mesa: choose GLSL vertex shader over ARB/internal vertex program in get_fp_input_mask()
authorBrian Paul <brian.paul@tungstengraphics.com>
Thu, 18 Dec 2008 02:01:34 +0000 (19:01 -0700)
committerBrian Paul <brian.paul@tungstengraphics.com>
Thu, 18 Dec 2008 02:01:34 +0000 (19:01 -0700)
commit2389c055ed4c26ba5f3979c4a7871a333725dd88
treeff62ca31fed2df321847af16942f7bf6f657c952
parent3ffd529ff19bf8dd7b022a267bf2afe44c7f0f65
mesa: choose GLSL vertex shader over ARB/internal vertex program in get_fp_input_mask()

This is a work-around the for the fact that we do fragment shader state
validation before vertex shader validation (see comments in state.c) so in
get_fp_input_mask() we can't rely on ctx->VertexProgram._Current being up to
date yet.

This fixes a glean glsl1 test failure.
src/mesa/main/texenvprogram.c