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nouveau: oops, build attrib map after we know how the final shader will look..
author
Ben Skeggs
<darktama@iinet.net.au>
Mon, 29 Jan 2007 06:08:45 +0000
(17:08 +1100)
committer
Ben Skeggs
<darktama@iinet.net.au>
Tue, 30 Jan 2007 05:39:31 +0000
(16:39 +1100)
src/mesa/drivers/dri/nouveau/nouveau_shader_0.c
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diff --git
a/src/mesa/drivers/dri/nouveau/nouveau_shader_0.c
b/src/mesa/drivers/dri/nouveau/nouveau_shader_0.c
index b96cf9593949749f502ce4f9a7720445d85d2ed1..9f32cd8c118580917ed741362f18b7be65d035bd 100644
(file)
--- a/
src/mesa/drivers/dri/nouveau/nouveau_shader_0.c
+++ b/
src/mesa/drivers/dri/nouveau/nouveau_shader_0.c
@@
-839,14
+839,14
@@
nouveau_shader_pass0(GLcontext *ctx, nouveauShader *nvs)
case GL_VERTEX_PROGRAM_ARB:
nvs->func = &nmesa->VPfunc;
- pass0_build_attrib_map(nvs, vp);
-
if (vp->IsPositionInvariant)
_mesa_insert_mvp_code(ctx, vp);
#if 0
if (IS_FIXEDFUNCTION_PROG && CLIP_PLANES_USED)
pass0_insert_ff_clip_planes();
#endif
+
+ pass0_build_attrib_map(nvs, vp);
break;
case GL_FRAGMENT_PROGRAM_ARB:
nvs->func = &nmesa->FPfunc;