http://bugs.freedesktop.org/show_bug.cgi?id=16157


Shuang He <[EMAIL PROTECTED]> changed:

           What    |Removed                     |Added
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         AssignedTo|[EMAIL PROTECTED]        |[EMAIL PROTECTED]
                   |                            |com




--- Comment #3 from Shuang He <[EMAIL PROTECTED]>  2008-05-29 23:30:29 PST ---
some bisect work shows following 2 commits bring in this issue:

commit 0639998ee8750083b5e4ad90371c475cb2cca88f
Author: Brian Paul <[EMAIL PROTECTED]>
Date:   Fri May 16 13:15:03 2008 -0700

    Fix DRI build

commit ade508312c701ce89d3c2cd717994dbbabb4f207
Author: Brian Paul <[EMAIL PROTECTED]>
Date:   Wed May 14 16:09:46 2008 -0600

    Updated GLSL uniform/sampler handling from gallium-0.1 branch

    Previously, the shader linker combined the uniforms used by the vertex and
    fragment shaders into a combined set of uniforms.  This made the
implementat
    of glUniform*() simple, but was rather inefficient otherwise.  Now each
shad
    gets its own set of uniforms (no more modelview matrix showing up in the
    fragment shader uniforms, for example).

    cherry-picked by hand from gallium-0.1 branch


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