Am 07.01.2017 um 15:51 schrieb Marek Olšák:
> From: Marek Olšák <[email protected]>
>
> This fixes broken depth texturing after:
>
> commit 22639a6e19f95902aef23474ad672bf489231ea7
> Author: Timothy Arceri <[email protected]>
> Date: Mon Nov 21 00:29:29 2016 +1100
>
> st/mesa: get Version from gl_program rather than gl_shader_program
> ---
> src/mesa/main/ff_fragment_shader.cpp | 3 ++-
> 1 file changed, 2 insertions(+), 1 deletion(-)
>
> diff --git a/src/mesa/main/ff_fragment_shader.cpp
> b/src/mesa/main/ff_fragment_shader.cpp
> index 48b84e8..a13a5de 100644
> --- a/src/mesa/main/ff_fragment_shader.cpp
> +++ b/src/mesa/main/ff_fragment_shader.cpp
> @@ -1215,21 +1215,22 @@ create_new_program(struct gl_context *ctx, struct
> state_key *key)
> p.shader_program = _mesa_new_shader_program(0);
>
> /* Tell the linker to ignore the fact that we're building a
> * separate shader, in case we're in a GLES2 context that would
> * normally reject that. The real problem is that we're building a
> * fixed function program in a GLES2 context at all, but that's a
> * big mess to clean up.
> */
> p.shader_program->SeparateShader = GL_TRUE;
>
> - state->language_version = 130;
> + /* Don't use 1.30, because depth texturing behaves differently there. */
Could you elaborate on this?
Roland
> + state->language_version = 120;
> state->es_shader = false;
> if (_mesa_is_gles(ctx) && ctx->Extensions.OES_EGL_image_external)
> state->OES_EGL_image_external_enable = true;
> _mesa_glsl_initialize_types(state);
> _mesa_glsl_initialize_variables(p.instructions, state);
>
> for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
> p.src_texture[unit] = NULL;
> p.texcoord_tex[unit] = NULL;
> }
>
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