[Mesa-dev] [PATCH] draw/gs: preserve leading vertex info for gs
Jose Fonseca
jfonseca at vmware.com
Tue Apr 23 09:31:44 PDT 2013
----- Original Message -----
> 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
>
LGTM
Reviewed-by: Jose Fonseca <jfonseca at vmware.com>
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