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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