Commit 8a718cb5 by Chris Forbes

Restore vertex fetch state update from context -> state

This is required to have the vertex fetch state actually available at JIT time. Bug: b/124177079 Change-Id: Ibb548c372ee349d3a5312bb46dddcf13257dc294 Reviewed-on: https://swiftshader-review.googlesource.com/c/25188 Kokoro-Presubmit: kokoro <noreply+kokoro@google.com> Tested-by: 's avatarChris Forbes <chrisforbes@google.com> Reviewed-by: 's avatarNicolas Capens <nicolascapens@google.com> Reviewed-by: 's avatarBen Clayton <bclayton@google.com>
parent 1ca8acdb
...@@ -320,6 +320,16 @@ namespace sw ...@@ -320,6 +320,16 @@ namespace sw
DrawType type = static_cast<DrawType>(static_cast<unsigned int>(drawType) & 0xF); DrawType type = static_cast<DrawType>(static_cast<unsigned int>(drawType) & 0xF);
state.verticesPerPrimitive = 1 + (type >= DRAW_LINELIST) + (type >= DRAW_TRIANGLELIST); state.verticesPerPrimitive = 1 + (type >= DRAW_LINELIST) + (type >= DRAW_TRIANGLELIST);
for(int i = 0; i < MAX_VERTEX_INPUTS; i++)
{
state.input[i].type = context->input[i].type;
state.input[i].count = context->input[i].count;
state.input[i].normalized = context->input[i].normalized;
// TODO: get rid of attribType -- just keep the VK format all the way through, this fully determines
// how to handle the attribute.
state.input[i].attribType = context->vertexShader->inputs[i*4].Type;
}
state.hash = state.computeHash(); state.hash = state.computeHash();
return state; return state;
......
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