struct lp_rast_triangle *point,
const struct point_info *info)
{
+ const struct lp_fragment_shader *shader = setup->fs.current.variant->shader;
unsigned fragcoord_usage_mask = TGSI_WRITEMASK_XYZ;
unsigned slot;
fragcoord_usage_mask |= usage_mask;
break;
+ case LP_INTERP_LINEAR:
+ /* Sprite tex coords may use linear interpolation someday */
+ /* fall-through */
+
case LP_INTERP_PERSPECTIVE:
- /* For point sprite textures */
- if (setup->fs.current.variant->shader->info.input_semantic_name[slot]
- == TGSI_SEMANTIC_GENERIC)
- {
- int index = setup->fs.current.variant->shader->info.input_semantic_index[slot];
+ /* check if the sprite coord flag is set for this attribute.
+ * If so, set it up so it up so x any y vary from 0 to 1.
+ */
+ if (shader->info.input_semantic_name[slot] == TGSI_SEMANTIC_GENERIC) {
+ const int index = shader->info.input_semantic_index[slot];
if (setup->sprite & (1 << index)) {
for (i = 0; i < NUM_CHANNELS; i++)