Fixes piglit vs-isnan-*.shader_test at the expense of gl-1.0-spot-light.
<field name="Fragment Shader Code Address" size="29" start="99" type="address"/>
<field name="Fragment Shader 2-way threadable" size="1" start="96" type="bool"/>
<field name="Fragment Shader 4-way threadable" size="1" start="97" type="bool"/>
- <field name="Propagate NaNs" size="1" start="98" type="bool"/>
+ <field name="Fragment Shader Propagate NaNs" size="1" start="98" type="bool"/>
<field name="Fragment Shader Uniforms Address" size="32" start="16b" type="address"/>
<field name="Vertex Shader Code Address" size="32" start="20b" type="address"/>
<field name="Vertex Shader 2-way threadable" size="1" start="160" type="bool"/>
<field name="Vertex Shader 4-way threadable" size="1" start="161" type="bool"/>
+ <field name="Vertex Shader Propagate NaNs" size="1" start="162" type="bool"/>
<field name="Vertex Shader Uniforms Address" size="32" start="24b" type="address"/>
<field name="Coordinate Shader Code Address" size="32" start="28b" type="address"/>
<field name="Coordinate Shader 2-way threadable" size="1" start="224" type="bool"/>
<field name="Coordinate Shader 4-way threadable" size="1" start="225" type="bool"/>
+ <field name="Coordinate Shader Propagate NaNs" size="1" start="226" type="bool"/>
<field name="Coordinate Shader Uniforms Address" size="32" start="32b" type="address"/>
</struct>
<field name="Fragment Shader Code Address" size="32" start="12b" type="address"/>
<field name="Fragment Shader 4-way threadable" size="1" start="96" type="bool"/>
<field name="Fragment Shader start in final thread section" size="1" start="97" type="bool"/>
- <field name="Propagate NaNs" size="1" start="98" type="bool"/>
+ <field name="Fragment Shader Propagate NaNs" size="1" start="98" type="bool"/>
<field name="Fragment Shader Uniforms Address" size="32" start="16b" type="address"/>
<field name="Vertex Shader Code Address" size="32" start="20b" type="address"/>
<field name="Vertex Shader 4-way threadable" size="1" start="160" type="bool"/>
<field name="Vertex Shader start in final thread section" size="1" start="161" type="bool"/>
+ <field name="Vertex Shader Propagate NaNs" size="1" start="162" type="bool"/>
<field name="Vertex Shader Uniforms Address" size="32" start="24b" type="address"/>
<field name="Coordinate Shader Code Address" size="32" start="28b" type="address"/>
<field name="Coordinate Shader 4-way threadable" size="1" start="224" type="bool"/>
<field name="Coordinate Shader start in final thread section" size="1" start="225" type="bool"/>
+ <field name="Coordinate Shader Propagate NaNs" size="1" start="226" type="bool"/>
<field name="Coordinate Shader Uniforms Address" size="32" start="32b" type="address"/>
</struct>
<field name="Fragment Shader Code Address" size="32" start="12b" type="address"/>
<field name="Fragment Shader 4-way threadable" size="1" start="96" type="bool"/>
<field name="Fragment Shader start in final thread section" size="1" start="97" type="bool"/>
- <field name="Propagate NaNs" size="1" start="98" type="bool"/>
+ <field name="Fragment Shader Propagate NaNs" size="1" start="98" type="bool"/>
<field name="Fragment Shader Uniforms Address" size="32" start="16b" type="address"/>
<field name="Vertex Shader Code Address" size="32" start="20b" type="address"/>
<field name="Vertex Shader 4-way threadable" size="1" start="160" type="bool"/>
<field name="Vertex Shader start in final thread section" size="1" start="161" type="bool"/>
+ <field name="Vertex Shader Propagate NaNs" size="1" start="162" type="bool"/>
<field name="Vertex Shader Uniforms Address" size="32" start="24b" type="address"/>
<field name="Coordinate Shader Code Address" size="32" start="28b" type="address"/>
<field name="Coordinate Shader 4-way threadable" size="1" start="224" type="bool"/>
<field name="Coordinate Shader start in final thread section" size="1" start="225" type="bool"/>
+ <field name="Coordinate Shader Propagate NaNs" size="1" start="226" type="bool"/>
<field name="Coordinate Shader Uniforms Address" size="32" start="32b" type="address"/>
</struct>
shader.number_of_varyings_in_fragment_shader =
v3d->prog.fs->prog_data.base->num_inputs;
- shader.propagate_nans = true;
+ shader.coordinate_shader_propagate_nans = true;
+ shader.vertex_shader_propagate_nans = true;
+ shader.fragment_shader_propagate_nans = true;
shader.coordinate_shader_code_address =
cl_address(v3d->prog.cs->bo, 0);