Am 07.01.2017 um 15:51 schrieb Marek Olšák: > 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. */ Could you elaborate on this?
Roland > + 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; > } > _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev