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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 /src/mesa
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]>
Diffstat (limited to 'src/mesa')
-rw-r--r--src/mesa/main/ff_fragment_shader.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/src/mesa/main/ff_fragment_shader.cpp b/src/mesa/main/ff_fragment_shader.cpp
index 0b53c28f7ae..dbfa6b57d4d 100644
--- a/src/mesa/main/ff_fragment_shader.cpp
+++ b/src/mesa/main/ff_fragment_shader.cpp
@@ -330,8 +330,7 @@ static GLbitfield get_fp_input_mask( struct gl_context *ctx )
/* _NEW_RENDERMODE */
fp_inputs = (FRAG_BIT_COL0 | FRAG_BIT_TEX0);
}
- else if (!(vertexProgram || vertexShader) ||
- !ctx->VertexProgram._Current) {
+ else if (!(vertexProgram || vertexShader)) {
/* Fixed function vertex logic */
/* _NEW_ARRAY */
GLbitfield varying_inputs = ctx->varying_vp_inputs;