diff options
author | Neil Roberts <[email protected]> | 2011-10-18 18:42:51 +0100 |
---|---|---|
committer | Chad Versace <[email protected]> | 2011-10-18 11:12:58 -0700 |
commit | 5625f78cd7e69aa90495d34088a47aa71d076fd2 (patch) | |
tree | 15fa5319a66aeb230e99c499dcf3d29bc68c4aa7 | |
parent | 7ec2b0d0d6b6a0f760e55ffdee0bdb385a3e900a (diff) |
meta: Fix saving the active program
When saving the active program in _mesa_meta_begin, it was actually
saving the fragment program instead. This means that if the
application binds a program that only has a vertex shader then when
the meta saved state is restored it will forget the bound program.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=41969
Reviewed-by: Chad Versace <[email protected]>
-rw-r--r-- | src/mesa/drivers/common/meta.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c index a9c7f9aa967..36bd295ec3f 100644 --- a/src/mesa/drivers/common/meta.c +++ b/src/mesa/drivers/common/meta.c @@ -464,7 +464,7 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state) _mesa_reference_shader_program(ctx, &save->FragmentShader, ctx->Shader.CurrentFragmentProgram); _mesa_reference_shader_program(ctx, &save->ActiveShader, - ctx->Shader.CurrentFragmentProgram); + ctx->Shader.ActiveProgram); _mesa_UseProgramObjectARB(0); } |