----- Original Message ----- > 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 <za...@vmware.com> > --- > src/gallium/auxiliary/draw/draw_gs_tmp.h | 2 +- > 1 file changed, 1 insertion(+), 1 deletion(-) > > 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) { \ > -- > 1.7.10.4 >
LGTM Reviewed-by: Jose Fonseca <jfons...@vmware.com> _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev