Module: Mesa
Branch: master
Commit: 1a87473998b4af2dbe37aa3ce0c004e62d3fe2c0
URL:    
http://cgit.freedesktop.org/mesa/mesa/commit/?id=1a87473998b4af2dbe37aa3ce0c004e62d3fe2c0

Author: Zack Rusin <[email protected]>
Date:   Mon Apr 22 20:44:21 2013 -0400

draw/gs: preserve leading vertex info for gs

We need to handle the leading vertex information when
assembling primitives for the geometry shader otherwise
the resulting triangles will have vertices at incorrect
input locations.

Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>

---

 src/gallium/auxiliary/draw/draw_gs_tmp.h |    2 +-
 1 files changed, 1 insertions(+), 1 deletions(-)

diff --git a/src/gallium/auxiliary/draw/draw_gs_tmp.h 
b/src/gallium/auxiliary/draw/draw_gs_tmp.h
index 92b6fb7..b10bbc4 100644
--- a/src/gallium/auxiliary/draw/draw_gs_tmp.h
+++ b/src/gallium/auxiliary/draw/draw_gs_tmp.h
@@ -10,7 +10,7 @@
    const unsigned prim_flags = input_prims->flags;                \
    const unsigned count = input_prims->count;                     \
    const boolean quads_flatshade_last = FALSE;                    \
-   const boolean last_vertex_last = TRUE;                         \
+   const boolean last_vertex_last = !gs->draw->rasterizer->flatshade_first;  \
    do {                                                           \
       debug_assert(input_prims->primitive_count == 1);            \
       switch (prim) {                                             \

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