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authorBrian Paul <[email protected]>2013-06-02 18:06:17 -0600
committerIan Romanick <[email protected]>2013-06-26 10:58:22 -0700
commit9577327e325ecdf7c4738a4ce79cf2336b6b85a1 (patch)
tree72baa399f2814d5f07a77291962a30020014963e /src
parent6a89456a747b285d15e5073afdffb72773253d88 (diff)
meta: move vertex array enables for mipmap generation
Before, on the second call to GenerateMipmap we were enabling two vertex arrays for the current vertex array object, rather than the private generate-mipmap vertex array object. This caused things to blow up elsewhere. This patch moves the array enables into the block where the generate-mipmap vertex array object is created, as we do in the setup_ff_generate_mipmap() function. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=60518 NOTE: This is a candidate for the stable branches. Tested-by: [email protected] Reviewed-by: José Fonseca <[email protected]> Reviewed-by: Ian Romanick <[email protected]> (cherry picked from commit dcc5b6bfb79261779d85325239d75a2e1f3bec37)
Diffstat (limited to 'src')
-rw-r--r--src/mesa/drivers/common/meta.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
index 29a209edee1..486db259b36 100644
--- a/src/mesa/drivers/common/meta.c
+++ b/src/mesa/drivers/common/meta.c
@@ -3364,6 +3364,8 @@ setup_glsl_generate_mipmap(struct gl_context *ctx,
sizeof(struct vertex), OFFSET(x));
_mesa_VertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE,
sizeof(struct vertex), OFFSET(tex));
+ _mesa_EnableVertexAttribArray(0);
+ _mesa_EnableVertexAttribArray(1);
}
/* Generate a fragment shader program appropriate for the texture target */
@@ -3435,8 +3437,6 @@ setup_glsl_generate_mipmap(struct gl_context *ctx,
_mesa_DeleteObjectARB(vs);
_mesa_BindAttribLocation(mipmap->ShaderProg, 0, "position");
_mesa_BindAttribLocation(mipmap->ShaderProg, 1, "texcoords");
- _mesa_EnableVertexAttribArray(0);
- _mesa_EnableVertexAttribArray(1);
link_program_with_debug(ctx, mipmap->ShaderProg);
sampler->shader_prog = mipmap->ShaderProg;
ralloc_free(mem_ctx);