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authorZack Rusin <[email protected]>2014-03-03 22:53:51 -0500
committerZack Rusin <[email protected]>2014-03-04 15:37:52 -0500
commit08f174daa41b89c41a87c350f407307e2ba258eb (patch)
tree464c634531a1b58fbe843240c66ab3781f8b3d4b /src/gallium/auxiliary/translate/translate.c
parent079bff5a99fa19029fc0caba92fe57046ee29b23 (diff)
draw/llvm: fix generation of the VS with GS present
draw_current_shader_* functions return a final output when considering both the geometry shader and the vertex shader. But when code generating vertex shader we can not be using output slots from the geometry shader because, obviously, those can be completely different. This fixes a number of very non-obvious crashes. A side-effect of this bug was that sometimes the vertex shading code could save some random outputs as position/clip when the geometry shader was writing them and vertex shader had different outputs at those slots (sometimes writing garbage and sometimes something correct). Signed-off-by: Zack Rusin <[email protected]> Reviewed-by: José Fonseca <[email protected]> Reviewed-by: Roland Scheidegger <[email protected]> Reviewed-by: Matthew McClure <[email protected]>
Diffstat (limited to 'src/gallium/auxiliary/translate/translate.c')
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