Mesa (master): radeonsi: set current_rast_prim in the right place
Marek Olšák
mareko at kemper.freedesktop.org
Tue Feb 24 20:26:24 UTC 2015
Module: Mesa
Branch: master
Commit: 0b1f31ab7fb323df14801dc3869c9de437c174d5
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=0b1f31ab7fb323df14801dc3869c9de437c174d5
Author: Marek Olšák <marek.olsak at amd.com>
Date: Sun Feb 22 19:14:42 2015 +0100
radeonsi: set current_rast_prim in the right place
Reviewed-by: Michel Dänzer <michel.daenzer at amd.com>
---
src/gallium/drivers/radeonsi/si_state_draw.c | 8 +++++++-
1 file changed, 7 insertions(+), 1 deletion(-)
diff --git a/src/gallium/drivers/radeonsi/si_state_draw.c b/src/gallium/drivers/radeonsi/si_state_draw.c
index 511bea2..cb147c3 100644
--- a/src/gallium/drivers/radeonsi/si_state_draw.c
+++ b/src/gallium/drivers/radeonsi/si_state_draw.c
@@ -502,12 +502,18 @@ void si_draw_vbo(struct pipe_context *ctx, const struct pipe_draw_info *info)
if (!sctx->ps_shader || !sctx->vs_shader)
return;
+ si_decompress_textures(sctx);
+
+ /* Set the rasterization primitive type.
+ *
+ * This must be done after si_decompress_textures, which can call
+ * draw_vbo recursively, and before si_update_shaders, which uses
+ * current_rast_prim for this draw_vbo call. */
if (sctx->gs_shader)
sctx->current_rast_prim = sctx->gs_shader->gs_output_prim;
else
sctx->current_rast_prim = info->mode;
- si_decompress_textures(sctx);
si_update_shaders(sctx);
if (sctx->vertex_buffers_dirty) {
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