Restore the UseTexEnvProgram logic.

Was removed during glsl-compiler work.  Still need to go back and revisit this
because of the interaction with fragment shaders...
This commit is contained in:
Brian
2007-03-27 09:51:52 -06:00
parent 3b8ab88131
commit 3e45db6729
11 changed files with 26 additions and 11 deletions

View File

@@ -168,6 +168,7 @@ GLboolean i915CreateContext( const __GLcontextModes *mesaVis,
ctx->Const.FragmentProgram.MaxNativeTexIndirections = I915_MAX_TEX_INDIRECT;
ctx->Const.FragmentProgram.MaxNativeAddressRegs = 0; /* I don't think we have one */
ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
ctx->FragmentProgram._UseTexEnvProgram = GL_TRUE;
driInitExtensions( ctx, i915_extensions, GL_FALSE );

View File

@@ -531,7 +531,7 @@ void i915_update_fog( GLcontext *ctx )
GLboolean enabled;
GLboolean try_pixel_fog;
if (ctx->FragmentProgram._Enabled) {
if (ctx->FragmentProgram._Active) {
/* Pull in static fog state from program */
mode = ctx->FragmentProgram._Current->FogOption;

View File

@@ -46,7 +46,7 @@ static void i915_render_start( intelContextPtr intel )
GLcontext *ctx = &intel->ctx;
i915ContextPtr i915 = I915_CONTEXT(intel);
if (ctx->FragmentProgram._Current)
if (ctx->FragmentProgram._Active)
i915ValidateFragmentProgram( i915 );
else {
assert(!ctx->FragmentProgram._MaintainTexEnvProgram);

View File

@@ -158,7 +158,7 @@ i915CreateContext(const __GLcontextModes * mesaVis,
ctx->Const.FragmentProgram.MaxNativeAddressRegs = 0; /* I don't think we have one */
ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
/*ctx->_UseTexEnvProgram = 1;*/
ctx->_UseTexEnvProgram = GL_TRUE;
driInitExtensions(ctx, i915_extensions, GL_FALSE);

View File

@@ -561,7 +561,7 @@ i915_update_fog(GLcontext * ctx)
GLboolean enabled;
GLboolean try_pixel_fog;
if (ctx->FragmentProgram._Enabled) {
if (ctx->FragmentProgram._Active) {
/* Pull in static fog state from program */
mode = ctx->FragmentProgram._Current->FogOption;

View File

@@ -1355,14 +1355,16 @@ _mesa_initialize_context(GLcontext *ctx,
ctx->TnlModule.SwapCount = 0;
#endif
ctx->VertexProgram._MaintainTnlProgram
= (_mesa_getenv("MESA_TNL_PROG") != NULL);
if (ctx->VertexProgram._MaintainTnlProgram)
/* this is required... */
ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
else
ctx->FragmentProgram._MaintainTexEnvProgram
= (_mesa_getenv("MESA_TEX_PROG") != NULL);
ctx->FragmentProgram._UseTexEnvProgram = ctx->FragmentProgram._MaintainTexEnvProgram;
ctx->VertexProgram._MaintainTnlProgram
= (_mesa_getenv("MESA_TNL_PROG") != NULL);
if (ctx->VertexProgram._MaintainTnlProgram) {
/* this is required... */
ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
}
ctx->FirstTimeCurrent = GL_TRUE;

View File

@@ -1987,6 +1987,7 @@ struct gl_fragment_program_state
{
GLboolean Enabled; /**< User-set fragment program enable flag */
GLboolean _Enabled; /**< Fragment program enabled and valid? */
GLboolean _Active;
struct gl_fragment_program *Current; /**< User-bound fragment program */
/** Currently enabled and valid program (including internal programs
@@ -1998,6 +1999,7 @@ struct gl_fragment_program_state
/** Should fixed-function texturing be implemented with a fragment prog? */
GLboolean _MaintainTexEnvProgram;
GLboolean _UseTexEnvProgram;
/** Program to emulate fixed-function texture env/combine (see above) */
struct gl_fragment_program *_TexEnvProgram;

View File

@@ -964,6 +964,9 @@ update_program(GLcontext *ctx)
if (shProg && shProg->LinkStatus) {
/* Use shader programs */
/* XXX this isn't quite right, since we may have either a vertex
* _or_ fragment shader (not always both).
*/
ctx->VertexProgram._Current = shProg->VertexProgram;
ctx->FragmentProgram._Current = shProg->FragmentProgram;
}
@@ -1000,6 +1003,13 @@ update_program(GLcontext *ctx)
ctx->FragmentProgram._Current = NULL;
}
}
ctx->FragmentProgram._Active = ctx->FragmentProgram._Enabled;
if (ctx->FragmentProgram._MaintainTexEnvProgram &&
!ctx->FragmentProgram._Enabled) {
if (ctx->FragmentProgram._UseTexEnvProgram)
ctx->FragmentProgram._Active = GL_TRUE;
}
}

View File

@@ -87,7 +87,7 @@ NAME(plot)(GLcontext *ctx, struct LineInfo *line, int ix, int iy)
if (swrast->_FragmentAttribs & (1 << attr)) {
GLfloat (*attribArray)[4] = line->span.array->attribs[attr];
GLfloat invQ;
if (ctx->FragmentProgram._Current) {
if (ctx->FragmentProgram._Active) {
invQ = 1.0F;
}
else {

View File

@@ -121,7 +121,7 @@ NAME ( GLcontext *ctx, const SWvertex *vert )
#endif
#if FLAGS & TEXTURE
span->arrayMask |= (SPAN_TEXTURE | SPAN_LAMBDA);
if (ctx->FragmentProgram._Current) {
if (ctx->FragmentProgram._Active) {
/* Don't divide texture s,t,r by q (use TXP to do that) */
for (attr = swrast->_MinFragmentAttrib; attr < swrast->_MaxFragmentAttrib; attr++) {
if (swrast->_FragmentAttribs & (1 << attr)) {

View File

@@ -138,7 +138,7 @@ _tnl_InvalidateState( GLcontext *ctx, GLuint new_state )
}
if (ctx->Fog.Enabled ||
(ctx->FragmentProgram._Current &&
(ctx->FragmentProgram._Active &&
(ctx->FragmentProgram._Current->FogOption != GL_NONE ||
ctx->FragmentProgram._Current->Base.InputsRead & FRAG_BIT_FOGC)))
RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_FOG );