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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW --- - glDrawElements segfault when compiled into display list"
href="https://bugs.freedesktop.org/show_bug.cgi?id=60518#c10">Comment # 10</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW --- - glDrawElements segfault when compiled into display list"
href="https://bugs.freedesktop.org/show_bug.cgi?id=60518">bug 60518</a>
from <span class="vcard"><a class="email" href="mailto:core13@gmx.net" title="core13@gmx.net">core13@gmx.net</a>
</span></b>
<pre>(In reply to <a href="show_bug.cgi?id=60518#c9">comment #9</a>)
<span class="quote">> Jose, I think it would be more symmetric with the peer
> setup_ff_generate_mipmap() function if we just enabled the vertex arrays
> when we create the vertex array object. So, how about this patch:
>
> diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
> index ca5f5a1..1ab603a 100644
> --- a/src/mesa/drivers/common/meta.c
> +++ b/src/mesa/drivers/common/meta.c
> @@ -3397,6 +3397,8 @@ setup_glsl_generate_mipmap(struct gl_context *ctx,
> sizeof(struct vertex), OFFSET(x));
> _mesa_VertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE,
> sizeof(struct vertex), OFFSET(tex));
> + _mesa_EnableVertexAttribArray(0);
> + _mesa_EnableVertexAttribArray(1);
> }
>
> /* Generate a fragment shader program appropriate for the texture target
> */
> @@ -3468,8 +3470,6 @@ setup_glsl_generate_mipmap(struct gl_context *ctx,
> _mesa_DeleteObjectARB(vs);
> _mesa_BindAttribLocation(mipmap->ShaderProg, 0, "position");
> _mesa_BindAttribLocation(mipmap->ShaderProg, 1, "texcoords");
> - _mesa_EnableVertexAttribArray(0);
> - _mesa_EnableVertexAttribArray(1);
> link_program_with_debug(ctx, mipmap->ShaderProg);
> sampler->shader_prog = mipmap->ShaderProg;
> ralloc_free(mem_ctx);
>
>
> Can you test that approach, core13?</span >
This one works too, no segfaults.</pre>
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