2018-06-18 10:39 GMT+02:00 Iago Toral <ito...@igalia.com>:

> On Mon, 2018-06-18 at 09:43 +0200, Gustaw Smolarczyk wrote:
>
> 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 don't have Tesselation / Geometry with fixed function GL, so I think
> this should be fine.
>

Well, this whole file implements fixed function fragment shader, so it will
only be reached when the fragment shader is missing. Unless you meant
that tessellation/geometry
shaders cannot be combined with fixed function vertex shader but fixed
function fragment shader is fine.

Regards,
Gustaw Smolarczyk
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