http://bugs.freedesktop.org/show_bug.cgi?id=16157
Shuang He <[EMAIL PROTECTED]> changed:
What |Removed |Added
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AssignedTo|[EMAIL PROTECTED] |[EMAIL PROTECTED]
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--- Comment #3 from Shuang He <[EMAIL PROTECTED]> 2008-05-29 23:30:29 PST ---
some bisect work shows following 2 commits bring in this issue:
commit 0639998ee8750083b5e4ad90371c475cb2cca88f
Author: Brian Paul <[EMAIL PROTECTED]>
Date: Fri May 16 13:15:03 2008 -0700
Fix DRI build
commit ade508312c701ce89d3c2cd717994dbbabb4f207
Author: Brian Paul <[EMAIL PROTECTED]>
Date: Wed May 14 16:09:46 2008 -0600
Updated GLSL uniform/sampler handling from gallium-0.1 branch
Previously, the shader linker combined the uniforms used by the vertex and
fragment shaders into a combined set of uniforms. This made the
implementat
of glUniform*() simple, but was rather inefficient otherwise. Now each
shad
gets its own set of uniforms (no more modelview matrix showing up in the
fragment shader uniforms, for example).
cherry-picked by hand from gallium-0.1 branch
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