fs_visitor::emit_urb_writes()
{
int slot, urb_offset, length;
- struct brw_vs_prog_data *vs_prog_data =
- (struct brw_vs_prog_data *) prog_data;
- const struct brw_vs_prog_key *key =
+ const struct brw_vue_prog_data *vue_prog_data =
+ (const struct brw_vue_prog_data *) this->prog_data;
+ const struct brw_vs_prog_key *vs_key =
(const struct brw_vs_prog_key *) this->key;
const GLbitfield64 psiz_mask =
VARYING_BIT_LAYER | VARYING_BIT_VIEWPORT | VARYING_BIT_PSIZ;
- const struct brw_vue_map *vue_map = &vs_prog_data->base.vue_map;
+ const struct brw_vue_map *vue_map = &vue_prog_data->vue_map;
bool flush;
fs_reg sources[8];
break;
}
- if ((varying == VARYING_SLOT_COL0 ||
+ if (stage == MESA_SHADER_VERTEX && vs_key->clamp_vertex_color &&
+ (varying == VARYING_SLOT_COL0 ||
varying == VARYING_SLOT_COL1 ||
varying == VARYING_SLOT_BFC0 ||
- varying == VARYING_SLOT_BFC1) &&
- key->clamp_vertex_color) {
+ varying == VARYING_SLOT_BFC1)) {
/* We need to clamp these guys, so do a saturating MOV into a
* temp register and use that for the payload.
*/