);
- struct fd4_shader_stateobj *so = ctx->blit_prog[0].fp;
-
so->shader->vpsrepl[0] = 0x99999999;
so->shader->vpsrepl[1] = 0x99999999;
so->shader->vpsrepl[2] = 0x99999999;
so->shader->vpsrepl[3] = 0x99999999;
}
+static void
+fix_blit_fps(struct pipe_context *pctx)
+{
+ struct fd_context *ctx = fd_context(pctx);
+ int i;
+
+ for (i = 0; i < ctx->screen->max_rts; i++)
+ fix_blit_fp(ctx->blit_prog[i].fp);
+
+ fix_blit_fp(ctx->blit_z.fp);
+ fix_blit_fp(ctx->blit_zs.fp);
+}
void
fd4_prog_init(struct pipe_context *pctx)
fd_prog_init(pctx);
- fix_blit_fp(pctx);
+ fix_blit_fps(pctx);
}