mesa: fix fixed-function test in get_fp_input_mask() - again.

The problem we're solving only occured when there was a user-defined
vertex shader but no fragment shader.  Check for that case now.
Fixes glean api2 vertex array failure.
This commit is contained in:
Brian Paul
2008-12-17 14:04:03 -07:00
parent 35bb2aa96a
commit 947d04d08b
+5 -3
View File
@@ -207,6 +207,9 @@ static GLuint translate_tex_src_bit( GLbitfield bit )
*/
static GLbitfield get_fp_input_mask( GLcontext *ctx )
{
const GLboolean vertexShader = (ctx->Shader.CurrentProgram &&
ctx->Shader.CurrentProgram->VertexProgram);
const GLboolean vertexProgram = ctx->VertexProgram._Enabled;
GLbitfield fp_inputs = 0x0;
if (ctx->VertexProgram._Overriden) {
@@ -219,10 +222,9 @@ static GLbitfield get_fp_input_mask( GLcontext *ctx )
else if (ctx->RenderMode == GL_FEEDBACK) {
fp_inputs = (FRAG_BIT_COL0 | FRAG_BIT_TEX0);
}
else if (!ctx->VertexProgram._Enabled ||
else if (!(vertexProgram || vertexShader) ||
!ctx->VertexProgram._Current) {
/* Fixed function logic */
/* Fixed function vertex logic */
GLbitfield varying_inputs = ctx->varying_vp_inputs;
/* These get generated in the setup routine regardless of the