From: Marek Olšák Date: Thu, 31 Jan 2013 21:30:44 +0000 (+0100) Subject: st/mesa: emit saturates in the vertex shader if Shader Model 3.0 is supported X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=4362bdadf3069ed3f8e7c9bfccbc649d320dbd76;p=mesa.git st/mesa: emit saturates in the vertex shader if Shader Model 3.0 is supported v2: change the requirement from GLSL 1.30 to SM 3.0 (R500 can do this) --- diff --git a/src/mesa/state_tracker/st_context.c b/src/mesa/state_tracker/st_context.c index b416319e1cb..676fc069d83 100644 --- a/src/mesa/state_tracker/st_context.c +++ b/src/mesa/state_tracker/st_context.c @@ -182,6 +182,7 @@ st_create_context_priv( struct gl_context *ctx, struct pipe_context *pipe, st->has_stencil_export = screen->get_param(screen, PIPE_CAP_SHADER_STENCIL_EXPORT); + st->has_shader_model3 = screen->get_param(screen, PIPE_CAP_SM3); /* GL limits and extensions */ st_init_limits(st); diff --git a/src/mesa/state_tracker/st_context.h b/src/mesa/state_tracker/st_context.h index 70ee671d0c6..726c64d04ae 100644 --- a/src/mesa/state_tracker/st_context.h +++ b/src/mesa/state_tracker/st_context.h @@ -84,6 +84,7 @@ struct st_context GLboolean clamp_vert_color_in_shader; boolean has_stencil_export; /**< can do shader stencil export? */ boolean has_time_elapsed; + boolean has_shader_model3; /* On old libGL's for linux we need to invalidate the drawables * on glViewpport calls, this is set via a option. diff --git a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp index b20dfd5dbb5..63b74285aa3 100644 --- a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp +++ b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp @@ -1287,11 +1287,12 @@ glsl_to_tgsi_visitor::try_emit_mad_for_and_not(ir_expression *ir, int try_operan bool glsl_to_tgsi_visitor::try_emit_sat(ir_expression *ir) { - /* Saturates were only introduced to vertex programs in - * NV_vertex_program3, so don't give them to drivers in the VP. + /* Emit saturates in the vertex shader only if SM 3.0 is supported. */ - if (this->prog->Target == GL_VERTEX_PROGRAM_ARB) + if (this->prog->Target == GL_VERTEX_PROGRAM_ARB && + !st_context(this->ctx)->has_shader_model3) { return false; + } ir_rvalue *sat_src = ir->as_rvalue_to_saturate(); if (!sat_src)