[Mesa-dev] [PATCH] mesa: add ff fragment shader support for geom and tess shaders

Marek Olšák maraeo at gmail.com
Mon Jun 18 20:49:23 UTC 2018


Reviewed-by: Marek Olšák <marek.olsak at amd.com>

Marek


On Sun, Jun 17, 2018 at 10:39 PM, Timothy Arceri <tarceri at itsqueeze.com>
wrote:

> 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)
>        vprog = ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
>     else
>        vprog = ctx->VertexProgram.Current;
> --
> 2.17.1
>
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