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authorNeil Roberts <[email protected]>2011-10-18 18:42:51 +0100
committerChad Versace <[email protected]>2011-10-18 11:12:58 -0700
commit5625f78cd7e69aa90495d34088a47aa71d076fd2 (patch)
tree15fa5319a66aeb230e99c499dcf3d29bc68c4aa7
parent7ec2b0d0d6b6a0f760e55ffdee0bdb385a3e900a (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.c2
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);
}