From: Brian Paul Date: Thu, 18 Dec 2008 02:01:34 +0000 (-0700) Subject: mesa: choose GLSL vertex shader over ARB/internal vertex program in get_fp_input_mask() X-Git-Tag: android-x86-1.6~16^2~1465^2~390^2~132 X-Git-Url: http://git.osdn.net/view?a=commitdiff_plain;h=f9c76750a7687e9902f2efd91d5551ae0128003c;p=android-x86%2Fexternal-mesa.git mesa: choose GLSL vertex shader over ARB/internal vertex program in get_fp_input_mask() This is a work-around the for the fact that we do fragment shader state validation before vertex shader validation (see comments in state.c) so in get_fp_input_mask() we can't rely on ctx->VertexProgram._Current being up to date yet. This fixes a glean glsl1 test failure. --- diff --git a/src/mesa/main/texenvprogram.c b/src/mesa/main/texenvprogram.c index 75f5baa3e18..64b2ab6c135 100644 --- a/src/mesa/main/texenvprogram.c +++ b/src/mesa/main/texenvprogram.c @@ -258,7 +258,19 @@ static GLbitfield get_fp_input_mask( GLcontext *ctx ) } else { /* calculate from vp->outputs */ - GLbitfield vp_outputs = ctx->VertexProgram._Current->Base.OutputsWritten; + struct gl_vertex_program *vprog; + GLbitfield vp_outputs; + + /* Choose GLSL vertex shader over ARB vertex program. Need this + * since vertex shader state validation comes after fragment state + * validation (see additional comments in state.c). + */ + if (vertexShader) + vprog = ctx->Shader.CurrentProgram->VertexProgram; + else + vprog = ctx->VertexProgram._Current; + + vp_outputs = vprog->Base.OutputsWritten; /* These get generated in the setup routine regardless of the * vertex program: