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mesa: fix accidental regression in GLSL built-in texture matrix lookup
Was broken by commit 9aca9a4b72b2a7b378e50bd88f9c3324d07375ec.
(cherry picked from commit fe984aed5a)
Conflicts:
src/mesa/shader/slang/slang_builtin.c
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5b66bc1a83
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1 changed files with 5 additions and 1 deletions
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@ -107,10 +107,14 @@ lookup_statevar(const char *var, GLint index1, GLint index2, const char *field,
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if (isMatrix) {
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if (tokens[0] == STATE_TEXTURE_MATRIX) {
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if (index1 >= 0) {
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tokens[1] = index1;
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tokens[1] = index1; /* which texture matrix */
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index1 = 0; /* prevent extra addition at end of function */
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}
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}
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if (index1 < 0) {
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/* index1 is unused: prevent extra addition at end of function */
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index1 = 0;
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}
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}
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else if (strcmp(var, "gl_DepthRange") == 0) {
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tokens[0] = STATE_DEPTH_RANGE;
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