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draw: account for separate shader objects in geometry shader code
authorBryan Cain <bryancain3@gmail.com>
Fri, 15 Feb 2013 16:05:36 +0000 (10:05 -0600)
committerZack Rusin <zackr@vmware.com>
Wed, 6 Mar 2013 04:13:08 +0000 (20:13 -0800)
commit30f246bf2c492b7809c0a556c89a9feb13c4c13e
treef7582478cadaa23a36ea35ca8b5e6b5acff43d69
parentcf0b4a30fc536f3744bce209d4b356fe82f2e6a3
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 <zackr@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: José Fonseca <jfonseca@vmware.com>
src/gallium/auxiliary/draw/draw_gs.c
src/gallium/auxiliary/draw/draw_gs.h
src/gallium/auxiliary/draw/draw_pt_fetch_shade_pipeline.c
src/gallium/auxiliary/draw/draw_pt_fetch_shade_pipeline_llvm.c