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-rw-r--r--src/mesa/drivers/dri/i965/brw_program.c16
1 files changed, 16 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_program.c b/src/mesa/drivers/dri/i965/brw_program.c
index bc152204a42..3e52be5d4b7 100644
--- a/src/mesa/drivers/dri/i965/brw_program.c
+++ b/src/mesa/drivers/dri/i965/brw_program.c
@@ -132,6 +132,7 @@ static GLboolean brwProgramStringNotify( GLcontext *ctx,
struct brw_fragment_program *newFP = brw_fragment_program(fprog);
const struct brw_fragment_program *curFP =
brw_fragment_program_const(brw->fragment_program);
+ struct gl_shader_program *shader_program;
if (fprog->FogOption) {
_mesa_append_fog_code(ctx, fprog);
@@ -142,6 +143,21 @@ static GLboolean brwProgramStringNotify( GLcontext *ctx,
brw->state.dirty.brw |= BRW_NEW_FRAGMENT_PROGRAM;
newFP->id = brw->program_id++;
newFP->isGLSL = brw_wm_is_glsl(fprog);
+
+ /* Don't reject fragment shaders for their Mesa IR state when we're
+ * using the new FS backend.
+ */
+ shader_program = _mesa_lookup_shader_program(ctx, prog->Id);
+ if (shader_program) {
+ for (i = 0; i < shader_program->_NumLinkedShaders; i++) {
+ struct brw_shader *shader;
+
+ shader = (struct brw_shader *)shader_program->_LinkedShaders[i];
+ if (shader->base.Type == GL_FRAGMENT_SHADER && shader->ir) {
+ return GL_TRUE;
+ }
+ }
+ }
}
else if (target == GL_VERTEX_PROGRAM_ARB) {
struct gl_vertex_program *vprog = (struct gl_vertex_program *) prog;