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author | Eric Anholt <[email protected]> | 2011-07-13 14:24:41 -0700 |
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committer | Eric Anholt <[email protected]> | 2011-07-28 20:51:53 -0700 |
commit | ef1854d09021b6601e59e39fcb71a88fb5e5efb2 (patch) | |
tree | 673a6d0b29381ead02e6e4c92087af813be4062f /src/gallium/state_trackers | |
parent | 96ca6a6262293ce4ed460edf0aadd0ddb1470e79 (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]>
Diffstat (limited to 'src/gallium/state_trackers')
0 files changed, 0 insertions, 0 deletions