use enabled/linked fragment shader in preference to a fragment program

This commit is contained in:
Brian
2007-07-24 09:58:19 -06:00
parent 4477a01372
commit 47fafcf06f

View File

@@ -50,7 +50,15 @@ static void compile_fs( struct st_context *st,
static void update_fs( struct st_context *st )
{
struct pipe_fs_state fs;
struct st_fragment_program *fp = st_fragment_program(st->ctx->FragmentProgram._Current);
struct st_fragment_program *fp;
if (st->ctx->Shader.CurrentProgram &&
st->ctx->Shader.CurrentProgram->LinkStatus) {
fp = st_fragment_program(st->ctx->Shader.CurrentProgram->FragmentProgram);
}
else if (st->ctx->FragmentProgram._Current) {
fp = st_fragment_program(st->ctx->FragmentProgram._Current);
}
memset( &fs, 0, sizeof(fs) );
@@ -72,7 +80,7 @@ static void update_fs( struct st_context *st )
const struct st_tracked_state st_update_fs = {
.dirty = {
.mesa = 0,
.mesa = _NEW_PROGRAM,
.st = ST_NEW_FRAGMENT_PROGRAM,
},
.update = update_fs