----- 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>
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