From f9c76750a7687e9902f2efd91d5551ae0128003c Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Wed, 17 Dec 2008 19:01:34 -0700 Subject: mesa: choose GLSL vertex shader over ARB/internal vertex program in get_fp_input_mask() This is a work-around the for the fact that we do fragment shader state validation before vertex shader validation (see comments in state.c) so in get_fp_input_mask() we can't rely on ctx->VertexProgram._Current being up to date yet. This fixes a glean glsl1 test failure. --- src/mesa/main/texenvprogram.c | 14 +++++++++++++- 1 file changed, 13 insertions(+), 1 deletion(-) diff --git a/src/mesa/main/texenvprogram.c b/src/mesa/main/texenvprogram.c index 75f5baa3e1..64b2ab6c13 100644 --- a/src/mesa/main/texenvprogram.c +++ b/src/mesa/main/texenvprogram.c @@ -258,7 +258,19 @@ static GLbitfield get_fp_input_mask( GLcontext *ctx ) } else { /* calculate from vp->outputs */ - GLbitfield vp_outputs = ctx->VertexProgram._Current->Base.OutputsWritten; + struct gl_vertex_program *vprog; + GLbitfield vp_outputs; + + /* Choose GLSL vertex shader over ARB vertex program. Need this + * since vertex shader state validation comes after fragment state + * validation (see additional comments in state.c). + */ + if (vertexShader) + vprog = ctx->Shader.CurrentProgram->VertexProgram; + else + vprog = ctx->VertexProgram._Current; + + vp_outputs = vprog->Base.OutputsWritten; /* These get generated in the setup routine regardless of the * vertex program: -- cgit v1.2.3