From: Marek Olšák <marek.ol...@amd.com> This fixes broken depth texturing after:
commit 22639a6e19f95902aef23474ad672bf489231ea7 Author: Timothy Arceri <timothy.arc...@collabora.com> Date: Mon Nov 21 00:29:29 2016 +1100 st/mesa: get Version from gl_program rather than gl_shader_program --- src/mesa/main/ff_fragment_shader.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/src/mesa/main/ff_fragment_shader.cpp b/src/mesa/main/ff_fragment_shader.cpp index 48b84e8..a13a5de 100644 --- a/src/mesa/main/ff_fragment_shader.cpp +++ b/src/mesa/main/ff_fragment_shader.cpp @@ -1215,21 +1215,22 @@ create_new_program(struct gl_context *ctx, struct state_key *key) p.shader_program = _mesa_new_shader_program(0); /* Tell the linker to ignore the fact that we're building a * separate shader, in case we're in a GLES2 context that would * normally reject that. The real problem is that we're building a * fixed function program in a GLES2 context at all, but that's a * big mess to clean up. */ p.shader_program->SeparateShader = GL_TRUE; - state->language_version = 130; + /* Don't use 1.30, because depth texturing behaves differently there. */ + state->language_version = 120; state->es_shader = false; if (_mesa_is_gles(ctx) && ctx->Extensions.OES_EGL_image_external) state->OES_EGL_image_external_enable = true; _mesa_glsl_initialize_types(state); _mesa_glsl_initialize_variables(p.instructions, state); for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { p.src_texture[unit] = NULL; p.texcoord_tex[unit] = NULL; } -- 2.7.4 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev