2018-06-18 4:39 GMT+02:00 Timothy Arceri <tarc...@itsqueeze.com>: > This is required for compatibility profile support.
--- > src/mesa/main/ff_fragment_shader.cpp | 6 +++++- > 1 file changed, 5 insertions(+), 1 deletion(-) > > diff --git a/src/mesa/main/ff_fragment_shader.cpp > b/src/mesa/main/ff_fragment_shader.cpp > index a698931d99e..935a21624af 100644 > --- a/src/mesa/main/ff_fragment_shader.cpp > +++ b/src/mesa/main/ff_fragment_shader.cpp > @@ -229,7 +229,11 @@ static GLbitfield filter_fp_input_mask( GLbitfield > fp_inputs, > * since vertex shader state validation comes after fragment state > * validation (see additional comments in state.c). > */ > - if (vertexShader) > + if (ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY] != NULL) > + vprog = ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; > + else if (ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL] != NULL) > + vprog = ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; > + else if (vertexShader) > Shouldn't you also update the if condition on line 178? Otherwise, you won't reach the if tree you change when the vertex shader is missing (unless that was intended - I am not really familiar with how fixed function shaders work alongside new features). You could also move or update the comment that is just above your change. Regards, Gustaw Smolarczyk > vprog = ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; > else > vprog = ctx->VertexProgram.Current; > -- > 2.17.1 > > _______________________________________________ > mesa-dev mailing list > mesa-dev@lists.freedesktop.org > https://lists.freedesktop.org/mailman/listinfo/mesa-dev >
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