On 30 September 2011 10:04, Eric Anholt <e...@anholt.net> wrote: > On Fri, 30 Sep 2011 01:09:32 -0700, Paul Berry <stereotype...@gmail.com> > wrote: > Non-text part: multipart/mixed > Non-text part: multipart/alternative > > On 29 September 2011 23:16, Kenneth Graunke <kenn...@whitecape.org> > wrote: > > > > > On 09/27/2011 11:05 AM, Paul Berry wrote: > > > So, we trade support for fixed function clipping for gl_ClipVertex > > > clipping? That seems really unfortunate. I know we don't use the new > > > VS backend for fixed function today, but we will. > > > > > > > My intention was never to give up support for fixed function clipping. I > > just don't know how to tell, from within the vertex shader backend, > whether > > the shader we're compiling is an application-defined GLSL shader or > Mesa's > > built-in fixed function vertex shader. Since at the moment we use the > old > > VS backend for fixed function, and the new VS backend for > > application-defined GLSL shaders, I figured I could dodge the question > for > > now by putting the fixed-function logic in the old VS backend and the > > non-fixed-function logic in the new VS backend. Unfortunately your eyes > > were too sharp for me to get away with that dodge :) > > ctx->Shader.CurrentVertexProgram is the vertex shader, if enabled. > > If not, ctx->VertexProgram._Enabled tells us if a vertex program is in > use, and ctx->VertexProgram.Current is that program. > > Otherwise, you're in fixed function. > > ctx->VertexProgram._Current points at one of those three. >
Ok, thanks. I'll send out a v2 patch that is more future proof.
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