#include "main/imports.h"
#include "main/image.h"
#include "main/macros.h"
+#include "main/teximage.h"
#include "program/program.h"
#include "program/prog_print.h"
util_make_vertex_passthrough_shader(pipe,
num_attribs,
semantic_names,
- semantic_indexes);
+ semantic_indexes, FALSE);
NumCachedShaders++;
return CachedShaders[i].handle;
if (ctx->Texture.Unit[i]._Current &&
ctx->Texture.Unit[i]._Current->Target == GL_TEXTURE_2D) {
struct gl_texture_object *obj = ctx->Texture.Unit[i]._Current;
- struct gl_texture_image *img = obj->Image[0][obj->BaseLevel];
+ const struct gl_texture_image *img = _mesa_base_tex_image(obj);
const GLfloat wt = (GLfloat) img->Width;
const GLfloat ht = (GLfloat) img->Height;
const GLfloat s0 = obj->CropRect[0] / wt;
cso_save_viewport(cso);
cso_save_stream_outputs(cso);
cso_save_vertex_shader(cso);
+ cso_save_tessctrl_shader(cso);
+ cso_save_tesseval_shader(cso);
cso_save_geometry_shader(cso);
cso_save_vertex_elements(cso);
cso_save_aux_vertex_buffer_slot(cso);
semantic_names, semantic_indexes);
cso_set_vertex_shader_handle(cso, vs);
}
+ cso_set_tessctrl_shader_handle(cso, NULL);
+ cso_set_tesseval_shader_handle(cso, NULL);
cso_set_geometry_shader_handle(cso, NULL);
for (i = 0; i < numAttribs; i++) {
vp.scale[0] = 0.5f * width;
vp.scale[1] = height * (invert ? -0.5f : 0.5f);
vp.scale[2] = 1.0f;
- vp.scale[3] = 1.0f;
vp.translate[0] = 0.5f * width;
vp.translate[1] = 0.5f * height;
vp.translate[2] = 0.0f;
- vp.translate[3] = 0.0f;
cso_set_viewport(cso, &vp);
}
/* restore state */
cso_restore_viewport(cso);
cso_restore_vertex_shader(cso);
+ cso_restore_tessctrl_shader(cso);
+ cso_restore_tesseval_shader(cso);
cso_restore_geometry_shader(cso);
cso_restore_vertex_elements(cso);
cso_restore_aux_vertex_buffer_slot(cso);