glamor: Use plain GLSL 1.20 features for fill code.

This prevents performance regressions from losing acceleration support
on older hardware as we transition to using glamor_program.c for
acceleration.

Signed-off-by: Keith Packard <keithp@keithp.com>
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Keith Packard 2014-04-01 21:15:42 -07:00
parent 5b76b3978d
commit 693e6bea89

View File

@ -45,9 +45,8 @@ use_tile(PixmapPtr pixmap, GCPtr gc, glamor_program *prog, void *arg)
static const glamor_facet glamor_fill_tile = {
.name = "tile",
.version = 130,
.vs_exec = " fill_pos = fill_offset + primitive.xy + pos;\n",
.fs_exec = " gl_FragColor = texelFetch(sampler, ivec2(mod(fill_pos,fill_size)), 0);\n",
.vs_exec = " fill_pos = (fill_offset + primitive.xy + pos) / fill_size;\n",
.fs_exec = " gl_FragColor = texture2D(sampler, fill_pos);\n",
.locations = glamor_program_location_fill,
.use = use_tile,
};
@ -108,6 +107,7 @@ static glamor_location_var location_vars[] = {
{
.location = glamor_program_location_fill,
.vs_vars = ("uniform vec2 fill_offset;\n"
"uniform vec2 fill_size;\n"
"varying vec2 fill_pos;\n"),
.fs_vars = ("uniform sampler2D sampler;\n"
"uniform vec2 fill_size;\n"