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authorBryan Cain <[email protected]>2013-02-15 10:05:36 -0600
committerZack Rusin <[email protected]>2013-03-05 20:13:08 -0800
commit30f246bf2c492b7809c0a556c89a9feb13c4c13e (patch)
treef7582478cadaa23a36ea35ca8b5e6b5acff43d69 /src/gallium/tools
parentcf0b4a30fc536f3744bce209d4b356fe82f2e6a3 (diff)
draw: account for separate shader objects in geometry shader code
The geometry shader code seems to have been originally written with the assumptions that there are the same number of VS outputs as GS outputs and that VS outputs are in the same order as their corresponding GS inputs. Since TGSI uses separate shader objects, these are both wrong assumptions. This was causing several valid vertex/geometry shader combinations to either render incorrectly or trigger an assertion. Conflicts: src/gallium/auxiliary/draw/draw_gs.c Reviewed-by: Zack Rusin <[email protected]> Reviewed-by: Brian Paul <[email protected]> Reviewed-by: José Fonseca <[email protected]>
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