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path: root/src/mesa/vbo/vbo_exec_draw.c
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Diffstat (limited to 'src/mesa/vbo/vbo_exec_draw.c')
-rw-r--r--src/mesa/vbo/vbo_exec_draw.c21
1 files changed, 21 insertions, 0 deletions
diff --git a/src/mesa/vbo/vbo_exec_draw.c b/src/mesa/vbo/vbo_exec_draw.c
index 92356ba977..45133fa4f3 100644
--- a/src/mesa/vbo/vbo_exec_draw.c
+++ b/src/mesa/vbo/vbo_exec_draw.c
@@ -150,6 +150,7 @@ static void vbo_exec_bind_arrays( GLcontext *ctx )
GLubyte *data = exec->vtx.buffer_map;
const GLuint *map;
GLuint attr;
+ GLbitfield varying_inputs = 0x0;
/* Install the default (ie Current) attributes first, then overlay
* all active ones.
@@ -175,7 +176,20 @@ static void vbo_exec_bind_arrays( GLcontext *ctx )
exec->vtx.inputs[attr + 16] = &vbo->generic_currval[attr];
}
map = vbo->map_vp_arb;
+
+ /* check if VERT_ATTRIB_POS is not read but VERT_BIT_GENERIC0 is read.
+ * In that case we effectively need to route the data from
+ * glVertexAttrib(0, val) calls to feed into the GENERIC0 input.
+ */
+ if ((ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_POS) == 0 &&
+ (ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_GENERIC0)) {
+ exec->vtx.inputs[16] = exec->vtx.inputs[0];
+ exec->vtx.attrsz[16] = exec->vtx.attrsz[0];
+ exec->vtx.attrsz[0] = 0;
+ }
break;
+ default:
+ assert(0);
}
/* Make all active attributes (including edgeflag) available as
@@ -204,6 +218,7 @@ static void vbo_exec_bind_arrays( GLcontext *ctx )
arrays[attr].StrideB = exec->vtx.vertex_size * sizeof(GLfloat);
arrays[attr].Stride = exec->vtx.vertex_size * sizeof(GLfloat);
arrays[attr].Type = GL_FLOAT;
+ arrays[attr].Format = GL_RGBA;
arrays[attr].Enabled = 1;
_mesa_reference_buffer_object(ctx,
&arrays[attr].BufferObj,
@@ -211,8 +226,11 @@ static void vbo_exec_bind_arrays( GLcontext *ctx )
arrays[attr]._MaxElement = count; /* ??? */
data += exec->vtx.attrsz[src] * sizeof(GLfloat);
+ varying_inputs |= 1<<attr;
}
}
+
+ _mesa_set_varying_vp_inputs( ctx, varying_inputs );
}
@@ -242,6 +260,9 @@ void vbo_exec_vtx_flush( struct vbo_exec_context *exec )
*/
vbo_exec_bind_arrays( ctx );
+ if (ctx->NewState)
+ _mesa_update_state( ctx );
+
/* if using a real VBO, unmap it before drawing */
if (exec->vtx.bufferobj->Name) {
ctx->Driver.UnmapBuffer(ctx, target, exec->vtx.bufferobj);