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authorZack Rusin <[email protected]>2013-04-22 20:44:21 -0400
committerZack Rusin <[email protected]>2013-04-23 06:17:59 -0400
commit1a87473998b4af2dbe37aa3ce0c004e62d3fe2c0 (patch)
treefb2b581d05436488e7d00920014e48b9b23154f0 /src
parentaddf00e2add2a51e50f33468221656a9c1389b02 (diff)
draw/gs: preserve leading vertex info for gs
We need to handle the leading vertex information when assembling primitives for the geometry shader otherwise the resulting triangles will have vertices at incorrect input locations. Signed-off-by: Zack Rusin <[email protected]> Reviewed-by: José Fonseca <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/gallium/auxiliary/draw/draw_gs_tmp.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/gallium/auxiliary/draw/draw_gs_tmp.h b/src/gallium/auxiliary/draw/draw_gs_tmp.h
index 92b6fb75ea1..b10bbc413d9 100644
--- a/src/gallium/auxiliary/draw/draw_gs_tmp.h
+++ b/src/gallium/auxiliary/draw/draw_gs_tmp.h
@@ -10,7 +10,7 @@
const unsigned prim_flags = input_prims->flags; \
const unsigned count = input_prims->count; \
const boolean quads_flatshade_last = FALSE; \
- const boolean last_vertex_last = TRUE; \
+ const boolean last_vertex_last = !gs->draw->rasterizer->flatshade_first; \
do { \
debug_assert(input_prims->primitive_count == 1); \
switch (prim) { \