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authorEric Anholt <[email protected]>2011-07-13 14:24:41 -0700
committerEric Anholt <[email protected]>2011-07-28 20:51:53 -0700
commitef1854d09021b6601e59e39fcb71a88fb5e5efb2 (patch)
tree673a6d0b29381ead02e6e4c92087af813be4062f /configs/default
parent96ca6a6262293ce4ed460edf0aadd0ddb1470e79 (diff)
mesa: Fix ff fragment shader inputs calculation when enabling a VS.
The FF VS generation happens just after the FF FS generation in state.c, so the ctx->VP._Current value is for the previous state update's vertex shader, not the one that will be chosen as a result of this state update. The vertexShader and vertexProgram variables should be accurately telling us whether there's going to be a ctx->VP._Current (except on _MaintainTnlProgram drivers, where it's always true). The glsl-vs-statechange-1 test was created to test for this, but it turns out that the bug is hidden by the fact that we call _mesa_update_state() twice per draw call -- once from _mesa_valid_to_render() and once from vbo_draw_arrays(), and the second one was fixing up the first one. Reviewed-by: Brian Paul <[email protected]>
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