[Mesa-dev] [PATCH] draw/gs: preserve leading vertex info for gs
Zack Rusin
zackr at vmware.com
Mon Apr 22 17:51:39 PDT 2013
We need to handle the leading vertex information when
assembling primitives for the geometry shader otherwise
the resulting triangles will have vertices at incorrect
input locations.
Signed-off-by: Zack Rusin <zackr at vmware.com>
---
src/gallium/auxiliary/draw/draw_gs_tmp.h | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/src/gallium/auxiliary/draw/draw_gs_tmp.h b/src/gallium/auxiliary/draw/draw_gs_tmp.h
index 92b6fb7..b10bbc4 100644
--- a/src/gallium/auxiliary/draw/draw_gs_tmp.h
+++ b/src/gallium/auxiliary/draw/draw_gs_tmp.h
@@ -10,7 +10,7 @@
const unsigned prim_flags = input_prims->flags; \
const unsigned count = input_prims->count; \
const boolean quads_flatshade_last = FALSE; \
- const boolean last_vertex_last = TRUE; \
+ const boolean last_vertex_last = !gs->draw->rasterizer->flatshade_first; \
do { \
debug_assert(input_prims->primitive_count == 1); \
switch (prim) { \
--
1.7.10.4
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