mesa: Don't reference a W component in setting up a vec3 uniform component.

The 965 driver would try to set up storage for the W component, and
the offsets would get mixed up.
This commit is contained in:
Eric Anholt 2010-09-30 13:40:22 -07:00
parent 6f6542a483
commit a7cddd7de3

View file

@ -122,7 +122,11 @@ static struct gl_builtin_uniform_element gl_LightSource_elements[] = {
{"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
{"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW},
{"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW},
{"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_XYZW},
{"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION},
MAKE_SWIZZLE4(SWIZZLE_X,
SWIZZLE_Y,
SWIZZLE_Z,
SWIZZLE_Z)},
{"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW},
{"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX},
{"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW},