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Use linked fragment shader inputs (if present) to determine which outputs are needed.
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1 changed files with 8 additions and 1 deletions
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@ -118,10 +118,17 @@ static struct state_key *make_state_key( GLcontext *ctx )
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{
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TNLcontext *tnl = TNL_CONTEXT(ctx);
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struct vertex_buffer *VB = &tnl->vb;
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const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
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const struct gl_fragment_program *fp;
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struct state_key *key = CALLOC_STRUCT(state_key);
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GLuint i;
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if (ctx->Shader.CurrentProgram &&
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ctx->Shader.CurrentProgram->LinkStatus &&
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ctx->Shader.CurrentProgram->FragmentProgram)
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fp = ctx->Shader.CurrentProgram->FragmentProgram;
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else
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fp = ctx->FragmentProgram._Current;
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/* This now relies on texenvprogram.c being active:
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*/
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assert(fp);
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